Ship Ownership - Progression System

  • The biggest problem in the game currently, is being recognized as someone important. So far, there is nothing doing it whatsoever. So here is my idea of how to fix it. Cosmetics should be abundant and cheap. What should drain your money, is buying your own ship. First of all, we need way more ship types.

    Multiple Ships

    Cog (New)
    Sails: 1
    Players: 1-2
    Cannons: 2

    Sloop (Change)
    Sails: 2
    Players: 1-3
    Cannons: 4

    (I'm pretty sure actual sloops had 2 sails, not one.)

    Galleon (No Change)
    Sails: 3
    Players: 1-4
    Cannons: 6

    Frigate (New)
    Sails: 4
    Players: 1-5
    Cannons: 8

    For legends.

    Purchasing Ships

    Players should be able to buy a ships in-game. In the beginning, the cog would be completely free for everyone. Then from the sloop to the frigate, they would go from the cheapest being sloop to the most expensive being the frigate. The frigate can however only be purchased when we become a legend. When a ship sinks, you don't have to re-buy it. Once you purchase a ship, it's permanently yours and can't be taken away from you. You will also be able to name it.

    Captain System

    This would add a new thing to the game, captains. You can either captain your own ships that you personally own or join someone else's ship and be a crew member. This adds order to the game, so when you get on other people's ship, you should listen and be respectful until one day you own your own ship and have your own crew. A captain has full authority over their ship, being that it's his. Therefore he can brig whoever he wants. As a random, you can join anyone's ship if they allow randoms to join them.

    Added Incentives

    • Being your own captain.
    • Saving up to buy a bigger boat.
    • Buying multiple boats to remain efficient when all your friends aren't online.
    • Getting that exclusive legendary boat.
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  • All of the current cosmetics (weapons, clothes, sails, figureheads, titles) already distinguish you as being 'important'. Hardly "nothing doing it whatsoever". These cosmetics are abundant, if not incredibly cheap (which actually makes them more distinguishable).

    Also your progression system into larger crew #s only makes it so the strong get stronger (Crew size is the largest factor for balance). Currently, anyone can join up into any size crew, the epitome of balance. If only players with experience can crew up into larger crews, you end up with large crews of experienced players vs small crews of noobs who have no option of forming equally numbered crews or any chance of getting matched with higher progessed teammates.

    In other words: Bad idea.

  • @lotrmith said in Ship Ownership - Progression System:

    All of the current cosmetics (weapons, clothes, sails, figureheads, titles) already distinguish you as being 'important'. Hardly "nothing doing it whatsoever". These cosmetics are abundant, if not incredibly cheap (which actually makes them more distinguishable).

    Also your progression system into larger crew #s only makes it so the strong get stronger (Crew size is the largest factor for balance). Currently, anyone can join up into any size crew, the epitome of balance. If only players with experience can crew up into larger crews, you end up with large crews of experienced players vs small crews of noobs who have no option of forming equally numbered crews or any chance of getting matched with higher progessed teammates.

    In other words: Bad idea.

    We already have an imbalance with ships when it comes to numbers. This suggestion adds nothing new. With bigger ships, comes more work so it isn't that far of an advantage.

  • @trenix90 said in Ship Ownership - Progression System:

    @lotrmith said in Ship Ownership - Progression System:

    All of the current cosmetics (weapons, clothes, sails, figureheads, titles) already distinguish you as being 'important'. Hardly "nothing doing it whatsoever". These cosmetics are abundant, if not incredibly cheap (which actually makes them more distinguishable).

    Also your progression system into larger crew #s only makes it so the strong get stronger (Crew size is the largest factor for balance). Currently, anyone can join up into any size crew, the epitome of balance. If only players with experience can crew up into larger crews, you end up with large crews of experienced players vs small crews of noobs who have no option of forming equally numbered crews or any chance of getting matched with higher progessed teammates.

    In other words: Bad idea.

    We already have an imbalance with ships when it comes to numbers. This suggestion adds nothing new. With bigger ships, comes more work so it isn't that far of an advantage.

