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War Rules

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Tythus

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Lord of The Craft War Rules
 
This rule set will cover protocol for war between two groups. If any of these rules do not establish a clear foundation for what you or your faction seek to accomplish during a war, contact CosmicWhaleShark or Fireheart for questions regarding your situation. Liberal interpretations, intentional loop-holing, or attempts to remain playfully ignorant of any rules present, will in turn result in punishment accordingly.
 
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General 
 
Unless requested otherwise, all wars will function under a ‘seize and secure’ method of operation. An initial pitched battle on open terrain will determine who is the attacker, and who is the defender, for the starting course of the war.
 
A field battle every other week will determine the direction of the war. For an attacker to establish siege grounds, they must first win a skirmish in the perimeter outside their target. For defenders to maintain their borders, they must thwart this. Attackers have the opportunity to become the defenders with this established, and vice versa, depending on the overall length of the war.
 
In the event the defenders do stave off the attackers, they have the option to either besiege an opposing fortification or stand their ground. This makes the fortification the original attackers besieged open for a warclaim the following week. To balance this, however, if the defenders stand their ground and hold the fortification three times in a row, the drafting of terms will become mandatory in light of the stalemate.  
 
Skirmish Agreements will be effective ‘badlands’ in an approved area of the map, the week leading up to a battle. Large groups of faction endorsed fighters will be obliged to confront one another in these areas from now on, rather than raiding one another’s capital.
 
All warclaims will function under a weekly event schedule. e.g. A warclaim every sunday. With the exception of extenuating OOC circumstances for a majority of a faction or the primary leader, this will not change. Such circumstances will be reviewed by war management - and are not guaranteed approval. 
 
Alterations to terrain and structures will be limited once a warclaim has been declared. It is advised that strategic locations are made tactically advantageous, while actually being built, while also reflecting proper RP barricades. “PvP forts” will be outright denied. Checkerboard murderholes, pits of lava, and pitfall [bridges] for example, are not permitted.
 
Pending admin or war management approval - any and all aspects of the warclaim system, or a specific warclaim, may be altered to expand upon, or in worst cases salvage, the experience of the entire community involved. This includes but is not limited to OOC conflict resolution, battlefield fairness, dates and times, etc. 
 
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War Severity 
 
 

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Preface: Through experience participating, and observing several different warclaims unfold, I have witnessed a consistent issue that seems to be one of the main points of argument between two factions. They don’t want to do [insert awkward, confrontational situation here]. It is my hope with the ‘war severity’ system, that both factions are able to tell one another what they expect from this particular war, without even needing to establish that initial, clunky dialogue. In turn one faction will be less surprised, and hopefully not upset at all, when a faction leader isn’t taken prisoner, someone isn’t permakilled, something isn’t allowed to be razed, etc.

 
1st
 
Conquered settlements can receive "ruined" renovations. Pillaging of chests is allowed, anti-griefing rules apply.
Leaders upon death in battle  face being captured on a +14 /roll (best two out of three) or immediately permakilled. Death while in captivity will be enforced permakilling. If a capital of a settlement is taken, capture is mandatory, unless the leader was not directly involved in the fighting. This will be enforced through kill messages during the battle, keep screenshots handy.
Potential to be fully conquered and subjugated. Your nation or faction has the opportunity to be wiped off the map and possibly even the history books. If you are completely conquered, you lose all control OOCly - and naturally RPly, of what happens to the territory and people you once ruled.
 
2nd Tier
 
Conquered settlements can receive "ruined" renovations. Pillaging of chests is allowed, anti-griefing rules apply.
Leaders upon their death in battle will face capture on a +14 /roll (best two out of three) there is no permakilling clause. Death while in captivity will be a permakill only if the player says it is. Staff will not intervene upon the life or death of a character, merely their capture.
Potential to be fully vassalized. Your nation or faction will still exist, but as an underling to a more superior foe - now your ruler.
 
