Wind of Luck - a true pirate MMO

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Joined
5 Jun 2012
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This is a kind of announcement, so please excuse me for some "marketing" wording :), we are just trying to spread the word of our game, and it is really great, even in beta stage. I think that open beta will take place in September-October 2012.

A new massively multiplayer online game, Wind of Luck, developing by Trazzy Entertainment, will take you to the golden age of piracy – fascinating endless seas, gold caravans, fierce corsairs… and full freedom – you can rob and plunder, trade and explore, questing and fighting, take sides and change your allegiance, trick and be tricked, save a governor’s daughter or kidnap her and sell to slave-trader, rob a caravan and be attacked by royal fleet, hunt other pirates (even issue a bounty for their heads), loot old sunken ships for treasures, make and use false money, etc etc...
The game reflects the atmosphere of anarchy, familiar to us from the adventure stories of the golden age of piracy, when every captain was a man for himself and fortune of adventurer depended on his ability to cope with the ship and crew.
Fierce fights, treasure fleets, secret missions, boardage, abandoned ships, distant islands, mysteries, "black marks", privateering, bounty hunters, notorious corsairs, corrupt governors, smugglers, powerful trading companies, kidnapping and ransom – all essential elements of pirates theme will accompany the player and affect the world around him.
 
The most important question for me is 'will death have meaning?'

I have no time for WoW-esque respawning and keeping of gear. If I kill or be killed there should be consequences.

But yeah, sounds good!
 
Sounds like an interesting concept, hope it turns out well would be nice to have a good pirate game.
 
Regarding death in WoL - as for currenty balance, you will lose your ship and all cargo, but keep all money, maps and small items ("Captain's Chest").
 
[Damien];22151327 said:
The most important question for me is 'will death have meaning?'

I have no time for WoW-esque respawning and keeping of gear. If I kill or be killed there should be consequences.

But yeah, sounds good!

This.
 
Regarding death in WoL - as for currenty balance, you will lose your ship and all cargo, but keep all money, maps and small items ("Captain's Chest").

Sounds good to me. The only MMO I've ever really played is Eve Online and death having meaning keeps things exciting.
 
If the idea is done well this could have great potential. Sea Dogs was always one of my favourite RPGs.

There are a few things I will add that I feel are very important to make a fun and balanced Naval MMO/RPG

1 - Ship balance

Ships need to be well balanced or everyone will just move to 2nd/first rate heavy ships (man of wars)

Speed and manuverability should be taken into account

Surprise Mechanic

I also think this mechanic should be used to represent how some ships are better suited to piracy. This mechanic could be called 'Suprise'. It would represent the height and profile of the sails of a ship'. Ships with higher suprise values (smaller masts) should be able to get closer to other ships before being spotted.

This would mean small ships like sloops would be viable for ambush piracy throughout all the game progression levels.

Hull armour

Players should be able to choose the wood construction of their hulls. Different woods and different thickness's in reality had a big difference on how much damage a cannon ball would do (big 1st rate ships were almost hull immune to 8pdr cannons at long rage)

Cannon Mechanics

Basic stuff really. Cannons at short range will do a lot more damage than cannons at long range.

Trade

A very important part of realistic commerce should be purpose built trade ships. These would need to have a cost and capacity advantage strong enough so that they are commonly used. Therefore plenty of combat will be raider vs trade ship not just raider vs raider and warship vs warship

I think the idea and concept could be great
 
First, thanks for interest and positive mood, I'm hoping that you will really like the game

If the idea is done well this could have great potential. Sea Dogs was always one of my favourite RPGs.

There are a few things I will add that I feel are very important to make a fun and balanced Naval MMO/RPG

1 - Ship balance

Ships need to be well balanced or everyone will just move to 2nd/first rate heavy ships (man of wars)

Speed and manuverability should be taken into account

Yes, maneavurability is a key factor for smaller ships in WoL, as the ships move and turn much faster than, say, in Pirates of the Burning Sea. Battle will be not so slow and strategic as it is commonly expected for sailing ships.
You will aim your cannons just by turning your ship, no target selection, no auto-calculated fire (fair ballistics - each cannonball modeled and processed independently), no auto-targeting, so you can't hit with a full broadside salvo of 1st Rate to, say, bow of small galley - nearly 3/4 will miss. And full friendly fire - cannonball don't know who is friend or foe, it just hits first solid object on its way :)
 
Surprise Mechanic

I also think this mechanic should be used to represent how some ships are better suited to piracy. This mechanic could be called 'Suprise'. It would represent the height and profile of the sails of a ship'. Ships with higher suprise values (smaller masts) should be able to get closer to other ships before being spotted.

This would mean small ships like sloops would be viable for ambush piracy throughout all the game progression levels.

Hull armour

Players should be able to choose the wood construction of their hulls. Different woods and different thickness's in reality had a big difference on how much damage a cannon ball would do (big 1st rate ships were almost hull immune to 8pdr cannons at long rage)

We were considered different hull thickness a while ago, but found it too "hardcore" (the game was started as a "casual" MMO, but now I think that there isn't such thing as good and casual MMO :)). Maybe we should return to this idea in the addon, it will add much more flexibility to ship design - light and weak hulls for high-maneavurable vessels for raiding, more sturdy hulls for PvP dogfight against similar class ships...

Regarding "surprise factor" - we are trying to keep as few "artifical" factors as it can be, but the small ships are really small, and at night (we have day/night cycle - a bit shifted for having more daytime, though) it is very unlikely that you will see small ship, like Polacca or Cutter, without lights.
 
Cannon Mechanics

Basic stuff really. Cannons at short range will do a lot more damage than cannons at long range.

Trade

A very important part of realistic commerce should be purpose built trade ships. These would need to have a cost and capacity advantage strong enough so that they are commonly used. Therefore plenty of combat will be raider vs trade ship not just raider vs raider and warship vs warship

For cannons, they will do almost full damage in half-range, and less than 1/2 damage in full range. More to this matter, we have 2 groups of cannons - "long cannons" (long range, heavy weight) and "carronades" (small range, low weight). You can setup any cannons you'll find (buy, plunder, pick up) but total weight of cannons onboard is limited. You can even place carronades to your left board an long cannons to your right board :)
And now we have 36 different cannons in the game, so there will be a plenty to choose from :).

For different ship concepts - a kind of such idea was used when we balance the ships. There were "traders"(sturdy) "raiders"(maneavurable) "warships"(more cannons) with emphasis to "distance fight"/"close fight"/"boardage" fight behaviour and "light wind"/"full wind" conditions.
 
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