PIRATES! GOLD SPEC SHEET
PIRATES! GOLD SPEC SHEET
Here is the spec sheet for Pirates! Gold. The features listed
are _tentative_ at this time.
Article III: Enhancements to Pirates Gold, IBM version
15 April 1992
Environment
* DOS resident. Must be played from hard-drive.
* VGA graphics. High-resolution, 256 colors. CGA, EGA, Tandy,
unsupported.
* Roland, Sound Blaster, AdLib sound drivers supported. IBM
speaker for sound-effects. Some digitized sounds.
* Mouse, joystick, and keyboard input devices supported.
Art
* High-resolution VGA graphics.
* All new pictures and animations. All new opening and closing
sequences.
* Animation to be in high-res VGA, in as many colors as is
practicable: 256 if possible, 16 if necessary.
Map
* Strategic map in high-res VGA. Map makeup (rendered or
character set) to be determined by programmer and artists.
* Map is interactive and changes as game progresses. City icons
appear and change as player learns more about city. For example,
if player sacks a city, city's map icon changes to a burning city
icon until city is rebuilt. Nationality flags appear next to
known cities, and change as city's nationality changes.
* Additional cities to be added to map: from five to 20. Not all
of these cities will be in play at one time. If feasible, some of
the new cities will be new types: native villages and/or free
(pirate) cities.
Ship Movement on Strategic Map
* Ship movement on strategic map is identical with current
movement, with following exceptions:
* Accelerated Time: Player may press "Alt-T" or some other key
combination to speed-up the passage of time and the ship's
movement. All phenomena in the game would have to speed up, as
well (weather, encounters, and so forth). When ship has an
encounter, accelerated time turns off automatically, otherwise
the player toggles it on and off at his convenience.
* Landing. When ship bumps into land, there's a two-second delay
before crew disembarks. If player moves ship away from land
during that period, crew doesn't disembark. (This feature will
cut down on the number of accidental disembarkations.)
* Cargo and ship scuttling: The pirate will be able to abandon
ships and cargo during sailing. This is useful when the pirate
has more ships than he can crew comfortably, and when one or more
of his ships is slow and/or damaged.
* Sun Sight: this will be deleted.
* Weather: Hurricanes will periodically wander into and through
Caribbean. The pirate will have to run before the hurricane or
find a port in which to weather the storm. If the pirate is
caught in the hurricane, he runs great risk of losing all his
ships and getting shipwrecked on a desert island for several
months.
Ship-to-Ship Combat
* Convoys: Pirate will occasionally encounter convoys of ships.
These will be a number of weak, unarmed cargo ships, guarded by
one powerful vessel. The convoy sequence will run as follows:
"Sail Ho!" If pirate investigates, next message is: "I count x
cargo ships, Captain, and one galleon!" If pirate investigates
again, he'll learn the ships' nationality. If pirate attacks,
he'll get the message: "The cargo ships scatter across the ocean
as the galleon comes out to meet you." The battle proceeds as
normal.
If the pirate is victorious, a die is rolled. Depending upon
the difficulty level and how long the battle took, the pirate
will overtake some, none, or all of the unarmed cargo vessels.
This should be an unusual event; possibly as few as one out of 10
encounters should be convoys. The escort ship should be powerful
and smart and the rewards should be great.
* In battle, player will have the option of taking a ranging shot
-- that is, he may fire off one of his cannon to find out where
his shot will land. This will reduce the strength of his
subsequent broadside by one; the ranging shot will not be
reloaded until after the broadside is fired (or the player fires
off his entire complement of cannon in ranging shots). Note that
ranging shots don't do any damage to the enemy vessel. There is a
slight chance, however, that the enemy vessel will surrender if
it is heavily outgunned and the ranging shot crosses its bows.
* Terrain: When the pirate's ship goes into combat, the program
will check to see how close the ship is to land, shoals, cities,
etc. If any of these are in likely range of the battle, they'll
be placed on the battle map. Ships may then attempt to make use
of this terrain in the battle -- i.e., light-draft vessels will
cut across shoals, hoping to cause heavier pursuers to run
aground; ships near to a friendly port will run for it, hoping to
draw protection from its guns, etc. This will necessitate
significant adjustment to the artificial intelligence of the
enemy ships.
* Weather: The weather in battle will reflect that which was
current when the battle began: if the pirate's ship was quite
near to a cloud, the storm will pass over the ships during the
battle. This will increase the windspeed and decrease the
effectiveness of cannon-fire (aiming is more difficult, and it
takes much longer to reload, on a storm-tossed vessel). Ships
with leaking hulls may sink.
* Battle Information: As much information as possible will be
displayed graphically, through icons, as well as through straight
text. Small portraits of the two combatant ships appear on the
bottom of the battle screen. Portraits display the following:
sail status, i.e., battle sails, full sails, or masts down; hull
damage; guns loaded or unloaded (gunports open or closed). Wind
direction should be shown by a weather-vane in the corner of the
screen. Crew number could be shown by number of icons next to the
ships' portraits.
* Victory: The player will see a screen displaying his current
ships, their sailing condition, his cannon, crew, and cargo, and
the prize's condition and cargo. He'll have all of this in front
of him before he must decide whether to take the captured ship as
a prize or scuttle her, what cargo to take and what to leave
behind, whether to accept volunteers from the defeated crew and
so forth.
