Now hear me out, I know Rare is working on this but I cannot stress how much I want this to be a focused add on. My friends are a group of 5 players and the galleon with 4 spreads the wealth most evenly so normally I play the nice guy and bow out letting the other 4 crew up and then replace whoever leaves first for the night. But that tends to only leave me a journey, maybe two with my crew of 4 friends.
We have on numerous occasions got me onto the same server and most of the time when I do that I play a blocker boat kinda thing because we can't share loot. So the option to ally yourself with another ship you find on the seas would be amazing, and especially if loot was shared would also correct all of the issues I'm having now with playing with my friends.
Desires for increased priority aside, love you Rare, and thanks for listening to us XP
Alliances
@blyssful-abyss said in Alliances:
Now hear me out, I know Rare is working on this but I cannot stress how much I want this to be a focused add on. My friends are a group of 5 players and the galleon with 4 spreads the wealth most evenly so normally I play the nice guy and bow out letting the other 4 crew up and then replace whoever leaves first for the night. But that tends to only leave me a journey, maybe two with my crew of 4 friends.
We have on numerous occasions got me onto the same server and most of the time when I do that I play a blocker boat kinda thing because we can't share loot. So the option to ally yourself with another ship you find on the seas would be amazing, and especially if loot was shared would also correct all of the issues I'm having now with playing with my friends.
Desires for increased priority aside, love you Rare, and thanks for listening to us XPSo are you asking for larger galleon crews? I don't think that will happen and 4 is all we will and should see due to the size of the servers. Also 4 is the standard xbox party size as well. also quite frankly we don't need any more on a galleon lol.
@ve111a "4 is the standard xbox party"
What? 4 people parties as being "standard" actually goes back to the N64 days when it had 4 controller ports.
Snes actually supported up to 5 players (with that weird adaptor) and most on-couch coop was always limited to 4 split screen.
Four is just what we have graviated toward and most developers limit us.
Standard party in Overwatch is actually 6 because the teams are 6v6 as set by the developers.
So stating that we are limited to 4 based on typcial xbox party size is a logical error. It games that limit the size.
Rare just balanced the Galleon around 4 players. There is actually no-limit to the number of people you can have on a Galleon operating it at a time (well, maybe by server size). Often when two crews merge they only take one boat. So you have 5+ on a galleon..
The only thing limiting us from having more people on a boat is Rare and if the server can have more people on it.. not necessarily crews/boats.
Also, to cry and say we shouldn't have more then 4 people on a galleon ignores the fact that we already have people forming alliances already. The only limitation is spawn time.
You fix that by increasing spawn time based on how many people you have on your crew. The larger the crew, the longer it takes each individual to respawn off the Ferry.
That is how you balance it.. because the only thing stopping any of the ships from being over the max is the death penalty.
But if you don't expose the extra hands to death..
They just need to increase crew size or let us form alliances. Personally, I think it would be more balanced to increase the crew size.. but, I don't know the technical limitations of the game to say having more people logged into a server is possible, or if it is just simply limited by crew size.
@ve111a no no no, they have already talked about allowing alliances with other ships that you meet in game. Allowing you to share rewards but not turning off "friendly fire" so it would be a tense partnership.
@puck269 I don't think increased re spawn times based of crew size would be good. it would turn a halfway decent solo sloop into a galleon slayer. I really just want the feature I know they're working on to come out already XP
@ve111a "4 is the standard xbox party"
What? 4 people parties as being "standard" actually goes back to the N64 days when it had 4 controller ports.
Snes actually supported up to 5 players (with that weird adaptor) and most on-couch coop was always limited to 4 split screen.
Four is just what we have graviated toward and most developers limit us.
Standard party in Overwatch is actually 6 because the teams are 6v6 as set by the developers.
So stating that we are limited to 4 based on typcial xbox party size is a logical error. It games that limit the size.
