Season 20 Concept: Reforging Ships

  • ⚓ Season 20 Concept: Reforged Ships

    Introduction

    Season 17’s Smugglers’ Tide added some fun, but Sea of Thieves needs a larger, permanent system to keep pirates engaged long-term. What if outposts offered true shipyard/drydock refits, where crews spend gold to modify their ships for specialized roles?

    These wouldn’t just be cosmetic tweaks—they would fundamentally change how a crew sails, fights, and survives on the seas.

    Setting Expectations – This is a Season 20 Vision

    I understand this isn’t a “plug and play” feature. Reworking ship models, balance, and progression would be a massive effort. That’s why I’m not pitching this for Season 18 or 19.

    This is a big, three-seasons-away milestone for Season 20—the kind of expansion that feels worthy of celebration.

    Ship Refit Archetypes

    1. Fishing Vessels 🐟
      • Mods: Pulley systems, nets, troll lines in place of a cannon.
      • Loop: Drop baited pots with buoy markers.
      • Reward: If left long enough, pots yield massive hauls of rare fish, crabs, or sea creatures.
      • Risk: Other players can steal your pots before you return—making fishing a risky, high-reward venture. Even other fishers can steal hauls, turning fishing into a competitive profession.

    1. Fighting Ships ⚔️
      • Mods: Reinforced hull, spikes, extra cannons.
      • Loop: Built purely for combat longevity and domination.
      • Reward: Designed to increase sea battles and decrease runaway fights. If both sides have combat refits, you’ve got a no-run situation—neither crew is set up to flee, making engagements more decisive and satisfying.
      • Risk: Locked into combat—these ships can’t escape, sneak or fish profitably.

    1. Speed Runners ⛵
      • Mods: Extra sails, lighter hull, stripped-down design.
      • Loop: Outrun pursuers, ferry loot quickly, perfect for couriers or small crews.
      • Reward: Unmatched speed—the escape artists of the seas.
      • Risk: Reduced cargo space, sink faster if forced into a fight.

    1. Stealth Raiders 🕶️
      • Mods: Shorter sails, slimmer hull, lower horizon profile.
      • Loop: Ambush prey, stalk unnoticed, slip into harbors undetected.
      • Reward: Ideal for thieves who want to sneak, steal, and vanish.
      • Risk: Sacrifices speed and durability—if caught, escape is difficult.

    Expanding the Idea: A Second Drydock 🌋

    To spread activity across the map, add a second drydock at Morrow’s Peak Outpost in The Devil’s Roar.
    • Revives one of the least-used regions.
    • Adds risk/reward flavor—refitting ships in volcanic waters carries danger.
    • Creates two hubs at opposite ends of the map for balance.

    Why This Works

    ✅ Player Choice – Fishers, fighters, runners, raiders.
    ✅ True Risk/Reward – Fishers risk pots to other pirates; fighters commit to all-out battles.
    ✅ Emergent Gameplay – More reasons for crews to clash naturally.
    ✅ Gold Sink – Permanent, meaningful gold use.
    ✅ Revitalized Regions – The Devil’s Roar becomes strategically relevant again.
    ✅ Longevity – A system beyond one season.

    This isn’t a small feature—it’s a grand vision. Ship refits would require Rare to rework ships from the ground up, balance tradeoffs, and design new loops.

    But as a Season 20 concept, this could be the type of permanent, game-defining update that excites veterans, pulls back lapsed players, and attracts new ones.

    And importantly, this isn’t about giving players raw power or breaking the level playing field. Every refit comes with strengths and clear weaknesses: fishers give up combat ability, fighters trade speed for durability, speed ships sacrifice loot space, and stealth ships give up escape options. No one setup is “better” — just different.

    Whether you’re a fisher, a fighter, a speed runner, or a stealth raider, the seas would finally feel alive with different pirate archetypes chasing different goals. With refits available at both Port Merrick and Morrow’s Peak, the world itself would feel richer and more alive — while keeping the skill-based balance that makes Sea of Thieves special.

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  • I don't dislike the idea of being able to further customize or outfit my ship, but I'm unsure if this would be a feasible idea, or even a good idea.

    Adjustments to hull sizes, sail lengths, additional cannons, ship speed and durability, etc, across 3 ships (one of which already has 4 cannons for a crew size of 4) just seem far out of the realm of possibility, and almost over-kill in some case.

    As I'm also primarily involved with Fishing in this game, I'd say I wouldn't want your fishing vessel outfitting. I would never want to leave myself defenseless in a place literally called Sea of Thieves, especially because I don't get to determine when combat comes my way. Whether that's Reapers, Skelly Ships, or Megs, this place is hella hostile and giving up cannons for any reason sounds like a death sentence.

  • @xdreegan I hear your point, and I don’t want you to think a fishing refit means sailing defenseless. The idea is that the fishing sloop would still have a forward-facing cannon mounted on the bow — one that could even oscillate a bit for angle — so you’d always have a way to fight back or deter attackers.

    The tradeoff is that you’d give up broadside cannons in exchange for fishing gear, nets, and storage. It doesn’t remove your ability to defend yourself, it just changes how you defend yourself.

    And I get that this would mean Rare reworking ships from the ground up — but bold updates like this are what keep the seas fresh. It’s no different than when they introduced new weapons like the double barrel pistol; at first it shook up combat, and then it was tuned into balance. Ships could follow the same path.

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    Why would anyone play any other ship that isn’t speed or power?
    No thanks. Our ships are meant to be non changeable. They work with some having small advantages depending on crew and wind. Not from what you picked from the get go.

  • @derpthejersch

    The concepts you have suggested are not among Rare's top priorities for seasons going forward.
    Imagine you are Rare's Associate Tech Director - James Thomas, and you receive these suggestions for Fishing Vessels, Fighting Ships, Speed Runners and Stealth Raiders. Considering the current Unreal Engine 4.10 limitations, the maintenance costs and most importantly the tech risk, they would not proceed with these suggestions as they are not incremental and would cause reputational damage with the player base as they would be rolled out too fast (3 months is not enough time).

    On top of this, it sounds like you have not completed the Insider August Survey, if you had, you would not have proposed this concept. Check your email inbox or junk folder and be sure to fill it out.

  • @unblinkingmass7 Out of curiosity, what was in the Insider August Survey that is relevant to OP's topic?

  • I have included the comment about the Insider August Survey as I am not sure if the OP (who has the insider tag) has completed it or has signed up at a later date and will need to wait until the next wave of surveys is sent out. There has been no follow-up reminders for this Survey and that is why I suggested this in my post.

    @xdreegan said in Season 20 Concept: Reforging Ships:

    @unblinkingmass7 Out of curiosity, what was in the Insider August Survey that is relevant to OP's topic?

    I believe I cannot share anything about the survey itself, and I am not able to elaborate further, as I believe Rare is ultimately responsible for releasing the results when they are ready to do so. I also filled out the survey a while ago anyway, so the comment about it is really based on how I felt about filling out the survey and this feeling is what has driven myself to make the comment for OPs sake as I wish for them to not miss out if they have the opportunity.

  • @unblinkingmass7 Alright, I’ll fold on this one — just wanted to share the vision. Appreciate the feedback.

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