2 years ago
# -8XKdX34PurTVL0RPolitics of war: (Only F1-Factions can declare war)
Rules of War:
- Officers/High Command+ in a faction can declare war on another faction
- You cannot spawn a vehicle/build fortifications during a war
- To start a war you must get it approved by an admin+ and must be high command of a faction
- The war needs a valid reason to start. The current acceptable reasons are [here]
- Other factions/wastelander factions (4+ members with same attire) may assist in wars
- Both participating factions must have at least 8 members on each side
- Wars cannot be declared in-front of the opposing factions base (it must be out of render distance)
- Factions involved in the war cannot lock their doors
- You may not chain war factions
- The faction who lost the war MUST to go to the victors base in order to negotiate war demands. The highest ranking officer on the server of the faction who lost has to be their as the representing his/her faction.
- If both sides agree to it, a PK can be a war demand. I.E. Legion wins a war on NCR and the Colonel is willing the get PKed as a war demand and Legion agrees with it and PKs the Colonel.
- If you lose a war, you must do War Demands within an hour of losing the war.
- Both sides fighting in the war must have a 2:1 faction ratio or lower during a war. (Example: 2 Factions versus 1 Faction is aloud. 3 Factions versus 1 Faction isn't aloud.)
- No defensive/assault props allowed whatsoever between the two opponent factions. All defenses previously will be deleted before the war starts
- During a war, nukes/OBSs cannot be used during perma NLR.
- Only one behemoth can be used during a war, and it HAS to be used at the beginning of a war during the staging phase (When vehicles are spawned in).
-Factions with connecting teleporters are allowed to defend the teleporters/base during wars whilst not being directly involved in it. (I.E. so if Legion are warring House, Legion are allowed to use the Monorail to get to the Strip another way, however, NCR are allowed to attack any Legion attempting to use the monorail and lock doors without it being considered loophole assisting).
- 2 Vehicle limit when spawned during the prep phase
Time Limit:
- 35 minutes (NLR: Respawn time)
- Last 10 minutes are perma NLR
-Overtime may happen if 1 of the 2 happens: Both factions base are being captured at the same time or a faction base is still contested
- When a war is declared, both sides will have 10 minutes to prepare
Goal:
- Capture/Hold enemy base for 30 seconds (2 people are needed to cap point)
- Defeat remaining forces of enemy faction at perma NLR timer [Hiding will not result in overtime]
Cooldown:
- A faction cannot be warred for 72 hours after being warred.
- A faction must wait 48 hours until being able to declare another war.
- You cannot raid a faction for 45 minutes after a war has been ended.
- This cooldown stacks with the base conquest cooldown.
Demands: (High Command+ may negotiate demands)
No fighting shall take place by or to factions that are participating in War Demands (supersedes the bombs like nuke or obs description of being able to be used anytime anywhere)
If a faction wins a war, the highest ranking member of that faction may choose from the following war demands:
War Demands:
- 150,000 Caps or a stolen individual branded faction item that is referenced specifically
- Stay out of a location for 96 hours (Four days) [EX: A specified town]
- Peace [EX: Faction must be neutral for 72 hours to a specified faction]
- May request faction items from faction storages
- Any demand that is agreed upon by both factions within a reasonable bounty IF no other demands can be met.
- After the War Demands, no hostile actions can be done to participants for 20 minutes. (supersedes the bombs like nuke or obs description of being able to be used anytime anywhere)
-If you are asked to leave war demands and you are not one of the main two who warred you must comply
- If the winner faction has a pre-approved pk reason on someone in the victim faction who is present for the war you can demand they be turned over and pked
Politics of Conquests:
Rules of Conquests:
- Only High Command can request a Conquest
- There is only allowed two factions in a Conquest. Both are opposing teams, there is no assisting allowed. (1 Faction vs 1 Faction)
- To start a Conquest, you must get it approved by 2 B-Team.
- A Conquest requires a very valid reason to start. (Ex: The NCR killed the Legion’s Caesar)
- Both participating factions must have at least 10 members on each side for a Conquest to begin.
- Factions involved cannot lock their doors or block off the main entrances.
- If both sides agree to it, a PK can be a demand. I.E. Legion wins a war on NCR and the Colonel is willing the get PKed as a demand and Legion agrees with it and PKs the Colonel.
Dynamics of Conquests
- The Conquest is a series of 3 wars throughout an entire week.
- Before the start of one of the wars, each faction has 30 minutes to prepare an attack plan, build defenses, etc.
- After the grace period is over, the war begins.
- Whoever wins 2 out of the 3 wars is the victor, there is no tie.
- B-Team+ can oversee a Conquest War.
- Cooldown on Conquests: 1 month
Time Limit:
- 45 minutes (NLR: Respawn time)
- Last 10 minutes are perma NLR
- Overtime may happen if 1 of the 2 happens: Both factions base are being captured at the same time or a faction base is still contested.
Goal:
- Capture/Hold enemy base for 30 seconds. (2 people are needed to cap point)
- Defeat remaining forces of enemy faction at perma NLR timer [Hiding will not result in overtime]
Cooldown:
- A faction must wait 24 hours after a war to declare another one for the Conquest.
