Sea of Thieves: less limitations in ship types and number of players per ship, please

  • When I contact my friends in the evenings, or these me, and we want to play a little bit together, World of Tanks is regularly preferred to Sea of Thieves. Not because the game is better or worse, but because it can be played more dynamically as a group. What do I mean by that?

    Compared to other games, Sea of Thieves has a varying number of players hampered by the fixed ship types and crew seats - which makes interaction more difficult.

    Comparison: World Of Tanks
    A group can consist of max. 5 persons. During the game, friends can come and go, join or leave. One can join for half an hour and leave again. It does not really matter if you are 2, 4, or 5 persons. So you can spend a relaxed evening - or just play along for a short time.

    Comparison: Sea Of Thieves
    Well, the first difference is, in World of Tanks, everyone has his own tank, while in Sea of Thieves, as a crew you have to manage a vessel. That said, the selection of the ship prevents a dynamic number of players - as long as we assume that we want to achieve an appropriate number of players and do not want to consider an overtaxed, under-represented crew on a too large ship as comfortable.
    You define a number of players and select the ship. The ship type defines the maximum crew size. However, the ship type also makes demands on the crew size; it is not recommended to significantly undercut the possible crew size. This would mean a considerable weakness in an always possible ship combat. Therefore, friends will only want to play together if they have a common idea of how long they want to play. Nobody wants to leave a galleon full of friends, you know what I mean. With open crews, you will often see a crew suddenly disband. Then you stand alone or in pairs around the area. Newly boarding crew members quickly recognize the helpless situation and usually get off again quickly.
    Therefore, most time my friends vote for another game: "I might be too (busy|tired) to take hours on sea, let's do some quick WoT games and see how long we have fun".

    Solution?

    • The number of crew members should not exceed 6 persons, regardless of the type of vessel. 6 persons on a sloop? Well, if the crew expects advantages from it, why not?
    • Every game should start with a free sloop. If you want to have a brig or galleon, you can buy it (the crew members can pay partial amounts until the total price is reached and a ship is delivered). There is now a time limit for the delivery of the ship: in four days the ship will be available at outpost X. Better be there in time!
    • At any time a crew can make a captured ship their own and take it over, and thus change the ship type.
    • At any time, a crew can sell a larger ship, buy another one, or switch to a free sloop.

    Translated with www.DeepL.com/Translator

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  • Personally your post started nice, the solution imo not so much.

    I whould love to see dynamic ships, where you could for example goto the shipwright or the tavern and exchange your sloop for a brig or galleon (and the other way around) when the need arises (friends wanna join / leave).

    If you whould need 1 - 4 hours to "build your ship" then none whould do cause on average i guess ppl play anyway between 1 - 4 hours in the evening (starting after dinner till about bedtime). If you can also "lose" your 4 hours of build time (not gaining gold but spening it) ppl whould never build it.

    Even when you can just buy it, why whould you spend gold to maybe lose it in your first encounter? (or when you sink due to fort/meg etc.

  • I'm thinking Goedecke means 4 days in-game time?

  • That's a big no... those are horrible solutions and lock a good number of new players from the full game and gives way too many advantages to rich players with too much gold to ever realistically lose.

    Just manage your guys time better and communicate. If people are constantly hopping in and out then a brig or galleon is gonna be best.

  • They just need to add the ability to go to a shipwright and scuttle your current ship to be replaced with a different vessel so long as you have no more than the maximum number of people in your party than can fit on the new boat.

    You should always be able to go up in boat size, but only downgrade if you don't exceed the maximum. The ships are designed for a specific number so that its not possible to man every station and repair at the same time.

  • @goedecke-michel said in Sea of Thieves: less limitations in ship types and number of players per ship, please:

    When I contact my friends in the evenings, or these me, and we want to play a little bit together, World of Tanks is regularly preferred to Sea of Thieves. Not because the game is better or worse, but because it can be played more dynamically as a group. What do I mean by that?

    Compared to other games, Sea of Thieves has a varying number of players hampered by the fixed ship types and crew seats - which makes interaction more difficult.

    Comparison: World Of Tanks
    A group can consist of max. 5 persons. During the game, friends can come and go, join or leave. One can join for half an hour and leave again. It does not really matter if you are 2, 4, or 5 persons. So you can spend a relaxed evening - or just play along for a short time.

    Comparison: Sea Of Thieves
    Well, the first difference is, in World of Tanks, everyone has his own tank, while in Sea of Thieves, as a crew you have to manage a vessel. That said, the selection of the ship prevents a dynamic number of players - as long as we assume that we want to achieve an appropriate number of players and do not want to consider an overtaxed, under-represented crew on a too large ship as comfortable.
    You define a number of players and select the ship. The ship type defines the maximum crew size. However, the ship type also makes demands on the crew size; it is not recommended to significantly undercut the possible crew size. This would mean a considerable weakness in an always possible ship combat. Therefore, friends will only want to play together if they have a common idea of how long they want to play. Nobody wants to leave a galleon full of friends, you know what I mean. With open crews, you will often see a crew suddenly disband. Then you stand alone or in pairs around the area. Newly boarding crew members quickly recognize the helpless situation and usually get off again quickly.
    Therefore, most time my friends vote for another game: "I might be too (busy|tired) to take hours on sea, let's do some quick WoT games and see how long we have fun".

