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[UPDATED] Coups Resumed & Coup Rules


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War Team Update

Coup Rules

 

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COUP RULES HAVE BEEN UPDATED. SEE THE CHANGES BELOW

Spoiler
  • Added Coup Applications, which must be filled out and submitted to the GM Team in a hidden subforum for the Coup to commence;
  • Edited Coup numbers -- now both Attackers and Defenders can bring outside help based on a 1:1 region member:outsider ratio. If the Attacking Side has 3 region members participating in the Coup, they may bring 3 non-members. If they bring 5 members of the region, they may bring 5 outsiders. This also applies to Defenders.
  • Clarified the rule concerning a Region Owner Participating in a Coup/person of influence.
  • Edited the rule concerning the Primary Region Owner being online -- the Primary Region Owner must be online at the time of the Coup. If they have been offline for 14 days, the de-facto Region Owner in charge must be online (this will need to clarified with the GM Team).
  • Added a two-week cooldown for Coups.

 

 

Coups are no longer paused and can be carried out at will.

 

Since coups tend to get messy, we've written up some rules that must be strictly adhered to if you're performing a coup. These rules were made with ideas from the GM War Team, feedback threads and just people in general chipping in to give their two cents on the matter. These rules are implemented on LoTC as of the time of posting, but it's very much a trial period and you can expect changes as soon as any errors become apparent. If you see something wrong with these rules, please comment or message me and we'll try remedy that.

 

So that's all, here are the rules;

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COUP RULES

 

Coup Applications

 

In order to perform a coup, you'll need to submit a format with relevant information to the GM Team so that the Coup can be properly assessed and smoothly carried out. You can find this format here;

Copy & Paste that format in the Coup Subforum (which is hidden, so other people won't be able to see you're planning a Coup) and the GM Team should get in touch with you to sort things out and plan the Coup in full. You should still take the time to familiarize yourself with the rest of the rules, featured below.

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The Basics

 

  • A Coup is defined as a sudden and illegal seizure of control over a location through violent means.
  • A Coup Application must be submitted and approved by the GM Team in order for a Coup to take place.
  • A Coup must be led or actively supported by at least one Region Owner of the Region that is being couped.
  • The Primary Region Owner of the Region that is being couped must be online at the time of the Coup. If the Primary Region Owner has been offline for more than 14 days, whoever is considered to be in charge of the Region at that time must be online. (This must be clarified with the GMs)
  • At least two GMs must oversee the Coup from start to finish.
  • A Coup cannot be attempted on a Region more than once per two weeks.

 

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Numbers

 

  • In order to participate in the Coup, players must be a member of the region that is being couped. For every region-member participating in the Coup, the Coupers may bring ONE outsider. So if there are three region-members participating in the Coup, they may bring three outsiders to help. If there are ten region-members participating in the Coup, they may bring five outsiders to help, and so on and so forth.
  • In order to defend against Coup, players must be a member of the region that is being couped. For every region-member participating in the defense against the Coup, the defenders may bring ONE outsider. So if there are three region-members participating in the defense against the Coup, they may bring three outsiders to help. If there are ten region-members participating in the defense against the Coup, they may bring five outsiders to help, and so on and so forth. If there is valid RP and logic for defenders to bring additional allies, they may so with GM discretion.
  • GMs will have knowledge of the impending Coup in advance and will be watching for any suspicious removing/adding members to the region with the specific purpose of removing/adding people who can aid in the coup without thoroughly valid RP reasoning.

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Blocks & Locks

 

  • No new gates may be created throughout the duration of a Coup. Doors may be placed within reason.
  • 7 members on the offensive and defensive side of a Coup each have 3 attempts to break 3 locks, chests excluded. Normal rolling rules apply.
  • Each side may use 3 TNT throughout the duration of the Coup. TNT may be used to destroy gates and 2-block-thick walls.  TNT affects blocks within a three-block radius. Players must emote placing TNT, even in PvP, and a GM will remove the TNT from their inventory and break any relevant blocks in an emoted explosion.
  • Doors, gates and 2-block-thick walls  are the only blocks that may be broken through the means listed above. No blocks may be placed during the duration of the Coup either.

 

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Completing a Coup

 

  • In order for a Coup to successful, the Primary Region Owner or loyalist Region Owners, along with all loyalist forces, must be captured, killed or forced to flee the settlement.
  • After a Region has been taken over by the Coupers, they must retain complete control for a total of one hour without resistance. During this time, defenders may attempt to retake the Region which incurs a pause on the one-hour timer.
  • A Coup does not end until the coupers are killed or driven out, or until the coupers have retained complete control of the Region for the required time.
  • If a Region is successfully couped, the leader(s) of the Coup are assigned as Primary Region Owner and Region Owners. The couped Primary Region Owner and Region Owner are removed from the Region without warning and their chests and homes may be unlocked. The homes and chests of citizens in the Region who were NOT involved in the Coup may only be evicted after the regular three day notice has been given.