    The difference with your idea is that with your progression system, it guarantees that the larger crews can only be populated with more experienced players. The only thing that gives smaller crews a chance against larger crews is higher skill and the chance at better coordination. If largers crews are entirely composed of more experienced players, you lose the chance at a skill gap and you significantly reduce the odds that they are less coordinated.

    2 experienced players vs 4 mixed-experience players has a chance to be balanced.

    2 inexperienced players vs 4 experienced players has no chance.

    You're forcing the inexperienced players into the smaller crew sizes while simultaneously eliminating the possibility of larger crew sizes being composed of mixed-experience players.

  • @lotrmith said in Ship Ownership - Progression System:

    @trenix90 said in Ship Ownership - Progression System:

    @lotrmith said in Ship Ownership - Progression System:

    All of the current cosmetics (weapons, clothes, sails, figureheads, titles) already distinguish you as being 'important'. Hardly "nothing doing it whatsoever". These cosmetics are abundant, if not incredibly cheap (which actually makes them more distinguishable).

    Also your progression system into larger crew #s only makes it so the strong get stronger (Crew size is the largest factor for balance). Currently, anyone can join up into any size crew, the epitome of balance. If only players with experience can crew up into larger crews, you end up with large crews of experienced players vs small crews of noobs who have no option of forming equally numbered crews or any chance of getting matched with higher progessed teammates.

    In other words: Bad idea.

    We already have an imbalance with ships when it comes to numbers. This suggestion adds nothing new. With bigger ships, comes more work so it isn't that far of an advantage.

    The difference with your idea is that with your progression system, it guarantees that the larger crews can only be populated with more experienced players. The only thing that gives smaller crews a chance against larger crews is higher skill and the chance at better coordination. If largers crews are entirely composed of more experienced players, you lose the chance at a skill gap and you significantly reduce the odds that they are less coordinated.

    2 experienced players vs 4 mixed-experience players has a chance to be balanced.

    2 inexperienced players vs 4 experienced players has no chance.

    You're forcing the inexperienced players into the smaller crew sizes while simultaneously eliminating the possibility of larger crew sizes being composed of mixed-experience players.

    I don't think you understood my suggestion. Nothing in my suggestion prevents you from being a random in any ship, just you simply wont be the captain. All this does is ensure that experience players will be captains, as they should. If you want to play solo or duo, you can be a captain from the beginning. This is a great way to balance progression overall. I personally would love to be a crew member on bigger boats until I get my own boat and be my own captain. This the incentive I want.

  • Well we know we are getting ship ownership so it will be interesting to see what exactly that entails.

  • @xcalypt0x said in Ship Ownership - Progression System:

    Well we know we are getting ship ownership so it will be interesting to see what exactly that entails.

    I missed this. Where did they say we could own our own ship.

  • @lotrmith said in Ship Ownership - Progression System:

    Crew size is the largest factor for balance.

    This is why they need to modify ship damage and storage. Ship choice should be the biggest factor not crew size. If a large crew is on a small boat it should be a hinderance not a reward. Here is a post Improved ship layout, better ship combat/damage, more ships, and larger more fluid crews: I made to try and make it so choosing the right ship for your gameplay style is more important than how many people you have on board.

  • Love this idea. Going to repost and refine a bit to get it some more light

  • @xxbrytexx Let me find the definitive source but in the mean time, see this response from the Reddit AMA.

    https://www.reddit.com/r/xboxone/comments/84vzkj/its_rare_ltd_developers_of_sea_of_thieves_ask/dvsujyy/

    Also see this.

  • @i-am-lost-77 said in Ship Ownership - Progression System:

    @lotrmith said in Ship Ownership - Progression System:

    Crew size is the largest factor for balance.

    This is why they need to modify ship damage and storage. Ship choice should be the biggest factor not crew size. If a large crew is on a small boat it should be a hinderance not a reward. Here is a post Improved ship layout, better ship combat/damage, more ships, and larger more fluid crews: I made to try and make it so choosing the right ship for your gameplay style is more important than how many people you have on board.

