Balance for Galleon and Sloop with more crew.

  • Before I start, I am in favour of keeping the current crew maximums for each ship. 2 for sloop and 4 for Galleon respectively. However because of the constant requests to increase crew numbers, I thought it would be an interesting topic to explore in full hypothetically.

    So, if we were to assume higher ship/player counts per server (So encounter rates remain roughly the same) what would be the right crew numbers to balance the ships if the numbers were increased?

    3 people on the sloop / 6 on the Galleon?

    3/5?
    4/6?

    Give explanations please, and try to remain civil.

    Once again, I am personally in favour of keeping the numbers as they are now. This is just exploring a hypothetical.

  • 56
    Posts
    32.5k
    Views
  • @whlte-rlder I would personally like the ships to remain as they are. It would encourage them to create new ships to fill the gap between the Galleon and Sloop.

  • @whlte-rlder Personally I think 3/5, that way on the sloop you can steer, have one on a cannon and one on the sails/cannon/whatever. 6 on the galleon would be too imbalanced imo. That would let you have all 4 cannons on one side manned with 2 additional people. Even 5 feels like it would just create a hell for the sloops.

  • The thing is if everyone was as active as a good solo slooper is than a 6 person galleon or a 3 person sloop would be very strong. People want to be able to just sit on the cannons or wheel the whole time, sometimes you might have to angle the sails as well as fire the cannons but it seems like some people dont realize this

  • @explosiveboby Absolutely. I could see 3 people on a sloop work though, since they only have one cannon on each side it wouldn't make THAT big of a difference compared to 5 or 6 on a galleon.

  • @airikr01 said in Balance for Galleon and Sloop with more crew.:

    @explosiveboby Absolutely. I could see 3 people on a sloop work though, since they only have one cannon on each side it wouldn't make THAT big of a difference compared to 5 or 6 on a galleon.

    3rd person on a sloop basically makes it unsinkable until your planks run dry if one person is dedicated to repairs.

    These are the sorts of things that although they seem small at first, they may have huge implications.

    This is partly why I created this thread. These implications need to be highlighted.

  • @whlte-rlder Fair point. The ships are difficult enough to sink already if people know how to plug the holes.

    Edit: So maybe there could be some kind of adjustment to the planks/plugging mechanic to open up a slot on the ships.

  • The reason I would request a larger crew on my ship is so I could play with more of my friends at a time. The best way to fix this without adjusting crew sizes on ships is to allow for a fleet creation option. Allow for a 2-4 ship fleet (2 Galleon and 2 Sloop limit) that is instanced together and can stay together.

  • All these threads about balancing the galleon against a 3-4 man sloop but forgetting the sloop was made to balance a solo player against a galleon to begin with.

  • I don't think a rushed bad workaround is good for the game, players become easily frustrated with perceived balance problems in games if they are not fixed fast.

    The game needs more ships, properly balanced, to be more flexible with crews number. We basically need a ship for 3 players and another one for 5-6. And then the issue will balance itself.

    @f0rg0ttenknight dijo en Balance for Galleon and Sloop with more crew.:

    The reason I would request a larger crew on my ship is so I could play with more of my friends at a time. The best way to fix this without adjusting crew sizes on ships is to allow for a fleet creation option. Allow for a 2-4 ship fleet (2 Galleon and 2 Sloop limit) that is instanced together and can stay together.

    Servers support only 6 ships at the moment, fleets are a pipe dream if the game doesn't get bigger

  • Remember we are speaking hypotheticals.

  • I personally don't think it can work at all. It's very well balanced as is. I actually find it strange Rare's looking at 4-man sloop more than considering fishing. Little worrisome

  • The 4 player sloop has been discussed in another thread, and to be honest people are way over-reacting if they think a 4 player sloop is "OP" no matter how many people you have on the sloop you still only have one cannon in action at one time. To me it seems many of you haven't got into ship battles that often because of all of these points i'm going to make below.

    Also all of you think that having those extra cannons on a galleon are nothing compared to having all the crew on a sloop? you know you can't patch holes if they keep hitting in the general area you are patching in right? Also it's much easier to sink a sloop than a galleon. ANYWHERE you hit a sloop causes a hole that will create water. You hit a galleon anywhere but the bottom and they will not take on any water.

