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[VOTE] New Raid Rules!


New Raid Rules  

160 members have voted

  1. 1. Do you want to see the rules listed below implemented into Lord of the Craft?

    • Yes!
    • No!
    • They're good, but they need some more work before they should be implemented! (please comment with what should be fixed)


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Lawless raiding is too complicated/vague, and it doesn't mix well with the counter raid rules. By those rules, a group of 3 random goons can come in and raid a place at 3 in the morning, then the next day some random city the goons might live in can get raided by 16 people. I know this isn't your intention, but with how these are written I think that is how it will play out. If you're going through the trouble of cataloging how many raiders are raiding in an unlawful raid, you might as well make the counter raid proportional to that. For instance, if an unlawful raid is done by 6 people, then 12 people can counter-raid, and if it one is done by 3 people, then 6 people can counter raid. Leave the 16 person counter raids to war raids, hell, boost war time raids to 10 and counter raids for them up to 20.

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27 minutes ago, Xarkly said:

War Team Rule Revisions

Phase One - Raid Rules

 

Image result for medieval raid

 

"i want BIG pvp"

- Sun Tzu, the Art of War

 

Image result for border swords

 

Hallo everybody!

 

First of all, thank you all so much for your feedback on raids recently. Whether it was on my thread, Onslaughted's one, or Wolfkite's, we at the War Team have heard you at and debated the main points mentioned. And, as a result, we've began a three phase project to amend and introduce new rules regarding Raids, Wars and Coups. This is the first phase of this project -- Raid Rules, and our full list of revised rules is listed below.

 

Please, whether you're a PvP goon or a mumbo jumbo RP magic master, take the time to read these rules, think on them carefully, and cast your vote. Don't vote no if you disagree with a single rule -- comment with what your issues are, and we will do our best to fix them for you. So, with that said, get voting! And no voting with Kingdom/Faction accounts. (I'm looking at you Pyro, "Imperial Administration")

 

VOTING WILL CLOSE ON FRIDAY, MAY 19TH, AT MIDNIGHT GMT.

 

_____________________________________________________________________________________________________________

_____________________________________________________________________________________________________________

 

Green: Existing Rule

Blue: Proposed Amendment

Red: Proposed Addition

Purple: Clarification

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SECTION I

GENERAL RULES

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  • Camping on the edge of a territory in order to draw people out or prevent them from entering, with the intention of killing players, is allowed for one hour per day.

  • Camping roads leading from a Fast Travel to a Nation Capital with the sole intent to kill players is allowed for 30 minutes every 6 hours. Please note this specifically refers to roads -- you can’t camp Fast Travels or Nation Capitals themselves.

  • Using Fast Travel for raiding is only allowed if it’s intercontinental. For example, you can take the boat from Cloud Temple to Asul to raid, but you can’t use Fast Travel carts on Asul to travel to another settlement on Asul to raid them.

  • All raids, if involving PvP, must be initiated with roleplay. So, you can’t walk into a city and immediately start a PvP countdown.

  • Once a raid has begun, Fast Travel cannot be used to escape. Raiders and defenders must leave the area by foot until PvP or combat RP has ended.

  • Once PvP has been agreed by both parties, no one else can join in unless they made an appropriate emote to join in prior to the agreement.

 

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SECTION II

LAWLESS RAIDING

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  • A Lawless Raid is defined as an intentional attack on a settlement without the official support of a nation, fief or order.

  • A maximum of 6 Raiders can participate in a Lawless Raid. One person does not constitute a Lawless Raid.

  • Lawless Raids have a default cooldown of two days if raided by 3 people or less. If a settlement is raided by 4 people, the settlement receives an extended cooldown of 3 days. If a settlement is raided by 6 people, the settlement receives an extended cooldown of 5 days. A GM should be contacted by the raided settlement immediately after a Raid to apply a cooldown.

  • A Lawless Raid has a time limit of 30 minutes once fighting has begun. After thirty minutes, the Raid will end unless there is direct PvP ongoing. This mainly applies if the Raiders are locked outside a wall, keep, etc.

  • Raiders may bring additional Raiders if they are permitted to do so by a Region Owner of the settlement that is being raided.

 

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SECTION III

LAWFUL RAIDING

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  • A Lawful Raid, or Rescue Raid, is defined as an attempt to rescue an individual held captive within a settlement.

  • A Game Moderator must oversee a Lawful Raid, otherwise it will be considered void.

