War Rules: Difference between revisions

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# Nations should be at reasonable distances from eachother. For examples, the Demon Clans shouldn't be attacking the Undying Dominion unless they have a *very* good reason for it. This is largely up to staff discretion, though.
# Nations should be at reasonable distances from eachother. For examples, the Demon Clans shouldn't be attacking the Undying Dominion unless they have a *very* good reason for it. This is largely up to staff discretion, though.
# Small land claims which are intended to be houses, lone buildings, ruins, etc and not residential towns or fortresses will be 'bound' to a larger nearby town during the lands creation process. The claim owner should have some input over which town they are bound to.
# Small land claims which are intended to be houses, lone buildings, ruins, etc and not residential towns or fortresses will be 'bound' to a larger nearby town during the lands creation process. The claim owner should have some input over which town they are bound to.
## This means that they cannot be directly warred except by the owners of the town they are bound to, and will be considered part of their parent towns nation on the map.
## This means that they cannot be directly warred except by the town they are bound to, and will be considered part of their parent towns nation on the map.


== Attacking Lands ==
== Attacking Lands ==

Revision as of 11:14, 10 April 2024

Players can change the rules if both sides agree and are very clear on the subject prior to a battle.

Siege Battle Mechanics

  1. Depending on the size of the defending and attacking armies, and the size of the town, 1-3 capture points will be placed within the defenders town. Each of these capture points shall have a 'score value' between 1 and 3.
    1. War staff will decide their locations based off the defenders input.
    2. They will be placed within the actual town area of the town, not in any sort of large faction base or underground farming tunnels. Except in cases where the main populated areas of a town are built underground (Such as many dwarven or dragonborn towns), they will probably be placed aboveground
    3. Fortifications, castles, and other such locations will typically have capture points with a higher 'score value'
  2. Every 15 seconds, each capture point will add its 'score value' to the score of whichever team controls it. During the second third of the battle, the score value of a capture point will double. During the last third, it will double again.
  3. Teams will gain 1 point for every enemy player they kill, plus 0.5 points for every kill the dead player had accumulated before their death.
  4. Players will have a 30 second respawn timer after death in wars
  5. Efficiency pickaxes will not work in wars
  6. Blocks will be breakable, but only certain types of blocks decided by the war staff team (Likely the blocks used in gates, passageways, etc.
  7. There will be a radius that confines the area of the battle. If players exit the area, they will begin to take damage.
  8. Players cannot get involved mid-battle.

Field Battle Mechanics

  1. Field battles are simple one-life engagements, typically within a confined area between the attacking and defending town
  2. Players will have ten minutes before the battle to build up defenses
  3. Battles will have a time limit of 30 minutes. If that time expires, the win will be given to the team with the highest percentage of their players left alive.

Battle Tactics

  1. Controversial but nonetheless implemented, you cannot eat golden apples while combat tagged. Try it, it won't work.
  2. Faction-style bases are not allowed, including excessive use of obsidian, non-natural skybases (floating islands may sometimes be allowed), tiny underground structures, etc.
    1. Even combat builds should generally remain 'true to the theme' of Ashea.
  3. Using glitches, hacked clients, or other forms of cheating to gain an advantage is not allowed.
  4. Rules cannot be changed mid battle unless both teams and staff agree
    1. However, taking advantage of obvious loopholes in the rules / playing 'in bad faith' is still against the rules, even if the offenses aren't explicitly mentioned here.
  5. MouseTweaks, AutoClickers, XRay, or any sort of hacked client is not allowed during battles.
  6. Everyone who is participating in a battle who is staff must be temporarily set to a non-staff position during the battle, to avoid accidental perms abuse.
  7. Griefing for the sake of griefing during a battle is not allowed, but looting or griefing in a way that gives a strategic advantage is
  8. Offensive Potions (Poison, harming, etc) are not allowed except via dispenser.
    1. This includes using them on yourself to double jump
  9. Continually intentionally exiting the battle radius to avoid death may result in disqualification for the player doing it
  10. If there are any disputes between nations regarding the outcome or rules of a battle, staff may resolve it if the players themselves cannot. If the admin team is actively engaged in the war, they should find a more neutral third party to help resolve it based on these war rules.
    1. If the two sides cannot agree on their own sets of rules, it will default back to these ones. If both sides agree, they can change anything in this document. They cannot 'revoke' their agreement later, however, unless both sides agree to do that.