    Not to mention 4 cannons firing down on you in a sloop is pretty nasty you can't manage anything if you are getting blasted by a good galleon crew that knows how to aim, 4 cannons firing stops the sloop from firing their one cannon. Can knock someone off the wheel AND can knock people back from patching. It can even knock you right off your ship and kill you. You are very exposed in a sloop to cannon fire.

    With one cannon, which a crew of 4 on a galleon can manage 1 cannon firing at them pretty easily, the only way a sloop is going to sink a galleon is with boarding or boom barrels. If one galleon can't manage the cannon fire from 1 cannon, they aren't a good crew.

    Plus as I said in a previous post, hitting from the back or front isn't ideal because you can only hit so many spots that cause holes. On the broadside where you do most damage, you put yourself in the position of getting yourself blown up by 4 cannons. If you are in a battle with a sloop just raise all sails sit in one spot and turn on a dime blasting them with 4 cannons just become a turret. You will turn just as fast if not faster than a sloop if you are pivoting on one spot with all sails raised. You just have to watch for boarding at that point. And even if they do try and board, just listen for them climbing the ladder, if you kill that person then there is one less person on their ship and one less person to repair their ship

  • @mri1ama said in Balance for Galleon and Sloop with more crew.:

    To me it seems many of you haven't got into ship battles that often because of all of these points i'm going to make below.

    Please, let's not start with that. It doesn't matter much if it only has one canon imo. To me the best ship is a well-manned 2-man sloop exactly because it can make a galleon's canons pointless by keeping itself out of range. With two extra players you get insanely easy sail adjustment, almost unlimited repairs, insane cover of the two ladders for boarding and a boarding potential even better than the galleon (since the galleon has more jobs to be done at any given time).

    It's not as bad as a 5 or 6 man galleon but it is bad. It takes away the galleons' boarding advantage leaving it with only straight speed. But given it's harder (or takes longer) to adjust the sails, as long as the sloop isn't going in a straight line and someone stays on sail it will actually become faster overall. The only thing a galleon would then have is raw firepower but that's the easiest thing to neutralize already

  • @whlte-rlder 3sloop 5galleon, default; and small crew options would be solo/2man sloop and 3/4man galleon.. touches all the options in a nice way I feel🤗

  • a well-manned 2-man sloop exactly because it can make a galleon's canons pointless by keeping itself out of range. With two extra players you get insanely easy sail adjustment, almost unlimited repairs, insane cover of the two ladders for boarding and a boarding potential even better than the galleon (since the galleon has more jobs to be done at any given time).

    I have already stated why the repair thing is a false statement, because if you shoot the area someone is repairing it knocks them back from that spot and you can't get any repairs done with 4 cannons laying into you.
    If the sloop and galleon got into a straight firefight the sloop loses it's that simple they don't even need to board.

    The only thing a galleon would then have is raw firepower but that's the easiest thing to neutralize already

    Neutralize? by hitting from the behind or front? I already addressed this in my previous post, i'm thinking you didn't even read because you have yet to rebut any of my points.

  • @mri1ama said in Balance for Galleon and Sloop with more crew.:

    Plus as I said in a previous post, hitting from the back or front isn't ideal because you can only hit so many spots that cause holes. On the broadside where you do most damage, you put yourself in the position of getting yourself blown up by 4 cannons. If you are in a battle with a sloop just raise all sails sit in one spot and turn on a dime blasting them with 4 cannons just become a turret. You will turn just as fast if not faster than a sloop if you are pivoting on one spot with all sails raised. You just have to watch for boarding at that point. And even if they do try and board, just listen for them climbing the ladder, if you kill that person then there is one less person on their ship and one less person to repair their ship

    Also, not sure if you've noticed this, but there is a pretty big area that catches the sides and back (or front) of the galleon where they still can't hit you at all. Raise sail to a quarter and zig zag around this area and the galleon is gone for pretty quickly

  • @deashkiin

    Plus as I said in a previous post, hitting from the back or front isn't ideal because you can only hit so many spots that cause holes. On the broadside where you do most damage, you put yourself in the position of getting yourself blown up by 4 cannons. If you are in a battle with a sloop just raise all sails sit in one spot and turn on a dime blasting them with 4 cannons just become a turret. You will turn just as fast if not faster than a sloop if you are pivoting on one spot with all sails raised. You just have to watch for boarding at that point. And even if they do try and board, just listen for them climbing the ladder, if you kill that person then there is one less person on their ship and one less person to repair their ship

    Please read before posting, it's kinda irritating that you just post your ideas as gospel when I have already addressed them and why they are wrong.