City
* City menu to be replaced by graphic map of town. Map to show flag
of city plus buildings representing locations. To go to the
merchant, for instance, player would click on the building
labeled "Ye Merchante's Shoppe" or the like.
* The locations themselves have changed from current game:
Tavern, Governor's mansion, and merchant have lost some functions
to new locations. The following locations have been added:
Shipwright: pirate repairs ships and sells excess ships. Docks:
pirate leaves town and returns to ship. City gates: pirate leaves
town if he arrived by land. Bank: pirate divides treasure. Inn:
save game. Town crier/newspaper office: pirate learns information
and reviews his personal and crew's status.
* Map is mildly interactive. For example: if pirate came into the
city by land, the docks location is inactive, and possibly
removed from the map; if pirate cannot meet with governor, gates
to governor's mansion are closed; etc.
Land Battle
* Scale to be reduced slightly, to allow larger tactical area.
* General unit control: Player will have a cursor on the screen.
To activate a unit, he clicks on the unit. He then gives orders
to that unit (move here, shoot these guys, etc.), by putting the
cursor where he wants the unit to go or shoot, then clicking
again. He might be able to give orders to multiple units via
held-clicks.
* Musket fire controls altered. Currently, pirates attack
w/muskets when they're stationary and player doesn't touch the
controls. Instead, player will have choice of when and where to
fire. Player will also have to give the pirates a "reload"
command once they've fired. This will cause the pirates to become
immobile for a certain period of time. If the player chooses to
move these pirates before they have a chance to complete their
reload, they must start all over from the beginning.
* Melee fire controls altered. Player will click on a unit and
then the target; the unit will charge target and hack at it until
the target runs away, its morale is broken, or the player gives
it different orders.
* These changes should make little difference in the outcome of
the battles -- they are mostly cosmetic, giving the player the
appearance of more control. However, they may necessitate an
adjustment of the power and/or artificial intelligence of the
opponents to maintain play balance.
Treasure
* When he divides the plunder, the pirate will put his share into
his "secret treasure cave." This will be a static picture of an
empty cave; as the pirate puts booty there, it will gradually be
filled-up with gold, gems, encrusted items, swords, etc.
Swordfighting
* The sword-fighting sequence will be enhanced so that the player
has more control over his character. The command buffer will be
altered or removed, so the pirate's figure will respond more
quickly to commands.
* There will be additional figures in each animation sequence, so
each character's movement will be smoother.
* The player will have the option to attack high, medium or low,
or feint and attack high, medium or low. The feint attack will
have a better chance of getting through, but will do less damage.
* There will be some kind of new ending sequence for swordfights:
possibly, the victor will disarm the vanquished, sending his
sword out of the screen. The vanquished will be left standing,
hands in the air, instead of kneeling.
* There will be (if art-time permits) animations of three
different opponents for the pirate to face: Spanish guard,
Captain, and Pirate. In addition, if time permits, the pirate
will be shown with three different swords: cutlass, rapier,
longsword. Pirate's shirt may change color over the course of the
game, as well, as he gains in fame and wealth.
* Like the ship battle sequence, the game information in the
swordfighting sequence will be displayed in both text and art.
There will be portraits of the two combatants below the fighting
figures themselves; these portraits will show the expression of
the fighters: enraged, panicked, etc. The portraits' shirts may
become slashed as the battle progresses and the fighters take
wounds (if this isn't too tacky). Alongside the portraits will
appear icons representing the number of troops each fighter has.
Roleplaying
* Additional roleplaying missions will be added. If the pirate
gets married, his wife may be kidnapped. If there is a famine in
a port of the pirate's nationality, he may be asked to take food
to that port.
Information Retrieval
* Improve information sequence, making it easier for player to
find what's going on. Screen should be split into multiple text
boxes, one showing current political info (France is at war with
Spain, Dutch at war with English), one showing current personal
info (Don Luego spotted in Cartagena), and one showing current
missions (Carrying secret letter for Governor of Belize's brother
in Havana).
* Record feature. Under pirate's diary in information screen,
pirate can find a listing of all actions he's taken during the
game: every battle, casualties on both sides, etc. This currently
exists in the game, but it only keeps track of the last 10 or so
things the pirate does. Pirate should be able to scroll through
page after page of diary.
Economy
* Apparently, there's a flaw in the city economy algorithm. If
the pirate doesn't pillage a city for a very long time, it will
become obscenely wealthy. This must be corrected.
Reward Sequence
* Player will be able to view all of his honors and awards
simultaneously (probably from his cabin in his ship). He'll see a
scroll saying "Ensign in the Spanish Navy"; if he is promoted to
captain, the scroll will be overlaid with one bearing his new
rank. If he has awards from different nationalities, all will be
viewable here. The pirate should also be able to look at "Wanted"
posters of himself from the various nationalities.
* Retirement Screen: a static shot showing the pirate sailing off
into the sunset. His retirement status determines the vessel-type
he's sailing in, from a leaky rowboat to a fleet of galleons.
* Treasure Cavern: Pirate's personal wealth is determined by the
amount he's deposited in his treasure cavern (see above). Cash
he's taken in battle earns him nothing until he divides the
treasure.
Forwarded by -Quentin, MPS Labs, MicroProse
Copyrighted 1992 By MicroProse Software, Inc.
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