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Red Tides
Conception: pirate simulator action-strategy mmo rpg. Set in the 17th century real world, giving the
players the opportunity to change the flow of history. The goal is to create a game as realistic as it is
possible without making it too difficult with a pinch of fantasy.
Gameplay
CHARACTER CREATION
Notes:
Gender
Real name (maximum 3 parts)
Nickname (maximum 2 parts, the character will be referred by this name; can be the same as
the real name)
Origin: European, African, Asian, Middle-Eastern (choosing the origin gives a basic
appearance, does not affect the customization options)
Homeland
Full body and face customization: height, weight, skin tone, hair style, hair colour, eye colour,
sliders for facial traits and physical characteristics, basic jewellery and adornments, tattoos
(back, neck, chest, belly, arms, hands, legs, feet), voice type
Starting place: Spain, France, Holland or England
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COMBAT
In TW: Red Tides, there arent any particular character classes. Instead, the never ending, thrilling
bloodshed is provided by a wide variety of blades, guns and other weapons. Almost anything can be
wielded as weapon, from broken bottles to fine Spanish rapiers. There are four skill trees waiting for
being mastered, but one must divide his skill points wisely since it is impossible to obtain every moves
and abilities of every skill tree.
Skill trees with their used weapons:
Swordsmanship (one sword of any kind OR one dagger of any kind + passive skills for better
crafting)
Dual-wielding (two swords OR two daggers OR a sword and a dagger + passive skills for
better crafting)
Knife (one combat knife and an unarmed hand, passive skills + passive skills for better
crafting)
Firearms (one pistol, two pistols or a rifle, passive skills for better crafting)
Bomber (use of vide variety of explosives, passive skills for better crafting)
Agility (concentrates on evasive moves and sneaking, can be used with every weapon)
Weapons
The effectiveness of the attack depends on the quality of the weapon. The smaller and lighter the
blade, the quicker it moves; the more expensive the gunpowder and the firearm are, the longer the
distance the shot can cover.
Many things from the world can be used as a weapon, but each of them belongs to a certain style,
depending on their size. For example, a broken bottle can be used as a knife, and a stoker is similar to
a sword.
PVP and duel
Members of opposing factions automatically engage in battle to death if one of them attacks, but
players from neutral groups and from the same alliance can fight a duel. There is a chance for yielding,
but it is up to the opponent to decide about life or death. (Hint: a certain amount of gold can be very
convincing. If one buys his own life, he will be protected from that particular player in the next 7 days
in game time.)
Death
There is a chance to make a decision about the difficulty of the game.
Smiting (required for creating blades and fine items such as jewelleries and instruments; one
who masters the tree becomes Blacksmith and can earn much money by selling high quality
goods)
Tailoring (required for making clothes and sails; one who masters the tree becomes Tailor
and can earn much money by selling high quality goods)
Leatherwork (required for making footwear, belts and sheathes, etc.; one who masters the
tree becomes Cobbler and can earn much money by selling high quality goods)
Cooking (everyone loves to eat good meals)
Woodworking (required for making crates, barrels, containers, even furniture; one who
masters the tree becomes Cooper and can earn much money by selling high quality goods)
Different from the crafts, these skills are rather sets of abilities and knowledge.
Humanities: reading (1st step), foreign languages, politics and philosophy
Science: reading (1st step), physics, chemistry, geography (required for making advanced
explosives and guns)
Witchcraft
In TW:RT there is no actual magic, players fight with physical weapons. However, in every larger
town there lives a fortune-teller who provides simple witchcraft services for a price:
- Lucky charm on the player (adds to the Performance meter)
- Fortifying items with luck (increases chance of special hits and provides better defence)
- Teaching poison making
The power of the charm depends on the gold offered for her service. One can do favours for certain
fortune tellers; in exchange, she offers special charms.
Other opportunity is to have items blessed by brothers and priests but this service is very rare,
expensive and cannot be done on weapons.
(Witchcraft relies on the superstitious nature of the people living in the 17th century.)
PLAYER RELATIONSHIPS
It is possible to obtain relationship achievements and bonuses.