Attacking Nations

  1. Once a war ends, nations will gain a two week war shield from being attacked so that they have time to rest.
  2. Members of Nation A, which is militarily allied with Nation B, cannot create new OC's to help other nations attack Nation B.
  3. Nations must have some sort of reasoning to declare war (territorial disputes, rp conflicts, etc)
  4. Staff may prevent larger nations from 'bullying' smaller ones or attempting to conquer the entire world at once
  5. Staff may give nations a 'war shield' for up to 2 months while they are engaging in an important RP event. This must be announced prior to the event in the announcements channel, and does not interrupt ongoing conflicts. Staff should not give out these shields if there is an obvious developing conflict already.
  6. Nations should be at reasonable distances from eachother. For examples, the Demon Clans shouldn't be attacking the Undying Dominion unless they have a *very* good reason for it. This is largely up to staff discretion, though.
  7. Small land claims which are intended to be houses, lone buildings, ruins, etc and not residential towns or fortresses will be 'bound' to a larger nearby town during the lands creation process. The claim owner should have some input over which town they are bound to.
    1. This means that they cannot be directly warred except by the town they are bound to, and will be considered part of their parent towns nation on the map.

Attacking Lands

  1. The nation who declares the war gets to attack first. They may choose a town to attack. If there are any enemy towns within 1000 blocks, they must choose between these towns. If not, the radius of selectable towns will increase by 500 blocks until there is an enemy town within the radius.
    1. Nations whose largest town by population and capital is on an island may additionally attack any city which owns land within 250 blocks of a coast or large river
    2. These towns must be chosen at least 48 hours before the battle itself. If no town is chosen before that time, staff will select it. It cannot be changed when the battle is less than 48 hours away.
  2. The defenders may choose a town to 'counterattack.' This must follow the same rules as the attacker's town
  3. If the town is being attacked is less than 1000 blocks away from the nearest enemy town, the attackers will attack that town via a siege battle.
    1. If the defenders win this siege battle, they may chose to end the battle or immediately counterattack the town they chose previously.
      1. If the ORIGINAL defenders win this counterattack battle, they gain the town and the full battle ends.
      2. If the ORIGINAL defenders lose this counterattack battle, no changes are made to territory and the ORIGINAL attackers get to choose the next town to attack
      3. If the counterattack battle is a draw, no changes are made to territory and the ORIGINAL attackers get to choose the next town to attack
    2. If the attackers win the initial siege battle, they gain the town and get to choose the next town to attack
    3. If the battle is a draw, no changes are made to territory and the defenders get to choose the next town to attack
  4. If the town being attacked is more than 1000 blocks away from the nearest enemy town, the two sides will fight a field battle to determine which of the two towns will be attacked (the winners of the field battle will get to choose). A siege battle will take place immediately after the field battle.
    1. There will be no counterattacks after this siege battle.

Allies & Fighters

  1. Players cannot join mid battle, and may be temporarily banned if they attempt to third-party a war
  2. People who join a war must have been in the Ashea discord for at least 1 week before the war was actually declared (when the war ticket was opened), or have 6 hours of playtime unrelated to wars.
    1. Intended purpose: players who consistently log on for wars and events are fine, but people invited for the sole purpose of fighting in a particular war or who have never had anything to do with Ashea before the war are not.

Combat Rules (outside wars)

  1. No repeated freekilling
    1. This counts as intentionally killing people multiple times in a week outside of battles / raids, spawnkilling, or killing new players
    2. Political assasinations are allowed, but you still can't target the same leader multiple times in quick succession
    3. Raids can be conducted once per week and during raids, gear can be stolen and players killed multiple times. The raiders must make clear that they intend to launch a raid at least 5 minutes before the raid itself.
  2. No freekilling of new players
    1. Don't freekill people who joined the server within the last 7 days
  3. No assasinations to steal loot
    1. This does NOT include raids or attacks against groups of players, but rather the killing of individual players or small groups on their own