Caribbean Conquest (Canceled)
Caribbean Conquest (Canceled)
An upcoming Naval/Pirate themed MMORPG set in the historic Age of Sail. Sail the high seas and conquer the Caribbean!
An upcoming Naval/Pirate themed MMORPG set in the historic Age of Sail. Sail the high seas and conquer the Caribbean! Read more
About this project
Before we dive in to the intricacies of our project, we'd like to take this opportunity to tell you a little bit about how seriously we take this, and how we intend to become a world class contender in the gaming community.
- In our current era of online gaming, up and coming games all seem to lack one thing. "A point". We don't just mean "a point to the game", we mean "THE POINT" of playing the game. With an increased surge in MMORPGs over the past decade, game play for the most part has remained pretty stagnant and boring. Travel here, kill this, acquire these. It seems like with up and coming MMO's, it's a matter of who can provide you with the best Character Creation screen, or prettiest pictures, versus allowing you, your friends, and your family, to create lasting gaming moments.
- We believe online gaming is about creating memorable moments with friends and strangers alike. We believe gaming should be an experience, and that online gaming is an experience to be shared. With your help, we know we will be able to build a game that will create memorable moments for you all to share.
Here's a few key points about our project:
- First and foremost, our game is a 3D Naval/Pirate Themed MMORPG Set in the Historic Age of Sail, located in the infamous Caribbean.
- The playable factions are: The English, The French, The Spanish, The Dutch, The Americans (Colonial), and The Pirates.
- There will be a currently undetermined number of Ports in the game, distributed among all of the factions. Each faction will have a Capital, and most ports with a few exceptions (Capitals and perhaps a few others) will be conquerable by other factions. All ports will also require a governor.
- There will be no levels for anything. Players don't level up, nor do ships.
- There WILL be skills for each class.
- There will be a full load of quests, including a story line for each Faction, epic questing arcs and missions, however these will not be mandatory.
- Our current model will have a pay-to-play method, however early backers will get bonuses and discounts.
- There will be an in game item shop, however it will be for Aesthetic items only. There is nothing available on this item shop that can be used as an advantage to any form of game play. We are strictly against Pay to Win games and our model and design reflects this.
- Each player is in complete control of their own ship.
- Ships and Player Characters will be able to be customized to a great degree. This will include Players being able to elect a name for their Ships and have it displayed on ships that have large enough features for a name tag. More details to come on what will be allowed.
- And last, but certainly not least, this game is made BY MMORPG players FOR MMORPG players. We encourage as much participation and action on our comments section, on our Facebook page (facebook.com/CaribbeanConquest), our website (CaribbeanConquest.com/) and come chat to us on our forums! (CaribbeanConquest.com/forums/)
Before creating your Character, you'll be selecting from one of our factions in the game. These factions are:
- Colonial American
- Pirate (While not technically a faction, this is the alternative)
After selecting your Faction, you will then pick your class. If you pick one of the Non-Pirate Factions, your selection of Classes are:
- The Naval Commander brings firepower to the table. With easier access to heavier vessels and exclusive access to the very largest. This class can be depended upon to rain cannonballs upon the enemy and survive the heaviest broadsides. The officers of national navies fight to control the Caribbean for king and country!
- The Privateer is the pirate of the nations. This class specializes in speed, agility and interception. The Privateer fights for his own wallet. This class excels in Frigate combat and commerce raiding, with the speed to pick winnable fights and disengage from those not. Privateers will be able to capture enemy ships and sail them as their own.
- The Merchant is tailored toward the trading and economy required for the construction of assets in-game. The Merchant is capable of two play-styles, either an evasive smuggling role or armed to the teeth in a galleon or Indiaman, supported by other members of their nation - or anything in between. The Merchant may not be the strongest class for single combat, but their powerful galleons make for exceptional vessels in large fleet engagements.
The class system will be highly customisable and it is unlikely you will fight opponents equipped similarly as a result. A high emphasis will be put into competitive theory crafting and balancing individual skills.
The Pirates will have their own unique class, coincidentally called a "Pirate". Pirates will have a skill set similar to that of the national Privateer, including the ability to be able to capture ships. Pirate Crew's are able to leave the Pirate nation, and become an independent player in the game...more on this later!
Each of the Nations and the Pirates will start in their respective Capital Ports. These Ports are:
- Spain - Havana
- Britain - Port Royal
- France - Guadeloupe
- Holland - St. Eustatius
- Colonial America - St Augustine
- Pirates - Tortuga
- Frigates, Indiamen and 4th Rates form the backbone of game play. These vessels have a good mix of firepower and maneuverability.