 

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Couping a Nation

 

  • If a nation's capital is successful couped and Primary Region Ownership is transferred to the leader of the coup (or whomever the leader of the coup wishes to bestow PRO on), the status of Nation Leadership is NOT transferred too. For example, if the King's capital was couped, the coupers would NOT become King, even if the King was killed during the coup, or gain control of the nation. They must seize support from the Kingdom's other vassals, either through diplomacy or warfare. Until the majority of a Kingdom's vassals accept a new King or are destroyed, the status of Nation Leader would transfer to the appropriate heir, provided he has relevant support from his vassals, or an appointed regent. If a nation's capital is couped, the Kingdom's vassals/army may skirmish for the surrounding area of the capital, and then progress with a siege in order to oust the coupers and regain Primary Region Ownership of the capital. If, for whatever reason, the capital and its surrounding area is not warclaimed and it does not try to gain the support of the rest of the Kingdom for Nation Leadership, then the Nation may recieve a new Capital Plot TWO WEEKS after the coup, IF there is no warclaim or peace deal in the works (this will be clarified with relevant leaders). The couped capital will then be treated as an independent charter.

 

 

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34 minutes ago, Xarkly said:
  • A maximum of 15 players may participate in the offensive side of the Coup.
  • Only players who are members of the Region that is being couped may participate in the defense against a Coup.

The couped region owners could just add more people to the region though. Fix this loophole somehow.

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Why wouldent an PRO or RO be allowed to call for backup if someone is trying to kill them? The rule on only region members seems sort of.. odd..

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1 minute ago, Jonificus said:

The couped region owners could just add more people to the region though. Fix this loophole somehow.

0

 

Thanks, I'll fix that now.

 

 

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3 minutes ago, Jonificus said:

The couped region owners could just add more people to the region though. Fix this loophole somehow.

If they fix that, PROs will just start adding everyone in their nation to city perms.

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1 minute ago, Greekbro33 said:

Why wouldent an PRO or RO be allowed to call for backup if someone is trying to kill them? The rule on only region members seems sort of.. odd..

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Because a coup is a surprise attack from within. It doesn't make sense you can call in a big band of helpers from halfway across the map during a surprise attack.

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Just now, James2k said:

If they fix that, PROs will just start adding every single person in their nation to city perms.

0
 

Valid. At least they aren't adding people during the coup.

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Just now, Xarkly said:

 

Because a coup is a surprise attack from within. It doesn't make sense you can call in a big band of helpers from halfway across the map during a surprise attack.

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Makes sense. but i still feel there can be exceptions. like if someone feels like its happening, then they can call in reinforcements. or something like that, like beef up security if someone is paranoid or something :)

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3 minutes ago, Greekbro33 said:

 

Makes sense. but i still feel there can be exceptions. like if someone feels like its happening, then they can call in reinforcements. or something like that, like beef up security if someone is paranoid or something :)

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Any of those feelings or paranoia is an open door for metagaming, I feel. Naturally, if they have In Character knowledge of this Coup, they of course they can probably prepare accordingly. Good point, I'll add a little note on that.

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Quote
  • Only players who are members of the Region that is being couped may participate in the defense against a Coup. Members may not be added to the region during the coup. If the defending side can prove beyond a doubt to the War Team that they have In Character knowledge of a coup that is about to happen, they may bring additional allies, but these allies must be present on the region before the coup has began.

Still a loophole here. What's to stop the couper from removing region members just before the coup?

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Honestly, these coup rules are pretty good. I agree with @Greekbro33's concerns, a few things such as that added to the rules, and these new coup rules will greatly add and support political RP instead of limit it. 

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1 minute ago, James2k said:

Still a loophole here. What's to stop the couper from removing region members just before the coup?

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Yeah well spotted, thanks. Fixed.

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42 minutes ago, Xarkly said:

 

Because a coup is a surprise attack from within. It doesn't make sense you can call in a big band of helpers from halfway across the map during a surprise attack.

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Doesn't this however set it up so almost every coup WILL be successfull if there's what, 4 defenders scrambled vs 15 planned attackers?

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What if like there is a meeting and a kings vassals are swearing loyalty but are not on the region and somebody tries to coup during this meeting/open court, are the vassals allowed to defend the king or nay?

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