  • A maximum of 14 players can participate in the offensive side of a Lawful Raid.

  • The usage of TNT and ladders is permitted in a Lawful Raid.

  • Lawful Raiders have 1 hour to rescue the captured individual, and must leave once that time has been exceeded.

  • Lawful Raids ignore settlements on raid cooldown, and do not induce a raid cooldown once they are completed.

  • Only relevant attackers/defenders may be killed during a Lawful Raid, and strictly not civilians of the settlement being raided.

  • Lawful Raids do not warrant a Counter Raid.

 

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SECTION IV

WAR RAIDING

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  • A War Raid is defined as a raid on settlement that is currently at war against the raiders, or their allies, after an official declaration of war has been issued. A Warclaim must be either posted or have been fought to allow for War Raids to occur.

  • A maximum of 10 raiders may participate in a War Raid.

  • During a War Raid, raiders may attempt to open chests using lockpicks and a roll of 15+, with three attempts  to do so. This excludes shop chests.

  • War Raids induce a 5 day cooldown.  

 

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SECTION V

COUNTER RAIDING

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  • A Counter Raid is defined as a revenge raid. For example, if Settlement A was raided by Settlement B, then Settlement B may Counter Raid Settlement A.

  • Lawful Raids and other Counter Raids may not be Counter Raided -- only Lawless and War Raids.

  • A Counter Raid may only be performed within 24 hours after the initial settlement has been raided.

  • A maximum of 16 players may participate in the offensive side of a Counter Raid.

  • Counter Raids ignore settlements on raid cooldowns and do not induce a cooldown of their own.

  • Counter Raids have a time limit of 30 minutes once fighting has begun. After thirty minutes, the Raid will end unless there is direct PvP ongoing. This mainly applies if the Counter Raiders are locked outside a wall, keep, etc.

 

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SECTION VI

THE MOST IMPORTANT PART

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pls rep i have wife and kids to feed

 

____________________________________________________

 

Thank you for reading, and please, just once again, read them very carefully and think them through analytically before voting.

If anyone has any direct concerns, please contact me either on this thread, through a PM on the forums, or add me on Discord (Xarkly#8203)

 

You can expect Phase Two, War Rules, to come soon!

 

Hugs n kisses,

- The GM War Team

 

 

Image result for border swords

 

21
 

 

 

This should be up to a maximum number of chests, e.g. one per raider. Also, doesn't this basically defeat the purpose of heists? 

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1. Cooldown for raiding is WAAAYY too long. Do NOT have it be as long as its proposed here, its absolutely stupid long. 

 

2. War raids can only have 10 ppl? rly? this is even more stupid than number 1. What war have you seen in which the sides rally just 10 people for a raid? This will end up in offensive side having 10, defensive side having 30. On top of this, this is literally EXACTLY what causes us to plan skirms/raids, stupid rules like this.

 

thats all i can think of atm

 

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26 minutes ago, Xarkly said:

Camping on the edge of a territory in order to draw people out or prevent them from entering, with the intention of killing players, is allowed for one hour per day.

I personally don't see any reason why there is any time limit on how long you can bandit from outside any territory. This should be seen as a sort of "Wilderness" (such as one from Runescape) and makes people cautious when traveling the roads causing them to travel in groups for extra protection.
 

28 minutes ago, Xarkly said:

Lawless Raids have a default cooldown of two days if raided by 3 people or less. If a settlement is raided by 4 people, the settlement receives an extended cooldown of 3 days. If a settlement is raided by 6 people, the settlement receives an extended cooldown of 5 days. A GM should be contacted by the raided settlement immediately after a Raid to apply a cooldown.

A raid timer is something not many people might like. It shouldn't matter what the size of the group is that might insight the duration of a raid timer, but it should rather stay as maybe a day cool-down if anything.

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I think the cooldowns are a fair compromise for settlements who rarely ever raid or PVP.

 

My philosophy has always been simple. If you go out and engage in PVP conflict then you open yourself up to the floodgates of PVP conflict directed towards you. However if you don't provoke or attack other people and don't like PVP then you shouldn't be made to endure it regularly (outside of when its usually necessary like when an RP fight becomes unresolvable).

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52 minutes ago, UnBaed said:

I'm sure somebody can dumb it down for you.

1
 

It's too complicated. It should be a set amount to a set amount is a raid. Cool down. If you raid well you are on cool down, your cool down is voided. Simple and easy.