3rd Tier
 
Conquered settlements will not be tampered with, in regards to builds. The pillaging of chests will still be permitted.
Leaders upon their death in battle face zero consequence. Capture and permadeath are subjective and determined by their players, enforced by no one.
War reparations will be enforced but ultimately the fate of your nation or faction remains intact. (Subject to be overruled by war management, pending the RP leading up to a specific warclaim.)
 
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Established Cost of War
 
Siege Engines - Will need ammunition to use. If you don’t have the ammunition, you cannot use them in a warclaim. All factions will be in charge of building their own siege engines. 
 
Success/hit is determined at 15/20. Every two points higher determines a degree of success, aka, making the brush size one point larger to illustrate the damage/movement.
 
Trebuchet/Catapult 
Cost: 500
Players operating: 3
Ammunition: Stone Shot
Result: Moderate to heavy damage to all structures and terrain. 
 
Ballistae - 
Cost: 300
Players operating: 3
Ammunition: Heavy iron shovels or iron lances.
Result: Light to moderate damage to a wooden structure. 
 
Siege Tower -
Cost: 500
Players operating: 10
Result: Movement forward.
 
Battering Ram - 
Cost: 250 minas
Players operating: 6
Result: Damaging gates. Each hit removes health from the gate. Gate health is dependent on the time it takes to destroy the material of the gate by hand. 
 
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Sieges
 
Artillery Stages - Attacking siege engines will have a period to fire upon the enemy fortifications, at this point in time attacking infantry will not be able to advance due to the risk of friendly fire. Once the besieging infantry is within proximity to the walls, defending siege engines will be obsolete due to both angles and risk of killing their own troops at lower levels. 
 
Doors - Coinciding with conventional rules, you require a 17+ to break down any doors or locks. To avoid issues of relocking during the engagement, doors will simply be destroyed. 
 
Environmental Hazards - During a siege, the structural integrity of the fortification is obviously compromised. Attackers and defenders alike will have to exhibit caution and prudence during their maneuvers. Otherwise they may find themselves crushed, suffocated, or trapped for the enemy to find. Lifts that are ‘destroyed’ will in fact be destroyed. Soldiers that are within the proximity of a brush damage change will be /kill’d, etc. 

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Skirmish Agreements
 
Skirmish agreements are what will now replace large scale raiding. The established warfront will have a zone of conflict that is to be prepped for the upcoming warclaim, this zone will be where warring sides may skirmish without limitations. Agreeing to a skirmish agreement, showing collective sportsmanship from both sides, and keeping ‘it’ on the field will result in minor perks over the course of the war to both sides. 
 
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Raid Rules
  
Raid baiting is not allowed, unless it is for the purpose of raiding within the raid rules. Definition of Raid Baiting: 3+ enemy-affiliated players not contributing to non-hostile RP and refusing to leave when requested.
 
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Horses in Wars, Raids, or any other conflict may not be used as a means to jump over walls or other fortification 3 or more blocks tall.  It may be possible mechanically but it makes no sense in RP.  People found doing so will be banned for the duration of the conflict they are participating in, and perhaps longer if they are a repeat or problem offender.
  
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Refer to the reply below by Fireheart for further information regarding the types of raids!

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To be noted:
+ Outlined expectations of captured territory.
     - Goal when capturing territory is to encourage activity in captured territories.
     - Occupiers must fix landscar and battlefields post-warclaims.
     -Make war have a higher cost than simply winning warclaims. Expectations to offensive party victories. Will be noted on a case by case basis.
 
+ Outlined requirements and expectations when rebelling from a territory. 
      - Requirements when staging a rebellion which will be dealt by a case by case basis.
      - Require documentation and RP to support so said rebellion.
      -Ensure in outlined requirements that rebellions will be based off RP conflict rather than OOC disagreement. 
 
For any questions or clarifications do not hesitate to PM Cosmic or myself. Often times situations will arise that do not fall in line with our current rules and for the sake of keeping wars fun and simple we will be the final judge in all matters outside of these war rules.

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