    Also galleon is gone pretty quickly? lol

    With one cannon, which a crew of 4 on a galleon can manage 1 cannon firing at them pretty easily, the only way a sloop is going to sink a galleon is with boarding or boom barrels. If one galleon can't manage the cannon fire from 1 cannon, they aren't a good crew.

  • @mri1ama you miss one important fact on the moar cannons = moar fire power

    if the enemies are out of reach, then even having 1000 cannons doesnt help you at all.
    yes a broadside from a galleon, where 4 people are at the cannons can be dangerouse, but remember, nobody is managing anything else, no repair or steering.
    turningradius of a galleon is huge, so it's most likely, that you cannot keep the enemie in your firing radius. a sloop can turn way faster, and good sails management, can hammer a galleon nonstop. you cannot do that with a galleon (unless you play gunturret).

    a sloop is not 4x weaker with only one gun!

  • I am of the opinion that large teams/crews don't function as well as small groups. It might be interesting to see a larger ship type down the road, but for now I think it is balanced well.

  • @mri1ama said in Balance for Galleon and Sloop with more crew.:

    Please read before posting, it's kinda irritating that you just post your ideas as gospel when I have already addressed them and why they are wrong.

    The irony of that statement. Can't we have just a decent debate though? Why are you so defensive?.. So unnecessary

    Edit: "With one cannon, which a crew of 4 on a galleon can manage 1 cannon firing at them pretty easily, the only way a sloop is going to sink a galleon is with boarding or boom barrels. If one galleon can't manage the cannon fire from 1 cannon, they aren't a good crew."

    That's just not true. Sorry

  • @d3adking But that's just it, you play gun turret. You get more turning than a sloop with sails at any point when the galleon has no sails. If a sloop wants to engage you, you win. If they attempt to do the same and raise all sails they are dead in the water then you don't have to turn. and even so if you have one man at the wheel 3 cannons are better than 1 still even 2 cannons are better than one. so you can have 1 at the wheel 2 cannons and one bailing.

    @DeAshkiin yet you don't explain why with logic as I have, you just again as I stated, say your word is correct without explaining yourself. Do explain how 1 cannon firing at a slow rate of fire can sink a ship of 4 people if they know what they are doing. I'd like to hear this.

  • Notes from what I've heard. Max number of ships per server 6 ships, up to 4 crews each. so they will balance solo, pairs, and parties in each server. The sea is vast, so finding other players will take time. Defeating opponents will move them to another island far away.

    You cannot have more than your crew on board a ship, if you attack another ship you need to claim it in order to steal it. You cannot be additional crew. You cannot repair or use another ship's items unless your crew claimed it. So if your ship is a sloop with 2 people, that's it. you cannot take a galleon's crew aboard and sail around, they will end up teleporting back to their own ship. The length of time you may steal a ship depends on the developers and the rules set behind it.

    Normally, you board, steal your opponent's loot and blow up the ship.

  • @boaton said in Balance for Galleon and Sloop with more crew.:

    @whlte-rlder 3sloop 5galleon, default; and small crew options would be solo/2man sloop and 3/4man galleon.. touches all the options in a nice way I feel🤗

    brilliant😬⛵️

  • I would rather have different ships for different crew sizes that are balanced.

    Hope Rare doesn't cave in and go the lazy way of adding multiple crew options by changing the current crew size of sloops and galleons.

    Please make balanced ships and crew sizes.

  • @mri1ama I've explained everything nicely. You actually accused me of not reading something as if I hadn't address it when you are the one who didn't address it at all. By sheer number of holes and repetition on some places to stop repairs as you have said before. You speak as if the sloop would go towards your broadside and raise sail there but that would be to the only advantage the galleon has so it actually doesn't make any sense to do so there.