- You cannot declare hostilities/ambush/raid the winning faction(s) for 10 minutes after war demands are met
Demands: (High Command+ may negotiate demands)
If a faction wins a Conquest, the highest ranking member of that faction may choose from the following demands (Factions that are unable to pay for their war demands are forced to do other demands) :
War Demands:
- 350,000 Caps [or item of equal/less value]
- Stay out of a location for 336 hours (2 weeks) [EX: A specified town]
- Peace [EX: Faction must be neutral for 120 (5 days) hours to a specified faction]
- Destruction of ongoing research/ taking of an ongoing research project
Rules of Base Conquest:
- Officers/High Command+ in a faction can declare war on another faction
- You cannot spawn a vehicle/build fortifications during a war
- To start a war you must get it approved by B-Team and must have FL approval
- Direct 1v1, no aide can be given - Both participating factions must have at least 8 members on each side
- Wars cannot be declared in-front of the opposing factions base (it must be out of render distance)
- Factions involved in the war cannot lock their doors
- You may not chain base war
- The aggressor will take the loser's base if they win
- No defensive/assault props allowed whatsoever between the two opponent factions. All defenses previously will be deleted before the war starts
- If the aggressor loses they will forfeit their faction pay to the victor
- Last man standing wins
Time Limit:
- Their is a time limit of 45 minutes (If base is not captured within that time frame the aggressors lose).
Cooldown:
- 1 week cooldown on attempting to conquest a location
- 3 day cooldown on aggressors assaulting any location
- This cooldown stacks with the regular war cooldown.
Exemptions:
-Merchant Factions, Core Factions, Unity, PF and the Followers of the Apocalypse are exempt from base conquests.
Rules of Hostility
You need a valid reason to kill someone. Either through the Rules of Engagement or through Faction Declaration
Political Standing: (Only Officers+ / High Command may declare political standing)
Hostile: Be on guard for opposing faction (refer to ROE)
Neutral: Do not engage declared faction members (without RP-Context)
Allied: Working together with declared faction
GENERAL NOTES:
- Core Factions are able to form an Alliance with each other
- You must wear your Faction Armor or a Legendary Armor to engage in faction hostilities
Rule for all conflicts listed above
You may not join a faction for the sole purpose of assisting in a war/conquest/raid/hostilities/ambushes etc just to leave when that conflict is over. (This includes mass recruitment of another faction to bolster numbers for a conflict)
Section D : Class Rules & Guidelines
Human:
- Cannot wear armors stated to be for other classes (EX: Robot)
Super Mutant:
- Cannot wear armors not stated to be for Super Mutants
- Cannot join factions that do not offer Super Mutant classes
- Behemoths must attack everyone indiscriminately. Only Unity created behemoths are exempt from this rule.
Robotic Entity:
- Cannot be FearRP’d.
- Hackable via means explained in the Advanced Rules
- Other characters cannot assist hacking of robot
- Cannot wear or use items not intended or roleplay appropriate for the class
- Must use a Robot Model, No human models for PAC
- Being hacked is one life, once you die you’re no longer hacked
- If you are not interacted with for 5 Minutes by your Hacker, you are no longer hacked.
Dangerous Entity:
- Optionally KOS by all
- Cannot be FearRP’d.
- Cannot wear or use items not intended or roleplay appropriate for the class
Monstrous Entity:
- KOS by all
- Cannot be FearRP’d.
- Must attempt to kill all non-monsters
- Cannot be tamed or interacted with to make friendly
- Cannot wear or use items not intended or roleplay appropriate for the class
Section D-1: Transformation Rules
What is a forceful Transformation?
A forceful transformation is when a Player is forcefully transformed into a different morphology.
A Human being forcefully transformed into a Super Mutant is a good example of a forceful transformation.
Rules of Transformation:
- A player cannot be forcefully transformed unless the inflictors have a PK Reason on the victim
- A non-human transformation can only be undone via in-game mechanics; no roleplay clause
[ EX: A human being transformed into a Super Mutant must use the Purity Chamber to return to their human form. There is no other route. ]
- You cannot self PK to convert yourself back into your original morphology
- "Ghoulification" is not considered a forceful transformation & therefor can be performed by any faction with the in-game ability to do so
[ REASON: A ghoul is still a human. Ghoulism can be cured via the Purity Chamber ]
- "Ghoulifying" or forcefully transforming someone is a valid PK reason against all who aided or witnessed the event in any way
Section E: Roll Bonuses
What is rolling?
A "/roll" is the action of deciding whether or not someone completes a physical action
Example
Player A: /me cuts off the branches of a tree using his machete
Player A: /roll "Player A has rolled a 47"
Player A has failed to cut off the branches as he didn't roll over 50
Certain perks will give you bonuses to certain tasks/types of roleplay, for instance, in the previous example, if Player A had the scrapper perk, they'd get a +5 to their roll, making it a 52, which goes beyond the 50 passing boundary.
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