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why is this so complicated

 

why cant i just rp 

 

 

theres like 4 different raid limits

 

theres less government regulation on guns in the us than this horseshit

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Thanks for all the feedback everybody.

 

Lemme stress this is all preeeeetty experimental -- it was clear you guys wanted new raid rules, so we're GOING to give you new rules. This post is just seeing if THIS ruleset works for you. If it doesn't? We'll throw a revised version in your face next weekend, probably. Point is, we're listening, and your feedback IS being taken into account, so keep commenting.

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24 minutes ago, 吳憾戰士14 said:

I think the cooldowns are a fair compromise for settlements who rarely ever raid or PVP.

 

My philosophy has always been simple. If you go out and engage in PVP conflict then you open yourself up to the floodgates of PVP conflict directed towards you. However if you don't provoke or attack other people and don't like PVP then you shouldn't be made to endure it regularly (outside of when its usually necessary like when an RP fight becomes unresolvable).

0
 


This is the reason why Elves are seen as such a RP based race. It is not very likely you will ever see them try to become aggressive and go to war because they don't ever try to get involved in anything that has to do with PVP. There shouldn't be any serious conflict when it comes to Guard v. Guard PVP but to say that people shouldn't have to endure PVP simply because you don't like it isn't satisfying. Especially since most people would rather PK to Roleplay than PVP it sets up nobility and/or royalty in a position where they can help attack or defend since they wouldn't have to PK to a PVP match. 

Things should only cause tensions if a settlement were to purposefully kidnap or kill someone important of a nation in roleplay or some sort of close-action combat. You don't need to provoke Orcs to attack a settlement, they do it because it's a tradition to walk around the lands as a Warband and raid settlements for food or loot. They find it fun and a challenge when it comes to testing others' survival skills and how strong a nation/settlement may be.

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1 hour ago, Xarkly said:

During a War Raid, raiders may attempt to open chests using lockpicks and a roll of 15+, with three attempts  to do so. This excludes shop chests.

I am aware that this is already an implemented rule but I think that it should be changed to chests directly related to the place the raiders are raiding, this is because a lot of people only have their houses in a nation and so store all of their stuff in their homes in the nation and so if their nations got raided and they got unlucky they would lose all of their stuff on the server as quickly as that, just because of a raid. Also there is a lot of places/ cities which can be raided yet are very inactive meaning that a war could be declared and becuase they are inactive, the nation that declared the war can gain almost all of the nations supplies while the defending nation is inactive and cannot stop any of the raids. This is why I think the rule should be changed to only buildings which are directly related to the nation, for example, barracks, palaces, dungeons should be the only buildings allowed to be raided in war raids.

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Wait what? Fourteen for lawful raiding, ten for war raiding and sixteen for counter-raiding... What's with the arbritrary changing of numbers? Besides, shouldn't lawful raiding and counter-raiding have the same numbers? They are both backed by a settlement, the only difference is one is reacting rather than acting, so make them both fourteen or sixteen, and then with war raiding... That is when nations are most active, bump that sucker up to like eighteen or twenty, cause when it's war time (and the countdown is basically a week) make it worth it.

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1 hour ago, Marijuanaology said:


This is the reason why Elves are seen as such a RP based race. It is not very likely you will ever see them try to become aggressive and go to war because they don't ever try to get involved in anything that has to do with PVP. There shouldn't be any serious conflict when it comes to Guard v. Guard PVP but to say that people shouldn't have to endure PVP simply because you don't like it isn't satisfying. Especially since most people would rather PK to Roleplay than PVP it sets up nobility and/or royalty in a position where they can help attack or defend since they wouldn't have to PK to a PVP match. 

Things should only cause tensions if a settlement were to purposefully kidnap or kill someone important of a nation in roleplay or some sort of close-action combat. You don't need to provoke Orcs to attack a settlement, they do it because it's a tradition to walk around the lands as a Warband and raid settlements for food or loot. They find it fun and a challenge when it comes to testing others' survival skills and how strong a nation/settlement may be.

0
 

Because they are an RP based race, and I don't think they have any problem with it. Sure, the occasional PvP is fun, but (I may be speaking wrong for other Elves here) we don't care to have our RP interrupted by people who JUST want to PvP. I enjoy good Orc raids in which they're actually there for the reasons you listed, not just pulling up to initiate PvP with shitty RP and instigating. Could always test others, however.

 

Sorta have mixed feelings on the cooldowns, however, as I dislike being raided but at one point liked being the raider, so I feel yall there.

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