I had this ship idea for a while now and presented it a while ago. i still think that it is a good idea to this day and thus i'd like to revive it.
Development:
players can sail solo in a sloop with its own advantages. you have the fastest ship against the wind than the Brig or the Galleon and your ship had the smallest turning radius. everything that functions on the ship also has less weight or requires less time to interact with. however, since the sloop can also hold two players, a solo player lacks any advantages when encountering a coordinated two-person sloop.
with this said, this ship would slower than the sloop with the wind and fastest ship overall against the wind. it would also have just as much turning radius, but would require less time to reach its full radius.
so i drew a rough sketch and...
it was rough, but it was progress.
i had the idea of a lever-controlled rudder, which would make controlling the ship feel more fluent. i also had the idea of adding a metal ram, allowing the ship to damage others without damaging its own hull. a very basic gunboat.
it was at this point that had to improve my shipwrighting skills by using more references in-game. during that time i thought more critically on balancing this ship. giving a solo player two sails to manage as opposed to just the sloop's one would not be fair. a front cannon and ram would encourage players to relentlessly chase others. i also brought up the idea hear and there and payed attention to feedback.
i also focused on creating more space for the basic necessities, such as containers, a map, quest table, lanterns, etc.
the second sketch was more promising.
so i though, "what if it had no cannons or offensive capabilities at all?" and worked with that concept. to compensate, i added a few more advantages, such as literally placing most of everything within view and within reach while sailing (even more so than the sloop). the map, for example, is tilted and facing the players steering stations.
another interesting advantage is the gaff-rigged sail. this sail freely turns with the wind, ensuring that it catches the most of it 100% of the time. the player can manage the sails freedom via the rope in front of them while steering.
basically, right and left is steering. up and down is sail freedom (speed control).
with the basic sketch done, its time to use some art software.
there were a few problems with the ships shape at first. the deck of the basic sketch made 0 sense, so i went through a lot of designs, hopefully being able to create a lower level somehow. in the end, i just went with something that was basic; no lower level. clutter was improved as well, now with the food and plank barrels supporting the captains table. everything was neatly in place, allowing room for movement. the lack of a cannon and cannonball barrels helped a lot.
and thus after a while i finally planned for a final design.
i removed the crows nest as i thought it would decrease the likelihood of this ship being used aggressively. i added a square grate so that players can look down and see how much water got into the hull. players can also bail water out of the ship's hull by using the bucket while looking directly at it. other than that, i tried to mimic that Sea of Thieves artstyle to the best of my ability.
UPDATED DESIGN 1 (not colorized): ADDED CROWS NEST AND DECK DESIGN
in this new design based on feedback thus far, i've added a crows nest and flag to the main mast. I've also changed the deck design so that there would be room for hull damage.
Lets recap:
the lack of a cannon and cover makes it harder for solo players to engage other ships. to compensate, the ship has more maneuverability and speed against the wind than any other ship, so that it can easily escape when it does encounter certain threats.
EDIT: please note that the list of pros and cons is referring to the ships current design.
pros:
- fastest ship against the wind
- gaff-rigged sail automatically catches the wind.
- fluent controls including steering.
- traditionally less time to interact with ship functions.
- everything is within POV from the back of the ship
- small ship means players can traverse through island rivers and hazards.
cons:
- slowest with the wind
- little to no cover or hiding spots (also can be a benefit against intruders)
- least weighted ship besides the rowboat.
- low sinking threshold
- no cannons (may be willing to add based on feedback)
please note that what i have so far is not exactly how i image a "balanced" solo ship would look or function but it is fairly close. overall, i'm really proud of the basic design, but i am willing to return to it based on feedback. Helping me balance it would be appreciated as well as providing feedback.
FEEDBACK RESPONSE 1:
there has been a small amount of controversy concerning the speed of the ship. in response to this, i'd like this question answered: how fast should it be, or is it fine as is?
Answers thus far: its lack of speed is justified because of its maneuverability and time to interact with objects.
TOPICS OF INTEREST
before the Shrouded spoils update, a lot of people payed little to no attention to the fact that sloops had no chance to spawn a unique encounter. now after the update, there has been a lot of cases were playing solo may be a little too difficult with these encounters. enough cases to believe in the subject, IMHO, despite how many people boast as a counter argument.
with this said, should this solo ship have the unique effect to not spawn any of these encounters as the sloops once did?
I'm a person that likes to make many Concepts with art presentations based on the video games i play. one day i hope to be in a similar field of career, which is why i'm so passionate about showing you the development of this particular concept.
if you want to see more of my work, there is more at https://www.deviantart.com/magicdragonmage
so that's the concept so far! thank you for checking it out as always. i hope some of it was interesting. please post your thoughts in the comments if you want to provide feedback.
thanks again!