Post by Jontie on Sept 23, 2013 13:47:17 GMT
Set in the Caribbean at the end of the golden age of piracy, Spirit of Sail takes place in an area of great conflict. The Dutch, British, Spanish and French were embroiled in a struggle for control over the rich Islands of the Caribbean. Opportunity arose for pirates to seize merchandise with relative ease as many coves and bays made for excellent hiding places.
The Aim of The Game
Spirit of Sail allows players to take control of a ships company and create their very own vessel, when they first enter the game world an array of possibilities and callings can be followed. These callings are not set in stone, or generally even openly displayed in game. Players can dabble in any or all of the following roles and may even find scope for callings beyond what is listed here. It's advisable that players think about the archetype they wish to follow when building their first vessel so that they can be effective at their chosen role.
The Privateer
Players may choose to take the path of a Privateer, sailing under a nations flag with free rein to loot and (if they so wish) sink the ships of any opposing factions. The life of a privateer is one of great risk as the ships that they attack will often be armed or escorted by competent combatants. A Privateer can rise to great standing with his faction, earning prestigious titles and gaining political influence with friendly governors in the Caribbean.
The Pirate
Pirate players also attack other ships in an attempt for financial gain, however the pirate sails under no nations flag and as such has no restrictions on his prey. He aims to take as much reward as possible, with little risk involved. Pirates players will want to force other ships into surrender, as they rarely have the power to survive incurring any particular Nation's wrath. Pirates play for riches, their main aim in Spirit of Sail is to become as rich as possible without being captured or killed.
The Merchant
Merchants were mostly independent traders however some flew under a nations flag, possibly gaining them escorts but inviting attacks from opposed privateers and disallowing trade with opposed factions. Merchant players are all about the money, running frequent and extremely profitable runs between the Caribbean Islands and even out to the great ports of Europe and North America. Merchant players will find themselves primarily concerned with getting the best price for their goods, finding effective trade routes, evading pirates and making vast fortunes.
The Explorer
Players who find themselves drawn to the path of an explorer open themselves to great expeditions amongst the undiscovered areas of the Caribbean, where they can find historical artefacts and great wealth. Explorer players will find themselves looking for fame and fortune amongst their peers and perhaps may one day make history themselves.
Switching Roles
Players are free to turn their hand to any of the above callings and as mentioned above may find things to do outside these brief archetypical descriptions, However they may find that they are limited by their ship and crew. When building their first ship players should take care that the ship they craft is well suited for the archetype they have in mind. For example a player looking to take up the lofty call of privateering may find themselves struggling if the ship they built is poorly armed and more suited the the roles of a merchantman.
The Aim of The Game
Spirit of Sail allows players to take control of a ships company and create their very own vessel, when they first enter the game world an array of possibilities and callings can be followed. These callings are not set in stone, or generally even openly displayed in game. Players can dabble in any or all of the following roles and may even find scope for callings beyond what is listed here. It's advisable that players think about the archetype they wish to follow when building their first vessel so that they can be effective at their chosen role.
The Privateer
Players may choose to take the path of a Privateer, sailing under a nations flag with free rein to loot and (if they so wish) sink the ships of any opposing factions. The life of a privateer is one of great risk as the ships that they attack will often be armed or escorted by competent combatants. A Privateer can rise to great standing with his faction, earning prestigious titles and gaining political influence with friendly governors in the Caribbean.
The Pirate
Pirate players also attack other ships in an attempt for financial gain, however the pirate sails under no nations flag and as such has no restrictions on his prey. He aims to take as much reward as possible, with little risk involved. Pirates players will want to force other ships into surrender, as they rarely have the power to survive incurring any particular Nation's wrath. Pirates play for riches, their main aim in Spirit of Sail is to become as rich as possible without being captured or killed.
The Merchant
Merchants were mostly independent traders however some flew under a nations flag, possibly gaining them escorts but inviting attacks from opposed privateers and disallowing trade with opposed factions. Merchant players are all about the money, running frequent and extremely profitable runs between the Caribbean Islands and even out to the great ports of Europe and North America. Merchant players will find themselves primarily concerned with getting the best price for their goods, finding effective trade routes, evading pirates and making vast fortunes.
The Explorer
Players who find themselves drawn to the path of an explorer open themselves to great expeditions amongst the undiscovered areas of the Caribbean, where they can find historical artefacts and great wealth. Explorer players will find themselves looking for fame and fortune amongst their peers and perhaps may one day make history themselves.
Switching Roles
Players are free to turn their hand to any of the above callings and as mentioned above may find things to do outside these brief archetypical descriptions, However they may find that they are limited by their ship and crew. When building their first ship players should take care that the ship they craft is well suited for the archetype they have in mind. For example a player looking to take up the lofty call of privateering may find themselves struggling if the ship they built is poorly armed and more suited the the roles of a merchantman.