    Solution?

    • The number of crew members should not exceed 6 persons, regardless of the type of vessel. 6 persons on a sloop? Well, if the crew expects advantages from it, why not?

    The why not is fairly easy, 'cause it would be overpowered. The ship becomes literally unsinkable as the crew can bail quicker than all the holes in the ship can fill it up (even if every single spot is punctured). Especially since you can walk through other crew members.

    The sizes of the ship are balanced around the amount of people, throwing more people on it would ruin the balance as the smaller ships will receive a huge spike in power and survival levels.

    • Every game should start with a free sloop. If you want to have a brig or galleon, you can buy it (the crew members can pay partial amounts until the total price is reached and a ship is delivered). There is now a time limit for the delivery of the ship: in four days the ship will be available at outpost X. Better be there in time!

    Wouldn't this require more time to be spend, 4 days = 24 mins * 4 aka 100 mins, one of your points is that people have limited time and you want them to wait 100 mins before they are able to play the ship type they want?

    Also, this would mean that the prices of ships would be against the entire idea of an even field as it would be reserved for the rich or the price will be so insignificant that why have it (unless you want a money drain, but there are better options than placing restrictions on play style to do that).

    In any case: pay for it means more time is required in the game, as one would need to grind the money to play the ship type they want.

    • At any time a crew can make a captured ship their own and take it over, and thus change the ship type.

    Now, being able to take over a ship might be interesting. Though how this would work and not be easy to exploit as I for one sneak on ships and steal them quite a bit already - it shouldn't be too easy for me to claim the ship, though I would love to do it.

    • At any time, a crew can sell a larger ship, buy another one, or switch to a free sloop.

    Being capable of switching ship sizes, I believe should be capable (even at the loss of supplies) at an outpost or something and would already address most of your original concern.

    The rest just seems unbalanced, punishing and time consuming.

    Translated with www.DeepL.com/Translator

  • @cotu42 I believe that, on the one hand, you should see the amendments as a draft. As a changeable idea. On the other hand, think it over, give it a chance, work it out, play with those ideas.

    • Unbalanced / Unsinkable ships

    The boat is unsinkable / unbalanced, you say. I doubt that. Unless one shoots from too great a distance, does not board, and hits only rarely. With such a course of battle I am unsinkable also solo on sloop against three galleons, right now...

    Why don't I believe it:

    A boat with many sailors will of course suffer more victims when hits by fire. In particular, the larger ships naturally have the greater firepower due to the higher number of cannons. If, in addition, the crew can be so large that all cannons are actually occupied, while navigation and sail management can take place, the larger boats are strategically on their way with a much higher attack value when fully occupied. The fully occupied, small, supposedly unsinkable boat can therefore get into problems just as quickly as with the current standard occupation. If not even faster.

    It can also be said that an attacker himself could also be on the move with a large boarding crew. If the attacker is too busy for a long-range battle, I can go into close combat. When boarding, real big battles could develop on board.

    So when you enter combat, you'll have to adjust your strategy to the number of crews. The battles would be more challenging and tactical.

    • Duration of shipbuilding

    Yes, four days (playing time) may be too much. One day, maybe. As long as it would take to get to another outpost if the game were to run medium. That wouldn't be so tragic (reference to playing time), because in the meantime you'll also find room on the sloop. It would also be a small challenge to be there in time. So avoid sea battles, Kralen, Megalodon and storm would be fate. If you arrive too late, another group may have seized the ship waiting in the quay.

    Translated with www.DeepL.com/Translator

  • @crash4654 by how will it lock new players. everyone can try to enter and take over a ship, f.e., or buy a bigger one after doing his first quest.

  • @goedecke-michel said in Sea of Thieves: less limitations in ship types and number of players per ship, please:

    @cotu42 I believe that, on the one hand, you should see the amendments as a draft. As a changeable idea. On the other hand, think it over, give it a chance, work it out, play with those ideas.

    • Unbalanced / Unsinkable ships

    The boat is unsinkable / unbalanced, you say. I doubt that. Unless one shoots from too great a distance, does not board, and hits only rarely. With such a course of battle I am unsinkable also solo on sloop against three galleons, right now...

    However if they manage to pump you full of holes, you cannot sail efficiently while also keeping it up. Which with more people would be possible. I am not stating that it currently is unbalanced, I am stating if you increase the crew size it will be.

    Why don't I believe it:

    A boat with many sailors will of course suffer more victims when hits by fire. In particular, the larger ships naturally have the greater firepower due to the higher number of cannons. If, in addition, the crew can be so large that all cannons are actually occupied, while navigation and sail management can take place, the larger boats are strategically on their way with a much higher attack value when fully occupied. The fully occupied, small, supposedly unsinkable boat can therefore get into problems just as quickly as with the current standard occupation. If not even faster.