(About basic relationship: see Alliances and Factions)
Arch Enemies: if two enemy players fight more than three duels, they become Arch Enemies.
If the players enemy gets killed in the game, it gives 0.5x Victory buff to the player. If the
player kills his Arch Enemy, it gives 2xVictory buff.
Comrades: two or more player spend X hours in a group (not for once, the hours will be
summed)
Lovers: it is possible to make a romantic relationship by giving expensive gifts to each others
after spending Y hours in a group. It is possible to have multiple lovers at the same time.
Advantages: Comrades buff and Romance buff.
Spouse: to marry someone, the couple have to find a captain who is willing to perform the
ceremony, for a price, after spending Y hours in a group. Both of them shall have a golden
ring. Advantages: 1.5x(Comrades buff + Romance buff).
Also, there is a relationship meter between the player and certain NPCs which is influenced by done
quests, chosen alliances and other things.
Lover
Friend
Comrade
Neutral
Dislike
Enemy
Arch Enemy
Events
TW is designed to be living. Besides the changes in the relationships of the alliances, there are
temporary situations and opportunities called Events.
Examples:
Rising of the Red Pirates (the alliance of the Red Pirates grows in number, raids every
city, and their reign needs to be ended)
End of the Golden Age (military forces increases, making pirate life much more
difficult)
SHIPS
Ships are the main vehicles of the game and one of the most important features of TW.
From a technical point of view, there are 3 types of ships: the ones the player cannot own, the
ones that the player can take into possession and the ones the player orders from a shipwright.
Owning a ship, however, is bond to strict rules and conditions in order to avoid flooding the
oceans with ships. After obtaining a ship, one can make certain changes on it, like the colour
of the hull, the sails, the number of guns and other improvements.
Non-obtainable ships
These ships are mostly part of the main questline or belong to legendary pirates who respawn
after defeat (giving other players the chance to defeat them). There are particular events
designed to make players compete each other and to obtain one of the ships of terminated
number.
Obtainable ships
The largest group of the ships, sailed by NPCs with artificial intelligence. Can be obtained by
defeating regular, nameless pirates, corsairs, hunters, merchants and even soldiers. Can be
renamed.
A new ship
Ordering a new ship costs much gold and it takes time to make it. The player can choose the
type (every shipwright is specialised on a certain type of ships) and facilities. Every custombuilt ship can be improved later as obtainable ships.
The Crew
Once becoming a sailor, the player can join crews. On lower levels, the crew sail a preprogrammed ship with an artificial captain and officers. (On these ships, the number of
artificial sailors is equal to the minimum number of sailors required to sail the ship.)
Once reaching Stage 3, the player can become captain by...
1. having a ship made for himself or
2. obtaining a ship from other captains with a crew, then being elected captain by the others.
However, being a captain goes hand in hand with some serious responsibilities but can be
paid off if done right.
The captain has to take care of the proper crew to sail the ship.
It is the captains responsibility to pay the crew; if not being paid, NP crew members
will leave.
The captain determines the destination and whether to attack a ship or not.
Story Quests
Since the essence of sailor life is freedom, the game does not aim to make players go through
a strict questline. Also, the story doesnt rely on ones patriotism, heroism or calling.
Everything is driven by and towards gold.
STAGE 1
Becoming sailor; basic combat skills. Later joining crews, alliances. Raiding in Europe and
Africa. (story later)
STAGE 2
Travelling to the New World, beginning of the real career.
STAGE 3
After the end of the main story, the free game begins with lots of treasures and exploring.
Katie Keller
Jack One-Eye
Salvatore (Musical instructor)
Tug
Buck
Adem
Domingo
Francois
Jasmine
Johnny Ross
Djinn
Razor Ben
Erik
Rolf
Philip (cook instructor)
Benito (Musical instructor)
Thomas (Top Rank English Corsair)
Alejandro Manera (card games expert)
Maurcio Adalberto Victore
Jerome
Deron
Kisha
Kobe
Lupita Santos
Julio Santos
Miguel Espinosa
Emma Russel
Chasing infamy
EXPANSION #1
Abyss
EXPANSION PATCH #2
Adds new, hidden underwater worlds with supernatural creatures such as sirens and kraken.