- You will start in either a Frigate or an Indiaman depending on your class.
- Being in the Navy gives the largest assortment of 4th rates, being a Privateer offers the largest assortment of Frigates.
- The heavier 4th rates and all larger ships excluding Galleons will be exclusive to players in the Navy.
- The Galleons and Indiamen will be exclusive to Merchants and certain frigates will be exclusive to Privateers.
Smaller boats will be included, but will not fulfill a direct combat role. All other ships will be balanced against each other. The 'price tag' of a vessel will correspond to how 'specialised' the vessel is. The more specialised a vessel is, the more pronounced its strengths, but more significant its weaknesses.
Much more information on this subject will be available on our FAQ's and on our Forums.
Caribbean Conquest is a game which can be played solo to some degree, however team work and co-operation is crucial. PvP encounters are limited to a maximum of 6 per side (Maximum of 12 players per instance), with reinforcements available (more on that as we refine the system).
Our RvR (Faction v Faction / Nation v Nation) system involves the capturing of an enemy Nations ports. How to capture a port will be discussed in further detail in our FAQ's and Forums.
There will be significant rewards for those who participate in a Port Conquest.
The Economy in Caribbean Conquest is completely player driven. What this means, is that every ship that is sailed has been assembled by a player. The components that player assembles, the cannons, sails, the hull itself, all come from another player. This player must acquire the materials needed to make all these components, such as iron ingots, cloth, and wooden logs, from many other players.
The intricate process that goes into crafting a ship is necessary, for absolutely all ships in the game. You are always involved in the ebb and flow of the Economy, even if you're responsible for the destruction of ships...on either the giving or receiving end.
So we have used a few terms throughout our Kickstarter so far. Most of you will be seasoned MMORPG players. However, there is a chance that some of you may not be so. We've put together a brief list of terms we've used throughout this Project so far, just in case you get caught up on the terminology. Note, that some of the terms here are unique to Caribbean Conquest, so it's definitely worth a read!
- Nation/Faction = Refers to the specific National 'team'. E.g. - Spanish
- PvP = Player versus Player combat. Where one player or a group or players engages in combat with another player, or group of players.
- PvE = Player versus Environment. Where one player or a group of players engages in combat against Computer-generated entities, also known as NPC's
- Economy = The in-game system of crafting and fund flow. Everything in Caribbean Conquest in some way derives through players. Caribbean Conquest has a completely player-driven Economy.
- Captain's Commission = A Captain's Commission is our equivalent of a "Subscription". They can be traded to other players, or used on the in-game item shop for credits. Captain's Commissions are purchased and awarded directly to the selected characters inventory.
- Port Conquest = A larger scale battle fought over the claim of another factions Ports.
- Open Sea/Ocean = The default means of travel between ports. All players are visible to each other on the Open Ocean, and it's where the majority of combat situations will be initiated.
- Company = A Company (think Guild if you're familiar with gaming terms) is what allows National players to form larger, permanent "groups" of players together. There will be a very detailed Company system which we will outline soon!
- Crew = The Pirate's version of a Company.
- Item Shop = An in-game shop which can be used for Aesthetic Items and other in-game goodies. We must stress again that nothing can be purchased which gives a player an advantage over another. In no way, shape or form, is this game ever going to be Pay-To-Win.
- Veteran Captain's League = The Veteran Captain's League is what a player's character automatically becomes part of after being continuously subscribed, or have an active subscription of six months or longer. You will earn the in-game title of "Veteran Captain", as well as earn special discounts and items on the in-game shop...but again...We are not pay to win!
- Pay to win = Something we are not.
- We will be marking off with an "achieved" stamp as each goal is reached.
- People who back before certain goals will get extra bonuses if they are met!
- Thank you in advance for your generous contribution!
Risks and challenges
The risks associated with our project are the same with any MMORPG project.
These risks may include:
Time delays due to unforeseen circumstances
Potential underestimation of needed resources to meet deadlines
An inability to maintain the necessary level of support during high-intensity periods.
There are many more risks associated with this, as it is not a straight-forward goal. The development team of Caribbean Conquest pledge utter and complete confidence and honesty in our project, and we will do our best to ensure that as many risks and nasty challenges are avoided as possible.
We thank you again, for all of your amazing support in our project.
-- Caribbean Conquest Development Team.Learn about accountability on Kickstarter
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