Rare just balanced the Galleon around 4 players. There is actually no-limit to the number of people you can have on a Galleon operating it at a time (well, maybe by server size). Often when two crews merge they only take one boat. So you have 5+ on a galleon..
The only thing limiting us from having more people on a boat is Rare and if the server can have more people on it.. not necessarily crews/boats.
Also, to cry and say we shouldn't have more then 4 people on a galleon ignores the fact that we already have people forming alliances already. The only limitation is spawn time.
You fix that by increasing spawn time based on how many people you have on your crew. The larger the crew, the longer it takes each individual to respawn off the Ferry.
That is how you balance it.. because the only thing stopping any of the ships from being over the max is the death penalty.
But if you don't expose the extra hands to death..
They just need to increase crew size or let us form alliances. Personally, I think it would be more balanced to increase the crew size.. but, I don't know the technical limitations of the game to say having more people logged into a server is possible, or if it is just simply limited by crew size.
I don't want more than 4 on a galleon, That's not crying its analytically looking at the galleon and how much more op it would be with a 5th person. Sure people can take a random on the crew of a 4 man galleon to have 5 but after I kill him once hes out of the equation. Personally I feel alliances and armadas and larger crews are op and not fair to people that play solo or 2 man sloops. If you have 2 galleons in an alliance at 4 people each, and the average server size is 20-24 people you have 1/3 of the entire server on one team with no contest to roll over everyone else. It just doesn't seem fair but to each their own and everyone is entitled to their opinion and I know I'm not alone on this as I see it quite often on these boards.
I kinda feel like everyone missed the point on this one. Seems to me that OP is requesting fleet system priority. Not trying to increase galleon crew size, but allowing multiple crews to share loot, so those with more than 3 friends can still play together, aboard several ships. I also support this. Been asking for it since alpha. With all the new cooperative events lately, it seems essential, and I'm kinda shocked they even released the new content without first rolling out fleets.
@like-39-ninjas <--This guy gets it. They're working on it, I just want it out already so we can actually take advantage of working together between crews instead of only one crew reaping the work of both. Also you'd still have to be careful because they've already said that it won't make the multiple crew immune to each other's damage.
@blyssful-abyss You don't have to reduce the times as to the current levels on each boat.. but once you get over the "max" size that they are currently at.. the respawn time starts to increase.
So, like you have a 150% respawn time having 3 ppl on a sloop... but a 125% increase for having 5 people on a galleon.. adding those 50% or 25% increases to time for each additional crew. So a 7 person galleon would hve 175% respawn time and a 5 person sloop a 250% respawn time. You could do that on mermaid delay also.
There is a way to make it work without making a 1 man sloop unstoppable. And anyway, if a 4 man galleon is getting destroyed by a one-man sloop.. they have their own issues and deserve to lose.
@puck269 Sometimes you just get lucky too, I've had a fight once where I managed to get a little chip on everyone but couldn't land a solid kill. Then as I was charging a sword lunge 3 of their crew came bursting in the room chasing me and I lunge killed all of them. Good times. I just worry that increased re-spawn timers mean that situations like that can turn from "okay I gotta work quick to make the best of this" into "this fight is over, I've won".
@like-39-ninjas The OP has a title that says alliances, but what he is really asking for is for him to be able to party up as 5 instead of the limit of 4 now.
His solution would also require either 1. Allowing people to invite friends to their servers but on different crews. Or 2. circumventing the friends free servers by commendering another crew and getting a random person to invite their friend to their boat (the current work around) and forming an alliance.
So, balance wise.. actually increasing boat max size with a "balance penalty" is more "fair" then taking up two boat slots on a server to have a 5man crew.
I agree I like the idea of alliances.. but they would have to find a way to make it so a group of friends couldn't basically privatize a server like they can now.
Granted, it is such a low probability.. and would actually decrease that from happening if you just allow 5-6 man crews.
@puck269 Ummm, no? I want to be on my ship and form an alliance with my friend's ship. As I've stated we've been on the same server a multitude of times and I've helped them. I just want the alliances to be finalized so we can both finally benefit from that already existing alliance.