    The only way you can balance it is by having the crew do their part in managing the ship. The bigger ship you have, the more hands you need. That seems fair.

  • @trenix90 said in Ship Ownership - Progression System:

    @lotrmith said in Ship Ownership - Progression System:

    @trenix90 said in Ship Ownership - Progression System:

    @lotrmith said in Ship Ownership - Progression System:

    All of the current cosmetics (weapons, clothes, sails, figureheads, titles) already distinguish you as being 'important'. Hardly "nothing doing it whatsoever". These cosmetics are abundant, if not incredibly cheap (which actually makes them more distinguishable).

    Also your progression system into larger crew #s only makes it so the strong get stronger (Crew size is the largest factor for balance). Currently, anyone can join up into any size crew, the epitome of balance. If only players with experience can crew up into larger crews, you end up with large crews of experienced players vs small crews of noobs who have no option of forming equally numbered crews or any chance of getting matched with higher progessed teammates.

    In other words: Bad idea.

    We already have an imbalance with ships when it comes to numbers. This suggestion adds nothing new. With bigger ships, comes more work so it isn't that far of an advantage.

    The difference with your idea is that with your progression system, it guarantees that the larger crews can only be populated with more experienced players. The only thing that gives smaller crews a chance against larger crews is higher skill and the chance at better coordination. If largers crews are entirely composed of more experienced players, you lose the chance at a skill gap and you significantly reduce the odds that they are less coordinated.

    2 experienced players vs 4 mixed-experience players has a chance to be balanced.

    2 inexperienced players vs 4 experienced players has no chance.

    You're forcing the inexperienced players into the smaller crew sizes while simultaneously eliminating the possibility of larger crew sizes being composed of mixed-experience players.

    I don't think you understood my suggestion. Nothing in my suggestion prevents you from being a random in any ship, just you simply wont be the captain. All this does is ensure that experience players will be captains, as they should. If you want to play solo or duo, you can be a captain from the beginning. This is a great way to balance progression overall. I personally would love to be a crew member on bigger boats until I get my own boat and be my own captain. This the incentive I want.

    No offense but your 'captain' title has no purpose if it doesn't give you some sort of command (ie: you can take the wheel away from someone, you can lock the anchor/sails, you can kick someone off your crew, etc). And with (or without) command the general trend will always be for players to want to be captain. Outside of preformed groups you're gonna end up with a sea of one-man ships never getting crews having a terrible time trying to sail, and getting stomped on by teams.

  • @lotrmith said in Ship Ownership - Progression System:

    @trenix90 said in Ship Ownership - Progression System:

    @lotrmith said in Ship Ownership - Progression System:

    @trenix90 said in Ship Ownership - Progression System:

    @lotrmith said in Ship Ownership - Progression System:

    All of the current cosmetics (weapons, clothes, sails, figureheads, titles) already distinguish you as being 'important'. Hardly "nothing doing it whatsoever". These cosmetics are abundant, if not incredibly cheap (which actually makes them more distinguishable).

    Also your progression system into larger crew #s only makes it so the strong get stronger (Crew size is the largest factor for balance). Currently, anyone can join up into any size crew, the epitome of balance. If only players with experience can crew up into larger crews, you end up with large crews of experienced players vs small crews of noobs who have no option of forming equally numbered crews or any chance of getting matched with higher progessed teammates.

    In other words: Bad idea.

    We already have an imbalance with ships when it comes to numbers. This suggestion adds nothing new. With bigger ships, comes more work so it isn't that far of an advantage.

    The difference with your idea is that with your progression system, it guarantees that the larger crews can only be populated with more experienced players. The only thing that gives smaller crews a chance against larger crews is higher skill and the chance at better coordination. If largers crews are entirely composed of more experienced players, you lose the chance at a skill gap and you significantly reduce the odds that they are less coordinated.

    2 experienced players vs 4 mixed-experience players has a chance to be balanced.

