Before anything else:
The idea of a 6‑player galleon is interesting and worth exploring, but the next idea is the one I truly want to propose.
The text is translated by AI because I don't know English. But aside from that, it is very similar to what I wrote to it.
6‑Player Galleon – Disadvantages First
Disadvantages
4 decks.
It is the slowest ship in the entire game, both in straight line and against the wind.
It also has the slowest turning speed, making tight maneuvers extremely difficult.
The helmsman has poor visibility because the sails block most of the forward view, making alignment harder during chases or combat.
The front and rear cannons are fixed; they cannot rotate, so the ship must be aligned perfectly to use them.
The lowest deck contains the brig and the two side cannons, but being so low makes it extremely vulnerable to flooding, especially during long fights.
The bottom‑deck cannons become dangerous to use once water starts entering, limiting combat options in emergencies.
The ship requires high coordination; disorganized crews will struggle more than on any other ship type.
More complexity to manage overall, so uncoordinated crews are punished.
Deck Layout (Full Details)
Top deck (exterior):
Main sails.
One forward‑facing cannon (fixed, cannot rotate)One rear‑facing cannon (fixed, cannot rotate)
No side cannons on this deck
The rear cannon is great when being chased, and the front cannon is useful when chasing others.
Strong chase potential, but the helmsman has poor visibility because the sails block the view, making alignment harder.
Second deck (below the sails)
Kitchen
Cannonball barrels
Ammo crate
Map table
This is the operations deck: navigation, supplies, and food are all here.
Third deck (central deck)
Clothing chest
Wood planks storage
No cannons on this deck
This is the repair and customization deck, with planks placed in the most central, accessible position.
Bottom deck (lowest deck)
Brig
Two side cannons (one on the left, one on the right)
This deck is powerful for broadside shots, but being so low, it’s very vulnerable to flooding.
Advantages
Better tools for chases thanks to the front and rear cannons.
Clear separation of roles by deck (combat, navigation, repairs, prison).
Designed for high coordination in a 6‑player crew.
Strong tactical identity without breaking the game’s balance.
Greetings! I wanted to share a few ideas on how Sea of Thieves could introduce simple, lightweight “classes” without breaking the core experience. These classes are intentionally very small in scope — almost silly — but if used creatively, they could add fun layers of strategy without changing the essence of the game.
⚓ Slippery Buccaneer
This class has no limit on how much food they can carry.
When they eat a fruit, they can throw the peel on the ground, leaving a temporary hazard.
If another pirate steps on it, they slip and get stunned for a couple of seconds.
It’s not very strong offensively because players can clearly see when the Buccaneer eats and throws the peel.
However, it could be useful defensively, especially in tight spaces or during escapes.
🐾 Critter Corsair
This class can carry only one firearm — no sword.
Their pet can attack enemies, acting as a small companion in combat.
Enemies can kill the pet, and the player can revive it.
If the player doesn’t revive it, the pet appears on the Ferry of the Damned, and after crossing back, it respawns next to the player.
It’s a fun risk‑reward mechanic: more ranged focus, but you must protect your companion.
⚡ Stormstride Duelist
This class can use only a sword.
Their unique ability is a short mobility dash, allowing quick repositioning or aggressive plays.
It keeps combat simple but adds a small tactical twist.