@blyssful-abyss said in Alliances:
We have on numerous occasions got me onto the same server and most of the time when I do that I play a blocker boat kinda thing because we can't share loot. So the option to ally yourself with another ship you find on the seas would be amazing...
Did you read the OP?
@sytoki Because truth be told, I'm not asking to allow people to queue up as a group, just to make alliances with people you spot. Meaning if you do manage to negotiate boats from other players, you're stuck with whatever they were driving, not a fleet of galleons. And if you've managed to negotiate an entire server under your control, then yeah you put in the work, have at.
@blyssful-abyss well if I’m able to get into the same servers as my other crew than I can technically control a server with my fleet of galleons, even just 2 galleons is enough. Trust me, nobody is gonna like that.
I would be okay with it. When I’m running a fleet it is usually on a Athena speed run where we have recruited a sloop. I take the sloop to our gold hoarder maps & give him/her the treasure for allowing me to use their ship. What you are describing would be awesome cause then our helpful sloop could cash out on all our treasures with us.
On the flip side I’m sure a single player on a sloop doesn’t want to constantly worry about fleets overtaking them.
@blyssful-abyss The only real plausable way to realistically get on the same server as your friends is to do the method I described of finding a random and having them invite you on their crew. Then the random leaves and your private group now has 6-8 slots and 2 boats.
Otherwise, you meet randoms and make friends and an alliance forms during that first time. Those are what I would agree to as an alliance I would want to promote.
They just have to be balanced so that a group doesn't take over an entire server.
The chances of that happening decreases if you can find a way to balance an increase crew size to each of the boats. If people are able to add a 5-6th crew member to their boat, they are less likely to do work arounds to the servers keeping friends from logging into each other's servers.
If Rare thought it was balanced to have a group of friends to be able to log into a game with 3 boats, then they would already make it possible to join a friend's server on their own boat.
@sytoki I've been in multi-Galleon fights. I think they're pretty fun. I really can't stress how okay I am with this XD
Besides, if you're just running about with two ships bullying everyone, the other 4 might get ticked and ally up themselves. You never know.@puck269 They've already said they're implementing alliances. They've already stated that there will be friendly fire within alliances. I'm not debating it's need as it's already coming. As far as balance goes for PvP, people are already grouping up into small groups of ships, and that hasn't become some huge ordeal. All I was saying is I hope it comes out soon and is given priority.
To be honest you know what the biggest "threat" caused by this is going to be? If the whole alliance does share loot and instead of PvP an entire server alliances up just so that all 6 boats get all of the other boat's rewards. Aside from that literally everything else is already happening.Edit/add-on: Rare has also said they've been discussing joining as an additional boat with your friends too ^w^
I think you should be able to make "an accord" with another crew and have a shared loot turn in (but with a tax on it). It should always be more profitable to just have your own crew.
Also friendly fire never goes as a defence of a player teamed up against by two crews should be able to use confusion and friendly fire to their advantage.
I hope fleets are not just counted as full members of your own crew as folks would abandon one boat and you'd have 4man sloops or 8 man galleons and it would be horrible.
@blyssful-abyss I'm really not against alliances... heck, I've even called for a cool way to have them implimented.
https://www.seaofthieves.com/forum/topic/64716/alliance-building-multicrew-new-handshake-mechanic
Your concern about the server wide sharing could be solved by splitting the loot between crews.. so that say a $100 castaway chest gets turned in... a 2 crew alliance would only get $50 each. This would have a natural deterrant from doing too much alliance forming because the payout would be less.
I just decided to play devils advocate as to the downsides of having alliances forming and to give voice to the legitimate complaints regarding alliances.
I just feel if they are going to open the door to friends joining friends servers.. and do so with alliances.. there must be some reason why they just haven't done it yet. Why is that? Why do they make it so hard to join a server your friend is already playing on? Why restrict crew size to 4 on a galleon, but allow non-crew to help on the boat thus making crew limits basically pointless.