    2 inexperienced players vs 4 experienced players has no chance.

    You're forcing the inexperienced players into the smaller crew sizes while simultaneously eliminating the possibility of larger crew sizes being composed of mixed-experience players.

    I don't think you understood my suggestion. Nothing in my suggestion prevents you from being a random in any ship, just you simply wont be the captain. All this does is ensure that experience players will be captains, as they should. If you want to play solo or duo, you can be a captain from the beginning. This is a great way to balance progression overall. I personally would love to be a crew member on bigger boats until I get my own boat and be my own captain. This the incentive I want.

    No offense but your 'captain' title has no purpose if it doesn't give you some sort of command (ie: you can take the wheel away from someone, you can lock the anchor/sails, you can kick someone off your crew, etc). And with (or without) command the general trend will always be for players to want to be captain. Outside of preformed groups you're gonna end up with a sea of one-man ships never getting crews having a terrible time trying to sail, and getting stomped on by teams.

    Except the fact that Captains can throw you in the brig, because it's your ship and they're under your authority. You should read my original post. It seems like you're just throwing up points just because.

  • What about groups of friends that want to play together but don't have a ship large enough for the crew they have? Also the idea of having a position of Captain goes against Rare's Pirate Code that all crew are equal.

  • @trenix90 said in Ship Ownership - Progression System:

    @lotrmith said in Ship Ownership - Progression System:

    @trenix90 said in Ship Ownership - Progression System:

    @lotrmith said in Ship Ownership - Progression System:

    @trenix90 said in Ship Ownership - Progression System:

    @lotrmith said in Ship Ownership - Progression System:

    All of the current cosmetics (weapons, clothes, sails, figureheads, titles) already distinguish you as being 'important'. Hardly "nothing doing it whatsoever". These cosmetics are abundant, if not incredibly cheap (which actually makes them more distinguishable).

    Also your progression system into larger crew #s only makes it so the strong get stronger (Crew size is the largest factor for balance). Currently, anyone can join up into any size crew, the epitome of balance. If only players with experience can crew up into larger crews, you end up with large crews of experienced players vs small crews of noobs who have no option of forming equally numbered crews or any chance of getting matched with higher progessed teammates.

    In other words: Bad idea.

    We already have an imbalance with ships when it comes to numbers. This suggestion adds nothing new. With bigger ships, comes more work so it isn't that far of an advantage.

    The difference with your idea is that with your progression system, it guarantees that the larger crews can only be populated with more experienced players. The only thing that gives smaller crews a chance against larger crews is higher skill and the chance at better coordination. If largers crews are entirely composed of more experienced players, you lose the chance at a skill gap and you significantly reduce the odds that they are less coordinated.

    2 experienced players vs 4 mixed-experience players has a chance to be balanced.

    2 inexperienced players vs 4 experienced players has no chance.

    You're forcing the inexperienced players into the smaller crew sizes while simultaneously eliminating the possibility of larger crew sizes being composed of mixed-experience players.

    I don't think you understood my suggestion. Nothing in my suggestion prevents you from being a random in any ship, just you simply wont be the captain. All this does is ensure that experience players will be captains, as they should. If you want to play solo or duo, you can be a captain from the beginning. This is a great way to balance progression overall. I personally would love to be a crew member on bigger boats until I get my own boat and be my own captain. This the incentive I want.

    No offense but your 'captain' title has no purpose if it doesn't give you some sort of command (ie: you can take the wheel away from someone, you can lock the anchor/sails, you can kick someone off your crew, etc). And with (or without) command the general trend will always be for players to want to be captain. Outside of preformed groups you're gonna end up with a sea of one-man ships never getting crews having a terrible time trying to sail, and getting stomped on by teams.

    Except the fact that Captains can throw you in the brig, because it's your ship and they're under your authority. You should read my original post. It seems like you're just throwing up points just because.

    So a feature (brig) that is already able to be abused by a majority vote, you would like to give power to one person? Who in their right mind would want to be subject to that? Everyone would want to be captain, and so you would have a sea full of one-man ships.

