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Raids and Rebellions and Rules, oh my!

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Hey there guys, how's it going?

 

This is actually the first time I've made one of these posts on this subforum, weird. Anyways, I'm here to announce that we're beginning to formulate new outlines for raiding rules, and establishing new rule sets for the definition of rebellions, and protocol surrounding them. They've been overdue for an actual system for some time. With that in mind, you guys are going to be the ones actually using these systems, so it's only logical that you should get a sneak peek and provide feedback, criticisms, or perhaps praise? Hah.

 

So without further ado, the internal monologue of Fireheart and the outlining of the new raid system.

 

Problems

 

  • Current limits favour nations that are too weak to defend themselves (no walls or guard force). With warclaims off the table, nations face very little threat from angering other nations with a raid cap of 4. Raids are supposed to create a dynamic threat for all nations, yet even the weakest of nations can rally enough men to fight off 4 raiders.

 

  • Currently defenders hold all the power, and they won't loosen restrictions if it means there is a chance they will lose a fight.  
     

  • I disagree to an extent of the points above, when an attacking group of four wish to fight and have the intention of having it switch to PvP, they simply need only hope three people will defend otherwise anymore would dictate it to immediate PvP if called for it which puts groups that focus on other aspects of the server to a disadvantage.

 

  • I suppose I’m more of a neutral voice here. I can see the reason of the three posts above mine. Perhaps have an option for different cities/towns/etc decide if they want to keep the 4 man cap or if they’re willing to go higher. Once the choice is made, it can’t be undone. Also, can’t believe I’m saying this, but DPM doesn’t have a half bad idea down below.

 

Section 1 (Lawless Raiding),

Lawless Banditry would be four or less people killing, robbing and causing chaos within a settlement. The max amount of raiders would be four and the raiders would have a total of 30 minutes to raid and or attack the settlement, this means if they don't find someone in 30 minutes or they can't reach someone in 30 minutes then the raid is automatically over. The cooldown for lawless banditry should range from 1-2 days.

 

Section 2 (Lawful Raiding),

Lawful Raiding would be twelve or less people attempting to rescue someone taken captive. They would have 1 hour to rescue the captive and should be allowed to use TNT or ladders, Lawful Raiding should also require GM supervision. Lawful Raiders may not kill citizens but may kill guards or other people of that nature.

 

Section 3 (War Raids),

War Raids would be a raid on a settlement that is currently at war with the raiders. The raiders would be allowed up to 8 people and may picklock chests for rations and provisions. The cooldown for war raids should be 4-5 days.

 

Section 4 (Counter Raids),

A counter raid may be used in the situation where one or more of your settlements have been recently raided. You may only counter raid against lawless or war raid types and counter raiders are allowed up to 16 people. If the settlement they are raiding is on cooldown then the counter raiders may ignore this and continue on with the raid. Alternatively, they have only 10minutes to find a player in the region, if that time runs out then they must leave. You may not counter raid a counter raid.

 

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For my own personal thoughts, I am in support of this being implemented. I like the variety, I think it puts up less red tape and allows more organic roleplay to occur through mechanics, it help tells a story while incorporating fast paced action in many cases, keeping everyone included and hopefully having fun. Feel free to post your thoughts guys.

 

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The next order of business is rebellions. The rebellion system is oriented to essentially emphasize communication between staff and the rebelling side. In the past it seems to be the root of all issues, when moderating a rebellion. So with that in mind, here's my thoughts and outlines for the system.

 

 

 

 


 

Rebellions in the past have been messy, simply put. Whether it’s the line of succession in leaders, who owns what, what rights rebels have while closed off from everyone else, so on so forth. This will be our attempt at covering rebellion scenarios as broadly as possible while also keeping it as simple as possible.

 

Rebellions will function in tandem to charter systems, since in many cases with such events, regions are typically under a lot of changes and revisions for permissions, borders, and flags.

 

For a territory to be considered rebelling, the primary region owner must directly declare such themselves. For this we will have a State of Rebellion declaration for the sake of documentation and to avoid accusations based on hear say. This declaration can be privately messaged to either Fireheart or CosmicWhaleShark instead of being publicly posted, so long as it’s actually there, existing somewhere, for us to see.

