Ahoy maties! Tis I' Captain Holley wit'me first post 'pon these 'ere forums! Ah' hope some o' these tips help yee on yer adventure in thee Sea o' Thieves.
Most people who play SoT usually party up through LFG and this helps filter players towards the like-minded goals. However, I noticed that most crews never assign roles once they step foot upon their ship. For most, this is probably common knowledge, so perhaps this might help some of our newer pirates on the sea. So I'll try to break it down quickly to save you pirates some reading.
Galleon (Same can apply to Brigs and Sloops)
1st role - captain - the captain will steer the ship and adjust rear sails
2nd role - middle sails and a secondary role.
3rd role - front sails and a secondary role.
4th role - repairs and a secondary role.
Secondary Roles These secondary roles are important for when the action starts, such as PVP or when skeleton ships/Meg/Kraken etc appear. You will want to assign people to:
- Cannons
- Extra Repair Hands
- Boarders, who will leave the ship and PVP
- Scavengers, who will leave the ship to hunt for supplies at passing islands
- Any other job that would be needed upon your journey.
This is just a basic outline of what the roles of your crew can look like when you all appear in-game. Perhaps if you have a regular crew, the roles can transition from one crewmate to another. But, for those who often sail with unknown pirates, assigning these roles can really help ensure smooth sailing.
Tips
- Just because it isn't your role don't ignore things that need to be done. Often times I hear someone call out - sounds like we need repairs below, while they are fooling around on a cannon or harpoon. If you hear water below deck, Fix It! Do not assume others will do it for you. Sometimes people assigned to the role can be incapacitated. The same can be said about the sails.
- Sailing duty during a chase should have all hands on deck! When your captain is either giving chase or trying to outrun the enemy, every member of the ship should be holding onto the sails and adjusting to keep the sails fully billowed At ALL Times! So if you aren't the captain, grab a sail and adjust. The faster you are, the better your chances. Then, if needed, fall back on your secondary duties when entering combat.
- Don't Harpoon turn the ship without letting your captain know! Many times I have seen a ship crash into an island because a crewmate tried to harpoon turn the ship without letting the captain know what he/she was doing. Tricky maneuvering requires good communication, so make sure everyone is on the same page before attempting.
- Practice makes perfect. If you have some bold new strategies to try out, organize a practice run. Let the crew know how it works and see if you can test it out. An easy example would be an anchor turn. See how fast your crew can accomplish this maneuver before attempting it in combat situations.
- Communication is your biggest asset, so use it to its fullest! I cannot stress how important it is to constantly stay in communication. Crewmates sometimes leave the ship or die and don't say anything. This can cause confusion quickly and may end horribly. So always let your crewmates know what you are doing and where you are. It may seem like common sense, but it happens...
Tis all thee tips ah'got fer yee me harties! A'hopin t'will help yee out there with all 'em cutthroats, Yarrr! Per'aps some more tips will come ter'mind in thee future. Till then, Happy Sailing yee Seadogs!
-Captain Kerrs Holley