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Date Posted: 13:52:43 01/11/03 Sat
Author: Lilyth Noir
Subject: War rules and skirmish guidlines from Atl Plot Board

The first battle will be on SATURDAY JAN 11 at 9:00PM EST!
Battle for Britain—Rules Layout and Battle Overview


Proposed Rules:


1. No looting
2. No Pets
3. One Life
4. Only Gold/Vanq weapons and under are to be used (This includes all magic weapons, all magic jewlery, Orcish Bows, Tribal Spears)
5. No Stealing
6. No going OOC
7. No Death Robing
8. Summon/Field/Area Effect spells will NOT be able to be used, due to restrictions of fighting in guarded zones.
9. All Armor is allowed. Magic and otherwise.
10. No gating into lands unless they are held by you (No gating into enemy lands)

Battle Overview:


Starting Points: Each force attacking Britain will have a section of the city in which they hold. During the course of the war, each side will attempt to take the other sides sections of the city. Until one side has conquered the entirety of Britain.

East Britain: will be held by the forces of “light”, consisting of: S*G, O|S, OPG, KOS, ATX, MTC, Clan Moor, GoS, F*H,LoA, H*G. Their home territory will extend from the southern beach (landing point) starting from the armourers around the bank, ending at the start of the forested area. Their second territory will extend from the area in between the eastern inns, all the way to just below the western inn. Their third territory will extend from the eastern most bridge to the western; they will control half of each bridge.

West Britain: will be held by the forces of “evil”, consisting of: OES, Orc, B-H, H*H, FYD, R^M, B*M. Their home territory will be castle British. Their second territory will extend from the fletchers to the wall. Their third territory will extend from the eastern most bridge, to the western; they will control half of each bridge.

Neutral Areas: The Area south of the wall surrounding Britain bank, the tailors and provisioners etc... will be neutral grounds. Anyone who dies in battle should report there, and no one should be attacked in that area, unless they are being pursued from another area.

The guilds participating may change, and new guilds may enter on a battle-by-battle basis.

Battle Format for the first battle--- Waves and attacking


The first battle will start off with certain guilds entering every 10 minutes. The first wave can consist of any guilds, 1/3 of their entire forces, as there will be three waves. For example, H*G, S*G and O|S, ATX vs. OES, Orc and B-H at 9:00. Then GoS, KOS, Clan Moor and F*H could enter at 9:10 as well as FYD and H*H. And so on. The survivers of the previous waves can still fight as the second wave arrives. Each side organizes which guilds will be in each wave.

For the first fight, each force will neither be classified as attacking or defending. The winner will become the attacker, while the losing force will become the defender. No land will be lost during the first battle, it will determine who is ready to push forward. The attacker can then push forward and invade the territory, if they win, they take the territory, if they lose, they lose their attacker status, and the sides become equal again, the defender now has the chance to become the attacker during the next fight...
To clarify this, i'll post a small example:

Battle One

Both sides are neutral. (Neither attacker or defender)
The Dark is defeated by the Light, the lightbringers are now the attackers. No territory is gained yet.

Battle Two

The Lightbringers once again defeat the Dark.
They are still the attackers, and they gain 1 territory.
The dark are still the defenders.

Battle Three

The Dark wins against the Light, the Dark is now the attacker and stops the Light's attack, no territory is gained. The Light is now the defender.

Battle Four

The Dark defeats the Light again, the Dark is still the attacker, and the Light loses one territory.


General Organization


As for army co ordination, its up the each side if they want to color co ordinate their forces, and if they wish to elect a general of their alliance. (Like one general for all the lightbringer forces, or all the dark forces).
Also, we agreed that we all need to war each guild that will be participating one day before the battle, or before that if they wish to take part in skirmishes.
We also agreed to do patrols around britain during the weekdays, Mox will be posting a message about that.
Red Wind will also be posting a different system soon, if we decide we wish to switch systems, that can be done as well.
Any other objectives, like specific objective, or capture the flag, will be done on a battle by battle basis.
Also, the guilds that are participating and should be warred are detailed in a post below.

Below I will re-cap the current participants and guilds that will be involved in this war.

Attackers
OPG
GoS
MTC
H*G
F*H
ATX
KOS
Clan Moor
O|S
S*G
LoA
*V*
OQA
Defenders


OES
Orc
H*H
B-H
FYD
BKD
R^M
B*M
Krymson Midrath
The Iron Serpent


Subject: Reminder of Chance Encounter rules
I want to take the oportunity to remind all about the rules of a chance encounter within the TWP

1. A warning or challenge has to be given and acknowledged before a fight. This means, even when you see an orange flagged player you have to roleplay with him first. You are not allowed to simply attack on sight.

2. If the challenged person does not want to fight (and is in "enemy territory") a roleplaying solution shall be found: expellation from lands, held for ransom, fee, etc.

3. If the challended person does not respond (and not move) consider him AFK and do not attack. Wait till ye think he is back, then challenge again.

4. Areas around banks shall be declared neutral zones, especially the lag hole (aka West Brit Bank).

5. If you come upon a guild mate fighting an enemy. ASK if this is a 1-on-1 duel, or if your interference is permittted.. If its a 1-on-1 do not interfere, if your guildmate is slain, you can challenge the enemy yourself.

6. After the fight, you are still not allowed to loot the enemy.

7. If you are slain and are in enemy territory, keep yer death robes on till you leave the area. If ye where slain in your area, keep the death robe on for at least 10 minutes.

8. If there are any troubles, contact your guildmaster, tell him what happened, when it happened and who was involved. He will solve it in private with the gm of the involved person. DO NOT GO INTO OOC AND CUSS THEM OUT. If ye are angered for something, leave the person, call your GM and cool off.

These addendums are for the Battle of Britain:

The area south of the Wall across Britain and west of the river is considered neutral territory. No PvP will not be initiated in this area. IF you run from combat and into the neutral zone seeking a "safe" haven, you can be chased and fought. The neutral zone will not stop combat that is started outside of it.

To #2: This scenario has already been set, unless you are on a parlay mission (in Drobe and RPing and emoting *waves a white flag*) you are considered hostile. Given one warning to depart.

To #4: The Eastbank in Britain is in territory being fought for and therefore not considered neutral.

To #5: All duels will be held elsewhere and not in the territories that are being contested for in Britian. If you are orange and fighting you are attackable.

To #7: If you are slain, get your rez, get your stuff, then remain in Death Robe for your 10 minutes at your sides HQ. Dark: Castle, Light: Beach. Or, somewhere else, ie... your house. Do not loiter in enemy territory with a Death Robe on. When your 10 minutes are up, drop your drobe and rejoin the skirmishes.

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