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firespirit44

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Everything posted by firespirit44

  1. I disagree with the role of a GM. You're looking at it too one sidedly, which is fine since it is an open question. It might stand for Global Mod, but it still stands for Game Master. Have fun, loosen up, do what you want. I hope that you take this into consideration and treat this less formally. You've said it yourself, you dont want to 'come online to work instead of relaxing'. Why are you applying for GM? Just because you have a good grasp of what the server's behind the scenes are doesn't show us any of your wants, or goals. She was offered this position for GMship by 3 admins but willingly turned it down before. I dont see how she has changed much since then, so I dont see why she shouldn't be offered it again. But I hope you keep in mind that once you start playing as a GM, it will be difficult to revert back to playing casually. Think it over Bird.
  2. Thank you for stepping up when Vaq left us in a dark hole Telanir. The server greatly enjoyed various parts of nexus, but I'm just glad to see that you gained something from the time spent here. Sporadic I cant count the number of plugins you have placed/fixed/created inside the server on both my hands. And toes. Shining example of a tech, the community will really feel your loss. All the best in life both of you. Come say hi when you feel like it.
  3. Wonderful guide! I think we should show some appreciation towards it. 2000 minas for the excellent guide, from the days bygones.
  4. Moved to the Great Library. It shall be sorted into appropriate category shortly.
  5. Moved to the Great Library. It shall be sorted into appropriate category shortly.
  6. As crayfishchris is no longer with us, I shall be handling this appeal. We dont take this sort of offense lightly, and we have purposely dragged this appeal into the 3rd month before a verdict could be reached. Mass no rp killing is basically a way to burn bridges from this server permanently. You know this. And I expected a long time veteran like you to know better to go through the proper channels instead of 'seeking your own justice'. But you appear to be sincere, and you have been playing on this server for a long time now. I trust that you have indeed reflected and I will unban you.
  7. Moved to the Great Library. It shall be sorted into appropriate category shortly.
  8. Revision on war rules coming

  9. Updates to version 1.1 Adding raid rules Raids are limited to 4 people Remove lockpicking of doors Must be supervised by GM Must have valid reason for raiding Camping outside settlements is against the rules Capitals cannot be raided Changed required skirmish to siege capital from 3 to 2 Reduced cost of war, lowered gold and removed meat count Raid Rules
  10. War, war never changes. We've had war since Aegis, and it has evolved. With having more and more at stake, more and more players are prone to cheat the system, as it is natural for players. At the moment, we have warclaims and raids, as can be found here. War rules https://www.lordofthecraft.net/topic/105813-current-war-rules/ Raid rules https://www.lordofthecraft.net/topic/110437-war-safe-zones-and-fighting-oh-my/ Now we haven't seen a proper warclaim since Fringe, since everyone lives in basically one city, Lago's system is designed for empires, where you have to take outerlying forts first before you can strike the capital. With Athera, I dont feel that this is the case due to the region plugin. Claiming plots and building on them are different now. There are 3 categories to war: Skirmishes, Raids, Siege. This system is designed to incorporate guilds as well. Nation Rules: There must be sufficient roleplay in order to declare war Both sides need to consent to have their settlement taken, if not a successful siege will allow pillaging in which all its chests will be unlocked, several buildings destroyed, and setting it on fire. To siege a settlement, you have to first win 3 skirmishes out of 5 outside of the settlement. You may not refuse warclaims. But 3 GMs appointed by an admin will oversee and act as mediators to see if the warclaim should be accepted and to oversee the battle will go smoothly.