    Bad idea is bad.

  • @ecres said in Ship Ownership - Progression System:

    What about groups of friends that want to play together but don't have a ship large enough for the crew they have? Also the idea of having a position of Captain goes against Rare's Pirate Code that all crew are equal.

    Everyone is equal, but the ship is owned by someone. So like a house or any other piece of property, you can invite someone there or allow people to come, but when you tell them to get out, they should, or else, brig or jail. Right?

    @lotrmith said in Ship Ownership - Progression System:

    So a feature (brig) that is already able to be abused by a majority vote, you would like to give power to one person? Who in their right mind would want to be subject to that? Everyone would want to be captain, and so you would have a sea full of one-man ships.

    Bad idea is bad.

    It's your choice to join someone's ship that they personally purchased. You're a guest. So many entitled people that it's not even funny. I play as a random all the time and would still be one even if this system existed. Why? Because I know how to act like a civilized person. If they want to brig me for absolutely no reason, fine, I'll just sit and collect loot and then log. However I doubt that will happen, since brigging mainly happens because there are no private ships. I'm suggesting we should have private ships or public ones. I wouldn't mind opening my ship to the public.

  • @trenix90 You would still be allowing someone to have power over other players even if it was a slight amount of power it's still power. It would allow a player to invite people to his crew and then before turning in loot just kick everybody out for no reason. Also you didn't answer the first part of my question. What about groups that don't have a large ship but want to play together? Your idea basically forces you to join a random crew or not play with more than one friend until you have made enough money to buy a ship.

    Side note: Rare has already announced that in their 3 Month Update they are adding Captaincy so Rare already has an idea of what they want ship ownership to look like. We should probably wait and see what they come up with before pushing something different.

  • @ecres said in Ship Ownership - Progression System:

    @trenix90 You would still be allowing someone to have power over other players even if it was a slight amount of power it's still power. It would allow a player to invite people to his crew and then before turning in loot just kick everybody out for no reason.

    Never said anything about kicking, I said voting to brig people. Also if someone owns something, then yes, they should have more authority because it's theirs. Sorry, I'm not buying your communist nonsense.

    Also you didn't answer the first part of my question. What about groups that don't have a large ship but want to play together? Your idea basically forces you to join a random crew or not play with more than one friend until you have made enough money to buy a ship.

    Exactly. To captain a large group, you need to earn it or join another crew. There is nothing wrong with playing with other players.

    Side note: Rare has already announced that in their 3 Month Update they are adding Captaincy so Rare already has an idea of what they want ship ownership to look like. We should probably wait and see what they come up with before pushing something different.

    Uhh, no. Welcome to feedback and suggestions sections of the forums. If you don't like my suggestions or anyone else's, than go somewhere else.

  • I actually mentioned something similar a week or so ago.

    The concept of starting with a one or two man and being able to become a bigger ship - Picking up those one/two man crews at the docks* who are hoping to get their own.

    Edit: With that said, it goes against the whole "Horizontal Progression". But really, it'd give me a reason to WANT to progress, along with meeting randoms.

  • @wildeyedjokr said in Ship Ownership - Progression System:

    I actually mentioned something similar a week or so ago.

    The concept of starting with a one or two man and being able to become a bigger ship - Picking up those one/two man crews at the docks* who are hoping to get their own.

    Edit: With that said, it goes against the whole "Horizontal Progression". But really, it'd give me a reason to WANT to progress, along with meeting randoms.

    Would be nice to merge groups together to get on a bigger ship. Also I don't believe it's a horizontal progression, because bigger is not always better. Sure you have more people and that's a plus, but you also have to deal with more sails, more walking, more repairing, and so on. A team that doesn't know how to cooperate, wont do as well on a bigger ship.

  • @trenix90 said in Ship Ownership - Progression System:

    @ecres said in Ship Ownership - Progression System:

    @trenix90 You would still be allowing someone to have power over other players even if it was a slight amount of power it's still power. It would allow a player to invite people to his crew and then before turning in loot just kick everybody out for no reason.