See, the design choice is puzzling.. unless they are purposly trying to deter alliances from forming for some reason.
In order to get them to impliment alliances, we have to know what gameplay element that having an alliance has on the game that breaks the game. Or what about having multiple people on one boat breaks the balance of combat that they have to deter it.
When we brainstorm solutions to the problem.. THEN we'll speed up their solution.
@m1sterpunch See, I'm not exactly sure what the point of adding an alliance to the game if you can't turn off friendly fire for an alliance.
Right now if you want to split the loot.. you just.. split the loot and each turn in your own stuff. You can already hurt a non alliance person.
So, if thats the kind of alliance you want to build.. then you are basically against anything changing.
The main reason I want to alliance with another crew is so I can do things without worrying about killing them in the middle of a fight.. be it against skellies, or against another crew.
Without it.. its kinda pointless to do anything different then what we have now.
Friendly fire and loot value splitting is the way to balance something that could be too OP for a server. If you basically had two galleons that had no drawback for crewing up in a fleet and also didn't have to worry about killing a member of their own then such an alliance would be game breaking. You'd have 2 team galleons (or brigs) at a fort and you'd immediately have to deal with an 8 man crew and constant respawns. Friendly fire will force each crew to fight a bit apart so as to not hit an ally. This alliance SHOULD require that amount of communication and coordination to make it workable.
Friendly fire also gives an opposing crew some chance to use the confusion as a tactic. That blunderbuss shot goes wide and hits their own crew and gives you a slight advantage.
Rare wants an even playing field and an alliance option without drawbacks will create a huge imbalance.
@m1sterpunch I can agree with everything you said. I think that might be the main reason why they haven't inplimented alliances and why they also keep crews limited to 4 on a galleon and make it very difficult for friends to get on the same server.. pvp balance.
But if Rare does agree to alliances.. which it seems that they are on the verge of doing soon... It seems like they are no longer worried about pvp balance getting thrown out the window.
Because, if you don't institute the ability to turn off friendly fire (and I don't mean ship to ship, just person to person) then there isn't a point in doing an alliance different then what we have been doing.
So back to my original point is.. if they are not worried about pvp balance to the point of adding alliances.. why are we limited to 4 man galleon sizes. An alliance will only have a disadvantage because of having to spawn on a different boat. Why not allow 5-6 man galleons if we are going to allow that? It seems more fair and more balanced if we adjust the respawn time so a 6man preform galleon can compete against a 6man alliance on one boat... but still not be any more overpowering to a 2man sloop. (cause a 6man alliance will destroy a sloop and that will have been determined to be ok by the dev team)
So back to my original point is.. if they are not worried about pvp balance to the point of adding alliances.. why are we limited to 4 man galleon sizes.
I may have missed something but I don't see the logic here. The devs are most certainly worried about PvP balance or they wouldn't have nerfed the blunder damage or have crew size limits on both current ships.
The benefit of adding alliances would be to have additional allies on your team and them turning in loot also gives your crew a cut. That is different than what we have now as the only way to divide loot is before you turn in and physically divy it up.
My point is that an alliance is a powerful mechanic that needs some drawbacks to make it viable in a fairly balanced open world game.
@m1sterpunch Blinderbust damage was nerfed because it wasn't fun to be one-shot all the time, not because of pvp balance. Pvp balance the blunderbust was fine because everyone had access to it in a 1v1.. had nothing to do with group balance.
Ok, so if you make alliances so you can share the loot you turn in with other crews.. you are going to have to penalize it some way or you'll have the entire server being in an alliance. You have to somehow balance it so that you don't get an actual advantage being in an alliance.
That means they will have to split the amount of an item equally between crews.
So.................... you split it up physically like you do now.. its the same thing. Again, no point in changing the setup now to form some "alliance" if there is nothing gonna change.
The number 1 thing needed to form an alliance is no friendly fire. Otherwise the system how it works now is the only system that is balanced and we'll have to continue to have the servers friend locked.
