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Zhulik

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About Zhulik

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  • Birthday 04/02/1997

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    Max Danger

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  1. "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." (End)

    1. Show previous comments  2 more
    2. TeaLulu

      TeaLulu

      thanks uncle zhulik can you link the rules source so we can document before staff tries to retcon

    3. Archbishop

      Archbishop

      inb4 quick edit to the rules by ski_king so his friendship group can't be damaged

      screenshot the rules before they're edited.

    4. Zhulik

      Zhulik

      most recent doc relating to rebellion rules after checking at-least 30

      Copied directly from the doc:
      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. 

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