War Rules: Difference between revisions

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Note that players can change the rules if both sides agree and are very clear on the subject.
Note that players can change the rules if both sides agree and are very clear on the subject.


== Siege War Mechanics ==
== Siege Battle Mechanics ==


# 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.
# 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.
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# Efficiency pickaxes will not work in doors
# Efficiency pickaxes will not work in doors
# Blocks will be breakable, but only certain types of blocks decided by the war staff team (Likely the blocks used in gates, passageways, etc.
# Blocks will be breakable, but only certain types of blocks decided by the war staff team (Likely the blocks used in gates, passageways, etc.
# There will be a radius that confines the area of the battle. If players exit the area, they will begin to take damage.
# Players cannot get involved mid-battle.
== Field Battle Mechanics ==
# Field battles are simple one-life engagements, typically within a confined area between the attacking and defending town


== Battle Tactics ==
== Battle Tactics ==
== Attackable Lands ==
== Attacking Nations ==
== Attackable Nations ==
== Attacking Lands ==
== Allies & Fighters ==
== Allies & Fighters ==

Revision as of 11:32, 2 April 2024

Note that players can change the rules if both sides agree and are very clear on the subject.

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 doors
  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

Battle Tactics

Attacking Nations

Attacking Lands

Allies & Fighters