We don't want that.. we want to play with bigger groups then 4. We want to group up with people we meet friendly on the seas so we don't accidently kill them while we are running voyages together.
@m1sterpunch I kinda went off a tangent and missed the point about alliances being unbalanced.
The way you balance an alliance.. is to increase crew size per boat.
If you don't increase the number of people per boat to match that of people in an alliance.. you will only be able to fight an alliance with another alliance.. because it is the number of people and their skill that balance things.
A 4 man sloop can compete against a 4 man galleon... they actually have the better boat.. if all things equal.. without a respawn penalty.. a sloop will win all the time.
A equally skilled 4 man crew against a 2 man sloop.. that really is in favor of the galleon head to head. The galleon just has more manpower to overtake the sloop. A two man can sink a galleon... but it requires the 2 man to be a better team and the galleon to be disorganized.
A two man sloop will almost always beat a 2 man galleon. Because of the boat advantage and equal number of people.
But you give the galleon a better spawn advantage over a 4 man sloop.. then the galleon is on equal footing. This happens frequently on 4 man sloops now because if half the crew dies.. they are completely gone from the fight cause they respawn wherever they left their boat.
@puck269 I personally just want automatic loot splitting, and maybe friendly fire disabled for forts, exclusively. You can split loot manually, but it becomes tedious and is never quite equal due to large value ranges. Though the ranges for stronghold chest and skull are equal, the actual payout is typically 1-2k different.
As for friendly fire, I like the idea of keeping it off for fleets in combat. I would however be pretty happy with disabling it while allied crews are on an active fort. Keep it off when not actually standing on the fort island, so combat is still fair between enemy crews fighting to take the fort.
Another point is that currently a crew's ship needs to be at an outpost in order to turn in loot. In think in a fleet scenario, all allied ships would have to be within range to cash in. That would prevent fleets from circumventing this mechanic.
@like-39-ninjas said in Alliances:
@puck269 I personally just want automatic loot splitting, and maybe friendly fire disabled for forts, exclusively. You can split loot manually, but it becomes tedious and is never quite equal due to large value ranges. Though the ranges for stronghold chest and skull are equal, the actual payout is typically 1-2k different.
As for friendly fire, I like the idea of keeping it off for fleets in combat. I would however be pretty happy with disabling it while allied crews are on an active fort. Keep it off when not actually standing on the fort island, so combat is still fair between enemy crews fighting to take the fort.
Another point is that currently a crew's ship needs to be at an outpost in order to turn in loot. In think in a fleet scenario, all allied ships would have to be within range to cash in. That would prevent fleets from circumventing this mechanic.
I'm not exactly sure your ship needs to be in range to turn in loot. I haven't tested this, but playing solo I've jumped off my boat plenty of times and let it sail off and still be able to turn in items. It is actually one of the best solo tactics to use when being pursued. I've also turned things in when my ship has been sunk. Then there is also the merchant quest work around where you used to be able to stand at one outpost and guarente that the outpost that came up was the one that your crewmate was at... I believe the fix was that the outposts were more randomized, not that your ship had to be in range.
That said.. I want my alliance to do more then just skellie forts.. I want it to be able to assist me in all the events around the map.. also for a programming perspective.. it will be much easier to install my friendly fire toggle idea in my alliance suggeston post than it would be to try and piece meal safe zones all over the map in random spots whenever there is a crew coop event going on..
Blinderbust damage was nerfed because it wasn't fun to be one-shot all the time, not because of pvp balance.
You can still one shot with the blunder if aimed. Damage of each pellet was reduced from the beta so that it takes a bit more skill to do and to balance it with other weapons.
Ok, so if you make alliances so you can share the loot you turn in with other crews.. you are going to have to penalize it some way or you'll have the entire server being in an alliance. You have to somehow balance it so that you don't get an actual advantage being in an alliance.
Loot tax like I said before. Items are worth about 75% of what they normally are but all allied crew get a cut.