(I'll explain the GM's role in a few) Both sides must agree to the terms of war. Date, time, Victory conditions, losing conditions, and stalemate conditions within a allotted timeframe of war should be agreed upon before hand. For example: To win a skirmish, you need to kill roughly half of the 40 man force within 1 hour. Or kill the emperor. To lose, you lose half your forces and 3 captains within 1 hour. A stalemate will be announced if there is no clear winner, and the battle will need to be redone. If the invader loses 2 or more skirmishes, they may not attack that nation for 2 elven months(IRL months) After a area has been pillaged, they cannot be pillaged again for 1 months. Guild Rules Your group must have a valid reason for declaring war on another faction You may not refuse warclaims. But 3 GMs appointed by an admin will oversee and act as mediators to see if the warclaim should be accepted, to oversee the battle will go smoothly. Both sides must agree to the terms of war. Date, time, Victory conditions, losing conditions, and stalemate conditions within a allotted timeframe of war should be agreed upon before hand. For example: To win a skirmish, you need to kill roughly half of the 10 man force within 1 hour. Or kill the guild leader. To lose, you lose half your forces and 2 Captains within 1 hour. A stalemate will be announced if there is no clear winner, and the battle will need to be redone. To siege a settlement, you have to first win 1 skirmishes outside of the settlement. Both sides need to consent to have their settlement taken, if not a successful siege will allow pillaging in which all its chests will be unlocked, several buildings destroyed, and setting it on fire. Private manors do not count as 'guilds' If the invader loses the skirmish, they may not attack that settlement for 1 elven month(IRL month) After a area has been pillaged, they cannot be pillaged again for 2 months. The price of war: To often, do people wage war over inconsequential things. Waging war was a serious matter, that involved heavy logistics. It wasn't about who could defeat each other in battle, it was who could last longer. While its impractical for us to delve too deeply in realism, attackers need to pay a 'price' for going to war. War hurts everyone, and this should be used as a last resort before going to war. The definition of going to war is declaring aggression on each other. So for example if the attacker declares war on settlement X, they will need to pay a 'logistic fee' for marching the men, equipment, feed, to wherever this settlement is to engage in combat. Every warclaim will need to be paid upfront. The idea is to make nation leaders stop and think if it is worth engaging in war. There will be a different set of price for guilds. but guilds tied to nations will fall under nation. This is to prevent loopholes like the Decterum declaring war on a settlement for cheaper war costs. Price of war has been decided to split into two, for skirmishes and siege Siege The price of war for nation siege is changed to 20 gold blocks, 1 doublechest of food that gives more than 2.5 food(so meat, bread, fish all applies. Cookies do not), The price of war for guilds siege changed to 10 gold blocks, 1 stack of food that gives more than 2.5 food(so meat, bread, fish all applies. Cookies do not) Skirmish The price of war for nations for skirmishes is set at 5 gold blocks, 1 doublechest of food that gives more than 2.5 food(so meat, bread, fish all applies. Cookies do not) The price of war for guilds for skirmishes is set at 2 gold blocks, 1 double chest of food that gives more than 2.5 food(so meat, bread, fish all applies. Cookies do not) Raids Requires sufficient rp reasons and rp, to conduct a raid file a modreq and a GM will oversee it. You can only raid with 4 or less people You can only raid as a faction once every 5 days outside of war There is no cost for raids Capitals cannot be raided SEQUENCE OF A RAID Defenders do not need to pay a cost A skeleton on what's a valid reason for going to war. Check the reasoning, ignore the systems. https://www.lordofthecraft.net/topic/69431-war-claim-overhaul/ Siege To progress to a siege, you'll fist need to win skirmishes surrounding the settlement. For example, lets say I want to siege the humans. I'll have to fight at least 2 skirmishes near Petrus, and win all 2 of them. Once I have won 2/4 skirmishes, we can move on to the siege: Siege requires a long time, with tools for sieging and ammunition. In this war, what basically went down was two sides firing each other with constant /roll 20s on siege equipment, as if it was a gattling down. There were so many fireballs thrown that at the end, the Dreadfort was quite literally gone. The only counterplay was to fire /at/ the siege equipments in order to disable them. The Teutons had one siege equipment left, and was constantly barraging at the fort as they couldn't react to it. To counteract that, and to balance out the sillyness of over-squeezing your fort to the brim with siege equipment, it'll be factored as a 'paintball cost'. Factions can 'hire' siege equipment (they'll build it in rp, but they'll need to pay the full price listed below in order if they want a GM to operate it). To keep it simple, we'll stick to trebuchets and battering rams. They can buy ammunition, just like in paintball. 