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Disclaimer: The following list of objectives define the game world we would like to
create. Not everything will be included in the campaign in the
beginning, but will be added as time goes on. Some things may be
implemented differently than as presented here, depending on design and
development restrictions. Some may even prove to be impossible
due to technical issues or the time and effort involved.
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Design Objectives: |
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Fully interactive game located on a website.
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Website homepage with Introduction and links to
administrative web pages for player signup, player pages, administration
forum, battle report submittal, etc.
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Players register and choose nationality, starting location,
and career. Then they design their own characters on a Character
Design page and choose their starting ship and initial
armaments, etc. on the Ship Design page.
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Password-protected game web pages.
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Interactive map of the Caribbean showing all ports, trade
lanes, and ship tokens.
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Fleet and ship management, ship sightings, weather effects,
navigation tools, cargo manifest generator, etc.
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Captains will give orders to set course, adjust sails,
assign training exercises, search for other ships, make repairs, etc.
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Database-driven website which launches port
webpage when a ship or fleet enters port.
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Town/port webpage features interactive picture of available port
facilities and buildings with links to docks, shipwright, warehouses,
market, black market, taverns, inns, naval base, fort,
watchtowers, prison, town or city hall, governor's mansion, church, townhouses, plantations,
beaches, ships, town bulletin board, etc.
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Town/port facility web pages have a picture of the facility and
interactive sections to buy and sell, repair, upgrade, recruit, find
missions, learn the latest news and rumors, pick up orders, report to
superiors, receive promotions and awards, interact with
non-player characters (NPC's) and other players, plan voyages/missions, etc., etc. Each page
displays a map of the port in a corner of the screen with links to the
various facilities and buildings for easy navigation.
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Ship captains can land at beaches scattered throughout the
Caribbean to do emergency repairs, careen their ships, bury or search for
treasure, and forage for provisions.
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Full economic system functions in the background with each
port and naval base, having a treasury with limited funds.
Funds, raised with taxes on trade and from the sale of captured ships and cargo, are used to
build and upgrade forts, build warships, add new facilities, build new
ports, etc.
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Each ship has a ship's purse containing all prize money,
trade profits, etc., which is used to repair, upgrade, and pay officers and
crew. Each captain or other character in the game has their own
separate personal funds.
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Huge list of commodities available for markets and cargo, including
provisions, produce, dry goods, luxuries, and special items like artifacts,
treasure chests, slaves, prisoners, etc.
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In-depth role playing system with character traits and abilities
which give players an edge in interacting with the gaming world.
When players have gained enough experience, they will be given the opportunity
to increase the effectiveness of their abilities or add new abilities.
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Promotion and award system for naval officer ranks and
pirate/privateer character levels for those who are successful. Courts
martial for naval officers if they fail in their duties and public trials for pirates/privateers if they're
caught in piracy.
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Variety of NPC's active in the game and controlled by AI.
Players' actions in the game, as well as national allegiances and politics, will affect the attitudes of NPC's, ports, port
facilities, governors, admirals, etc. toward the players.
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Interactive dueling web page featuring pistols, swords, or fists for
settling conflicts and disputes with NPC's or other players.
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Bulletin board page listing news, missions available,
officers for hire, merchant ships looking for escort, and privateer and
pirate captains looking for someone to sail with, etc. A naval
bulletin board at naval bases listing official dispatches, officers
available, merchant ships requiring naval escort, etc.
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Special forums will be provided for some port
facilities like town halls, admiral's HQ, officers' club, pirate/privateer
taverns etc. to provide character role
playing and interaction, story development, special missions, and mission/voyage planning, etc.
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