    It doesn't matter how many people are on the cannons, they can shoot all their cannonballs all they want, as repairs would not be required to be made as one can out bucket the water flowing in with that amount of people, you don't have the issue of being hit all that much as you are below deck. On top of that it isn't like my crew would just sit there and take the beating.

    It can also be said that an attacker himself could also be on the move with a large boarding crew. If the attacker is too busy for a long-range battle, I can go into close combat. When boarding, real big battles could develop on board.

    Ever had a 6 man battle on a sloop... it isn't much of a 'big battle' sure a Galleon has the space for it, but a sloop doesn't.

    So when you enter combat, you'll have to adjust your strategy to the number of crews. The battles would be more challenging and tactical.

    Sorry, increasing a crew size from 2 to 6 has a way bigger impact on the power level of the ship than changing to from 4 to 6. There duos out there that fight on par with Galleons with 4 people etc. just putting more of them on the small ship with more freedom of them just going about to wreck havoc as one person can sail a sloop without help just is not a good idea.

    1 Helm, 1 Cannon, 4 boarders and still having the ship function at max efficiency... what...

    • Duration of shipbuilding

    Yes, four days (playing time) may be too much. One day, maybe. As long as it would take to get to another outpost if the game were to run medium. That wouldn't be so tragic (reference to playing time), because in the meantime you'll also find room on the sloop. It would also be a small challenge to be there in time. So avoid sea battles, Kralen, Megalodon and storm would be fate. If you arrive too late, another group may have seized the ship waiting in the quay.

    I don't find it a challenge to go to an outpost, I just want to play the ship type I want without the need to wait 15 mins, 30 mins... Why would I want that? Just let me start the game with the ship that I want.

    Translated with www.DeepL.com/Translator

  • @CotU42 @Crash4654 @D3ADST1CK @Nessiroj @RooGirl
    @goedecke-michel sagte in Sea of Thieves: less limitations in ship types and number of players per ship, please:

    When I contact my friends in the evenings, or these me, and we want to play a little bit together, World of Tanks is regularly preferred to Sea of Thieves. Not because the game is better or worse, but because it can be played more dynamically as a group. What do I mean by that?

    Compared to other games, Sea of Thieves has a varying number of players hampered by the fixed ship types and crew seats - which makes interaction more difficult.

    Comparison: World Of Tanks
    A group can consist of max. 5 persons. During the game, friends can come and go, join or leave. One can join for half an hour and leave again. It does not really matter if you are 2, 4, or 5 persons. So you can spend a relaxed evening - or just play along for a short time.

    Comparison: Sea Of Thieves
    Well, the first difference is, in World of Tanks, everyone has his own tank, while in Sea of Thieves, as a crew you have to manage a vessel. That said, the selection of the ship prevents a dynamic number of players - as long as we assume that we want to achieve an appropriate number of players and do not want to consider an overtaxed, under-represented crew on a too large ship as comfortable.
    You define a number of players and select the ship. The ship type defines the maximum crew size. However, the ship type also makes demands on the crew size; it is not recommended to significantly undercut the possible crew size. This would mean a considerable weakness in an always possible ship combat. Therefore, friends will only want to play together if they have a common idea of how long they want to play. Nobody wants to leave a galleon full of friends, you know what I mean. With open crews, you will often see a crew suddenly disband. Then you stand alone or in pairs around the area. Newly boarding crew members quickly recognize the helpless situation and usually get off again quickly.
    Therefore, most time my friends vote for another game: "I might be too (busy|tired) to take hours on sea, let's do some quick WoT games and see how long we have fun".

    Solution?

    My first approach to solving the problem met with understandable resistance.

    I try another approach:

    The boats remain in the number of players, as usual. Sloop 2, brig 3, galleon 4. The maximum number of players for a group can be 4. This applies regardless of the type of ship.

    If a sloop already has a crew of 2, and a third person joins the game, this person would not come on board because of the crew limit of the ship. To gain flexibility, the following could happen:

    The person starts in a tavern and could pass the time with poker, arm wrestling or darts. Maybe you could develop the tavern into a place where you could arrange businesses? For example, special, story-driven orders could be arranged with the ship's rat. Or you could learn new shanties. In the tavern, this person could meanwhile form alliances for the crew with other persons located there, or accept group orders. (Insertion: that would be a new form of order, which must be accepted by at least two ship crews. Just such an idea. For example to secure the transport of goods - in a convoy) The third person could pass the time with mini-games or negotiate something for his own crew. Only from the tavern one should not release them armed, otherwise all ports would be full of armed robbers...

    Meanwhile the crew on the ship gets a message that they can take in another member at the outpost and exchange the boat for a bigger one.

    And of course, if the number of crew members will shrink it should be possible to change back to smaller vessels at any outpost.

    In addition to negative criticism, constructive criticism is of course also desired.

    Translated with www.DeepL.com/Translator

  • @goedecke-michel

    I know this is an old thread but why start a new one?
    I'd like to beable to do 4 men on a brig, and 5 on a gally. I know there is more than likely a server issue that is really the limit but 4 on a gally seems just a bit short handed. More over If we have 3 on a brig and someone wants to join we have to stop and restart just to allow this person to join. Its a bit of a pain TBH.

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