30 shots for 30 ironblocks for example(could use smoothstone instead). That way the gunners will need to be smart about their targets. Cost of siege equipment: The cost of buying siege weaponry is decided at 2 stack of logs, 1 stack of string, 16 iron blocks. The siege weaponry must be dismantled after the siege The cost of ammo is set at 1 ironblock, and 2 gunpowder Addition of battering rams which require 6 stack of logs, 32 iron blocks, and 2 stack of string. (battering ram can only be used if settlement is on a somewhat even location without a moat) You do not need to hire siege equipment, it is a option. How to operate siege equipment To man a trebuchet, there needs to be 3 people operating it, with 1 designated roller, Cooldown between shots fired are 5 minutes. If you roll below 15, its a miss. If you roll 15 and above, its a hit. If you roll 19 and above, its a critical hit. To man a battering ram, there needs to be 5 people standing below the wall with the ram, with 1 designated roller. Cooldown between hits are 5 minutes. To successfully breach a wall with a ram, 1 person amongst the 5 will need to roll above 15 out of 20 3 times. Those who say "What about surprise attacks?!" https://www.lordofthecraft.net/topic/98787-war-rules/?hl=wars Sorry, we dont want it because it'll be otherwise impossible to moderate, unless both factions agree to a game of hide and seek in a region. The other side The issue with this system is that it allows for no one to refuse warclaims, and it does basically **** over settlements that aren't capitals. You can read the debate here: https://www.lordofthecraft.net/topic/102036-remove-warclaims/?hl=wars#entry935829 I think there are lots of obstacles in place, in order to take a settlement. In the end I concluded that pillaging a settlement would be better rather than lose everything and their rp. Temple Tournament https://www.lordofthecraft.net/topic/102324-40-nation-vs-nation-conflict/?hl=wars Does not need a warclaim, just a time and date for the fight and a list of participants Equal footings like 5v5, 7v7, whatever the number is Terms and conditions are set by the players, if you lose you pay tribute/give up your town/whatever. Both factions need to agree to it. We can have bystanders! Does not need a cost! Closing notes I have read this: https://www.lordofthecraft.net/topic/114970-casus-belli-system/, and at length, it was mostly just a rehash of the same people proposing the same set of rules before. The flaw I see in this system is that it basically denies on the spot rallying and fighting, like so commonly seen in the Fringe. But this is a rp server first, and a pvp faction server 3rd. I hope this will promote more cooperative roleplay instead of the hate and strife that we have now.
  11. Moved to the Great Library. It shall be sorted into appropriate category shortly.
  12. Moved to the Great Library. It shall be sorted into appropriate category shortly.
  13. Moved to the Great Library. It shall be sorted into appropriate category shortly.
  14. Moved to the Great Library. It shall be sorted into appropriate category shortly.
  15. Moved to the Great Library. It shall be sorted into appropriate category shortly.
  16. Moved to the Great Library. It shall be sorted into appropriate category shortly.
  17. Moved to the Great Library. It shall be sorted into appropriate category shortly.
  18. Moved to the Great Library. It shall be sorted into appropriate category shortly.
  19. Moved to the Great Library. It shall be sorted into appropriate category shortly.
  20. Moved to the Great Library. It shall be sorted into appropriate category shortly.
  21. Moved to the Great Library. It shall be sorted into appropriate category shortly.
  22. Moved to the Great Library. It shall be sorted into appropriate category shortly.
  23. Moved to the Great Library. It shall be sorted into appropriate category shortly.
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