That means they will have to split the amount of an item equally between crews.
No. That would be pointless. and the same as no alliance at all.
So.................... you split it up physically like you do now.. its the same thing. Again, no point in changing the setup now to form some "alliance" if there is nothing gonna change.
See above.
The number 1 thing needed to form an alliance is no friendly fire. Otherwise the system how it works now is the only system that is balanced and we'll have to continue to have the servers friend locked.
Disagree. If you allow more crew per ship than actually required to operate it, people won't bother with fleets they'll just have stupid over powered single ships that are unstoppable.
We don't want that.. we want to play with bigger groups then 4. We want to group up with people we meet friendly on the seas so we don't accidently kill them while we are running voyages together.
Who's the we? This is your opinion of what you want in the game. I'm just giving you an example of why it's game breaking.
That's the inherent risk involved in having the benefit of a multicrew alliance.The way you balance an alliance.. is to increase crew size per boat.
So on a server that has no alliances you just have the ability of 6man galleons and 4man sloops? No thanks. And if alliances could have ridiculous crews then you'd have a team of 4 man sloops.
A 4 man sloop can compete against a 4 man galleon... they actually have the better boat.. if all things equal.. without a respawn penalty.. a sloop will win all the time.
4 man sloops would be cancer and most would quit the game because 4 players on a sloop would be unsinkable with enough planks.
A two man sloop will almost always beat a 2 man galleon. Because of the boat advantage and equal number of people.
No one playing seriously would 2 man crew a galleon
Alliances should be shaky and not absolute. Otherwise fleets will too easily be able to take over a server. This is why the drawbacks are necessary.
@puck269 It was added in shortly after launch if I recall correctly. I have tested it. Once the ship is too far from the outpost none of the NPCs will accept your loot. It used to be a very effective tactic, and I used it frequently. I think it was done in response to all the complaints about outpost campers, not that I've ever seen one. But, it certainly prevents campers from scuttling and stealing loot. And all the complaint posts about camping seem to have died out.
@m1sterpunch said in Alliances:
Blinderbust damage was nerfed because it wasn't fun to be one-shot all the time, not because of pvp balance.
You can still one shot with the blunder if aimed. Damage of each pellet was reduced from the beta so that it takes a bit more skill to do and to balance it with other weapons.
Ok, so if you make alliances so you can share the loot you turn in with other crews.. you are going to have to penalize it some way or you'll have the entire server being in an alliance. You have to somehow balance it so that you don't get an actual advantage being in an alliance.
Loot tax like I said before. Items are worth about 75% of what they normally are but all allied crew get a cut.
That means they will have to split the amount of an item equally between crews.
No. That would be pointless. and the same as no alliance at all.
So.................... you split it up physically like you do now.. its the same thing. Again, no point in changing the setup now to form some "alliance" if there is nothing gonna change.
See above.
The number 1 thing needed to form an alliance is no friendly fire. Otherwise the system how it works now is the only system that is balanced and we'll have to continue to have the servers friend locked.
Disagree. If you allow more crew per ship than actually required to operate it, people won't bother with fleets they'll just have stupid over powered single ships that are unstoppable.
We don't want that.. we want to play with bigger groups then 4. We want to group up with people we meet friendly on the seas so we don't accidently kill them while we are running voyages together.
Who's the we? This is your opinion of what you want in the game. I'm just giving you an example of why it's game breaking.
That's the inherent risk involved in having the benefit of a multicrew alliance.The way you balance an alliance.. is to increase crew size per boat.
So on a server that has no alliances you just have the ability of 6man galleons and 4man sloops? No thanks. And if alliances could have ridiculous crews then you'd have a team of 4 man sloops.
A 4 man sloop can compete against a 4 man galleon... they actually have the better boat.. if all things equal.. without a respawn penalty.. a sloop will win all the time.
4 man sloops would be cancer and most would quit the game because 4 players on a sloop would be unsinkable with enough planks.