  • @boaton said in Balance for Galleon and Sloop with more crew.:

    @boaton said in Balance for Galleon and Sloop with more crew.:

    @whlte-rlder 3sloop 5galleon, default; and small crew options would be solo/2man sloop and 3/4man galleon.. touches all the options in a nice way I feel🤗

    brilliant😬⛵️

    8 ships total per server? That depends if the map is bigger than what was in the BETA.

  • @whlte-rlder said in Balance for Galleon and Sloop with more crew.:

    Before I start, I am in favour of keeping the current crew maximums for each ship. 2 for sloop and 4 for Galleon respectively. However because of the constant requests to increase crew numbers, I thought it would be an interesting topic to explore in full hypothetically.

    So, if we were to assume higher ship/player counts per server (So encounter rates remain roughly the same) what would be the right crew numbers to balance the ships if the numbers were increased?

    3 people on the sloop / 6 on the Galleon?

    3/5?
    4/6?

    Give explanations please, and try to remain civil.

    Once again, I am personally in favour of keeping the numbers as they are now. This is just exploring a hypothetical.

    If the worlds held more players and more ships, the correct number of people per ship would be:

    2 per sloop.
    4 per galleon.

    these ships were made with these crew sizes in mind, for a 6 man we would need a different ship.
    with more then 2 people on a sloop you could have a dedicated repairman, a person sitting below decks away from cannon fire and boarders would mean the sloop would only sink if they ran out of planks, same deal with the galleon.

  • @deashkiin You speak as if the galleon can't raise sails before the sloop comes in range and then turn on a dime firing at the sloop with a barrage when it does come within cannon range. Ships come from far off and you can watch their approach, they don't just magically appear in firing range at your flank.

    Oh and no you haven't explained yourself nicely because you still have yet to address any of my points and counter them so i'm still in the right here until you can prove me wrong.

  • @mri1ama I didn't know we were speaking of the very specific and rare case where a sloop is going head-on towards a galleon to start a fight. But even then a good crew would go at an angle towards their advantageous side and still be able to either pass through or turn quicker. It would eat some shots (1-3 in my experience) but those are easily reparable when you're already safe.

    A great galleon crew can fight this but it is by combining good sailing, as you describe, with their boarding advantage. And that's why it's so balanced atm, because if you take that advantage away their chance just plummets incredibly

    Edit: ok mate. Sure. You haven't addressed almost anything and if you go read every reply I'm fairly sure you will find something for every argument you've said. I'll leave this now as this is going nowhere

  • @deashkiin A sloop with any sail cannot turn out of the galleons cone of fire if the galleon has no sail. They can sail out of it yes because the galleon is then basically a turret, BUT then the sloop also can't engage because they are running.

    As it is now, the sloop has no advantage on the galleon in terms of fighting, they only advantage they have is in the terms of evasion. A sloop is not going to sink a galleon as is now with a crew of 2 unless that galleon is unaware and are on an island. OR if the galleon is chasing them and they drop a boom barrel (in this case it doesn't matter the crew size)

  • @mri1ama I've done it solo. Two in a row. I've also done it in duos many many times. Don't believe, go search around for videos and tell me it's impossible when you come back.

    alt text

  • @deashkiin I've seen some videos, a guy in the old thread posted some that were "questionable" at best. I've also spent some of the scale tests devoted to fighting. I have myself sunk a galleon as a sloop with a 2 man crew. THEY WERE BAD. It's that simple.

    A good 2 man sloop cannot sink a good 4 man galleon with the game in its current state. Unless again as I said the galleon is in pursuit and they get them with a boom barrel. That's just the way it is with the game in the current state.

    Good day have a good weekend, hope to see you on the seas in 3 days. :)

  • @mri1ama This just got posted lol

    Might help you: https://www.seaofthieves.com/forum/topic/37645/ship-combat-tactics-video-series
    Check part 3

    Edit: btw, his club-hauling tactic is a bad one. A good galleon crew can just see it, turn and barrage. See you at sea!

56
Posts
32.5k
Views
1 out of 56