 

State of Rebellion Declaration:

 

Primary Region Owner -

 

Name of region -

 

RP name of territory rebelling -

 

Two to five sentence summary of why there is a rebellion -


Screenshot of all territories currently under your control as current region owner. (Map for reference)

 

Rebellions are no small thing, they should not be made lightly, and they should not be declared lightly. The loyalist forces of the nation the rebellion originates from will be permitted to raid in constant retaliation, making their parties capped at 16 players. Rebelling forces will only be able to raid with 16 players, if actually attacked. If they wish to be preemptive in going on the offensive, they will need to start with 8 for standard war time raids.

 

When a rebellion is formed the primary region owner shall be considered the pseudo nation leader. All changes done to the OOC details of the region must be approved by them, and they in turn are responsible for providing the staff with knowledge of whose authority falls where in their new state’s hierarchy so that issues do not arise from foul play or simply negligence.

 

The final point about rebellions, where I've noticed issues, is war length. What tends to happen after about a month of the same thing, is that extremes begin to become more and more prominent. Players on the losing side will either vanish, or become uncooperative, unsportsmanlike, and difficult to moderate. Players on the winning side will begin to press for more than their original demands, show no consideration for their fellow player, and grow difficult to moderate - in a different way.

 

And it's perfectly understandable. The stakes of a warclaim are incredibly high. You're risking your characters, your land, you're perhaps eager to gain influence and renown, to go down in the history books. That's what makes warclaims awesome. That's what makes them nothing like anything else on LotC, or any other minecraft server for that matter. The depth, the anxiety, the refreshing relief when you finally accept your enemy's surrender or prevail against crushing odds. They are an incredible thing for a player to experience, but with that in mind, I feel strongly that they should be done in moderation. So for the sake, at the very least, of rebellions. If there is a stalemate that lasts longer than three weeks, a peace treaty will be forced. I realize this one is a bit out there, and I understand that some of you will have quite a bit to say against this particular paragraph, I am eager to hear your thoughts with that in mind. This bit, I will confess, I had in mind solely for the OOC peace of mind, of all players. Roleplay goes hand in hand, with both, winning and losing. With that said there comes a point where enough is enough, and sometimes you have to give a little so the entire community is able to enjoy themselves. If an established nation isn't able to squash an upstart rebellion in an IRL month, the rebellion deserves to have a little breathing room from warclaims and pvp, and get to roleplaying and establishing the foundations for what is their way of doing things.

 

Hopefully that makes my thoughts as clear as possible on the subject, and the ideas I had in mind geared toward the future development of the playerbase.

 
 

 

 

So yea, thank you guys for taking the time to read all of that. I look forward to hearing all of your thoughts, I'm sure you'll provide a few great additions.

 

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Tbh rally 4 pvp will be gr8, los los los, rally rally rally, Dunamis in Petrus!!!1!!1

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Pretty good changes, but I think 4-5 days is too long for a war raid cooldown, and it should probably be 3 maximum, I'll do a more detailed post tomorrow.

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Cool-downs need to be tweaked, but this is a step forward!  You've my +1!

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If you're going to force a peace treaty after 3 weeks of a stalemate can you at least force the two leaders into voice chat to work out a peace treaty, or more so that the GM/Admin can see what both sides want and then force a more fair peace treaty?

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Enjoying the effort in raids catering more to the niche actions and hyper specific situations that might occur though RP.

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I like what you've got here, and I'm glad to see such positive feedback. +1

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I don't think I ever saw a raid contribute to RP, to be honest. EXPECIALLY the Lawless type.

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"Section 2 (Lawful Raiding),

Lawful Raiding would be twelve or less people attempting to rescue someone taken captive. They would have 1 hour to rescue the captive and should be allowed to use TNT or ladders, Lawful Raiding should also require GM supervision. Lawful Raiders may not kill citizens but may kill guards or other people of that nature. "

 

As a guard, I have to say that I do not like this, because it seems like you could just get one of your buddies arrested and return with an army when all the guards log off again.  

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As a guard I enjoy these rules all the way around because let's be honest killing 4 people is boring and pointless, I do wish to know how the timer for a counter raid would start, is it as the other group finish their raid or simply once you inform someone?

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Will we still be allowed to arrange skirmishes aside from this raiding, and without making a wc?

 

I have seen an area north of the orcish jungle, in 5.0, that is a legit BEAUTY for a field battle. (Roofed forest). I would be up for arranged skirmishes here, if server rules allow it.

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