    Never said anything about kicking, I said voting to brig people. Also if someone owns something, then yes, they should have more authority because it's theirs. Sorry, I'm not buying your communist nonsense."

    This is precisely the kind of attitude that makes people not want to be subjected to captains, and therefore everyone rolls captain, and you end up with a sea of one-man ships.

  • As the game stands now there is no barrier to entry into the game. There is nothing that other players are able to do that you are not able to do. What you suggest creates a barrier between players which in my opinion is a bad idea. The game is completely horizontal as far as progression for this exact reason I don't see that changing. Also @Trenix90 I know exactly where I am and I am commenting because I disagree with your suggesting I also feel its a waste of energy trying to suggest a Captaincy idea before you even see what Rare is already creating and working on.

  • @wildeyedjokr said in Ship Ownership - Progression System:

    I actually mentioned something similar a week or so ago.

    The concept of starting with a one or two man and being able to become a bigger ship - Picking up those one/two man crews at the docks* who are hoping to get their own.

    Edit: With that said, it goes against the whole "Horizontal Progression". But really, it'd give me a reason to WANT to progress, along with meeting randoms.

    This concept works wonderfully in Eve-Online. You start with a very basic ship with limited cargo and fittings for armament, and grow into larger ships each having their own roles to play. Massive battleships are too slow to hit the tiny frigates, and as such, some frigates are used to ‘tackle’ larger ships and hold them in place until reinforcements arrive.

    I think ships of various sizes and rough capabilities (not too specialized) would be a great addition, alongside sidegrade customization of said ships to further vary playstyle. Larger ships could be used to bombard npc villages, for example, while smaller, more agile ships help defend them from player and npc forces. This could be part of a dynamic event system, or a more persistent land/zone sovereignty system where players vie to control islands, trade routes, etc, only allowing players to respawn in areas their alliance holds sovriegnty.

    Rare designed their own sidegrade upgrade system for ships which unfortunately never made it to launch (see link below).

  • @itsporkchopfu That type of system works in an MMO but Sea of Thieves isn't trying to be an MMO and to implement something like what EVE does would be a complete overhaul of what the game is.

  • @trenix90 said in Ship Ownership - Progression System:

    • Getting that exclusive legendary boat.

    There isn't "A" legendary boat. They've said in interviews there will be legendary ship customizations which will make your ship look more unique and identifiable. They also said in the AMA that these would apply to both the Sloop and Galleon. The reading between the lines in what has been said regarding these is that they would likely be more than pallet swaps and different minor model details (figurehead) and rather model changes that may alter the silhouette such as unique p**p decks, unique sterns, or unique bows.

  • @trenix90 it’s defiantly not the only way to balance it. If you read my post you would see that a galleon would have significantly more storage space for planks cannonball and bananas. Combined with the damage change I mentioned the galleon could actually make good use of its extra firepower. The 4 person crew on a sloop would likely still loose to a 4 person crew on a galleon because the galleon would deal a lot more damage and have a lot more resources in a sustained firefight. However the sloop could use its extra crew members to attemp a board in order to defeat the galleon before they get blown to bits.

    As it is now a single person can keep a sloop afloat and the other 3 could continuously board until they eventually win

  • @itsporkchopfu @ecres in my post I have designed a way to balance it and make each ship have a rough role while allowing players to have as many crew members on any ship which becoming invincible. Basically larger ships have more storage and all cannons can blow bigger holes in ships if in a sustained firefight. This allows larger ships to make use of their greater firepower while balancing out their disadvantage of increased size and slower maneuverability. Here is the post: Improved ship layout, better ship combat/damage, more ships, and larger more fluid crews

  • +999999999999999999

  • @Trenix90 The only problem is buying your ships that is the exact opposite of what Rare wants. They wanted a level playing field, not one where one dude in a frigate with his friends are utterly destroying anyone new who joins

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