A two man sloop will almost always beat a 2 man galleon. Because of the boat advantage and equal number of people.
No one playing seriously would 2 man crew a galleon
Alliances should be shaky and not absolute. Otherwise fleets will too easily be able to take over a server. This is why the drawbacks are necessary.
I think basically a bonus on everything turned in during an alliance would still make an alliance a tactic that would make server wide alliances the norm.
If two crews each had a $100 castaway chest on their ship in a non-alliance.. they would each get $100. But if you made an alliance between the two.. and they turned in the same chests, each crew would get $150 in your example of a 75% cut. You spread that between 4 ships, your talking $300 for everyone.. for each getting 1 castaway chest. I hope this explains why you HAVE to balance alliance turn in yield by splitting the normal amount equally between crews.
Now, for a 6 man alliance verse a 6 man galleon.
Both have advantages and disavantages in both combat and not. It has to do with the number of boats.
In combat, A 6man crew (and remember I suggest balancing that by having a 150% increased spawn time for everyone) has an advantage by allowing themselves to repair their boat faster then a 4man galleon. If the 6man alliance is split between two "balanced" boats. The alliance has the advantage of tactics by having two boats. You put all 6 in both situations on one boat.. the 6 man alliance has a special spawn penalty.. because 2 of their crew are basically perma deathed, but 4 spawn faster then the 6 man crew.
For questing, having a 50/50 split.. the two boat alliance can actually do 1 multi island voyages faster by splitting up the crews and doing it faster. The alliance also has the ability to run more then one mission at a time.
The 6 man crew is limited to one boat, but 100% return. It has to do with playstyle, not balance.. if you want a slow fun time with your friends, you'd do a 6man ship.. you can protect yourself better and just have a more laidback time. An alliance you'd have to be fast paced playstyle. Both are balanced with each other and neither has an advantage over each other except what suits the 6 people's playstyle.
As for the 4 man sloop... I've said before.. a 4 man sloop is a powerful thing against a 4 man galleon. However, it already exists. Nothing is stopping a 4man alliance all jumping on a sloop.
So what is the difference between a 4man sloop crew and a 4 man alliance on a sloop?
Right now, half the crew dies, it is permadeath. However, if you have the 2 people that do not spawn on the boat stay on the boat.. and the other two being the attacking.. you don't face the disadvantage of the crew spawning. You'd have to land a direct cannon shot, or board to kill them. But then you end up facing two boats when they respawn.
So that's live.. a 4 man sloop is allowed and powerful.
So, why shouldn't you be able to get 4 friends together and be able to sloop? If you balance it against a 4 sloop alliance.. then the only difference is again, respawning. This is why you institute the respawn penalty to the oversized crew. Having a 200% respawn time will severely balance out the crew
Now, you say that the right now, the unoffical alliance is balanced out by having to deal with friendly fire.
Sure, but a organized crew will split up their attack with proper attack cells that won't have that penalty. They will also be comfortable enough with the gamertags not to attack their friendly crew. It is only a disadvantage that disorganized crews face and thus is an unoptimal balance factor. In those cases the x factor is crew experience. Doesn't matter, in experience and skill were equal, a 6 man alliance will always defeat a 4man galleon.. So claiming that distraction and friendly fire between crews is balance out the man advantage of grouping is false.
I will admit, if they leave spawn time the same between a max crew and an oversized crew.. having larger crew sizes will make a balance issue.
Likewise, if you have an oversize crew on a server.. you should be able to form an alliance with other crews to take on the threat to balance them out.
If they balance boats around "max" crew size compared to max crew size of another.. then they will still be balanced if you make penalties to an oversized crew as compared to an oversized crew in an alliance.
Turning friendly fire off for an alliance will not be balance breaking. You can already coordinate strike teams around making that disadvantage moot.
@puck269 regrettably even cannons have friendly fire now. Seriously go blow up your crew while they're exploring. They'll looooooove it. (obvious sarcasm is hopefully obvious)
