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==Military Medals==
==Clandestine Raids==
In order to publicly show support to those that fight on behalf of the Empire or provide aid on the front-lines of war, the Regalian Military issues out several types of Military Medals. Highlighting the achievements of individuals on campaign, Military Medals are typically worn on a military uniform, or displayed in some sort of frame when received. Medals are usually handed out by the Imperial Court Marshal during an awards ceremony following the conclusion of a war. In some rare circumstances, the Emperor Himself hands out a few awards, though usually only those with immense Prestige attached to them.
There are some scenarios in Crime Roleplay that may see Clandestine Bases targeted by large groups Mercenary Bands, Bounty Hunters, or Rival Gangs. In these scenarios, the following points must be followed.
===Rule-Free Raids===
There are two different types of Rule-Free Raids. These are the type of Raids where there are no rules attached to attacking Clandestine bases, and everything is free-game. Lore Staff may be called for in tickets to moderate, but will not automatically be present.


There are several "Ranks" which are eligible for Military Medals. Generals/Admirals are for those members of the Imperial Marshal Cabinet who received commissions to engage in warfare during a campaign. Tacticians are those who may be Generals/Admirals, but also secondary advisors to the lead commanders. Soldiers are those that make up the fighting force of the Regalian Military, from the Field Commanders/Captains of Comission to the Front line Soldiers and Sailors. Medics are front-line healers and nurses that tend to the soldiers' injuries sustained during combat.
Any raid on a base with 3 individuals or less does not fall under an official raid, and as such can be done rule-free. If however the inhabitants of the Base are not present, this attack will have to be moved until they are. If additional people come to aid the 3 attackers (even if they are not directly affiliated), that then becomes an official raid, and will fall under Raid Rules.
Any raid on a base that is an immediate retaliation to an IC conflict that occurred that day, is rule-free. What this means is that for example, if a group abducts a member of an opposing gang, attacks a member, or engages in vandalism, the victim group can attack their base at any time as long as it is done on the same day as the conflict occurred. If the conflict creators go back to their base and immediately log off, this should be reported to Lore Staff, who can then give permission for another rule-free raid some other day.  


Each Medal has a certain level of Prestige associated to it, which is designated by the amount of stars attached to it. One-star Medals for example are usually more common than two-star Medals, and are granted to individuals who perform their roles competently. More stars indicate greater rarity, and higher difficulty in obtaining. There is only one five-star Medal in the Regalian Military: the Holy Heart. Very few individuals have been awarded this Medal since its creation, and to be a recipient carries immense respect in military circles and the public at large.
Raids with 3 people or less are not considered raids, and are just fluent RP. Furthermore, the raid-rules and Clandestine Base protections should not be used to avoid RP consequences. RP Conflict is always favored over base protections. That being said, some Raid Rules do exist to make other raids go fluently.
===Rule-Enforced Raids:===
Sometimes it is necessary to enforce some rules to make Raids go smoothly, because there can be a lot at stake during a major conflict roleplay. These rules are designed not necessarily to enforce fairness (since everyone should always try to win), but rather transparency, so that everyone can rest assured that there was no cheating or god-rp or powergaming. If a Raid cannot immediately happen on the same day as the reason for the Raid occurred (for example if the Attacker cannot round up enough people), such a Raid must be planned ahead, in which case it becomes a Rule-Enforced Raid.


A list of all obtainable military medals are as follows. '''As a note''', players cannot claim to posses any Military Medals via backstory, and may only obtain them via an awards ceremony presentation by the Imperial Court Marshal or the Emperor.
Raiding attackers can be any number, and do not need to be proportional or fair or equal to the opposing side, but all Attackers and Defenders need Approved Character Applications. There is no limit to the amount of Special Permission holders or Staff that can participate on either side.
A Base can be any special region, Clandestine Base, or Countryside property, including Noble Estates and Chapter Headquarters, but can never be Graygate Prison, the Imperial Palace, or the Howlester Palace. Attacking a Calendar event location is only permitted if the hoster gives permission.
Before a Raid can begin, both owner and raider must agree on a time OOCly to coordinate the attack. This time must always be within the reasonable prime-time ranges (22:00-04:00 London Time). If the defender refuses to set a time and date, the raid is automatically forfeit for the defender and they lose.
Once a time and place has been agreed upon, both Raid leader and Base leader must make a RP Com Discord Ticket, listing the time and date and place, as well as a list of all Character Apps of those present. When this list is posted, the list is “locked in” and cannot be changed. Anyone joining late will be told to leave. Lore Staff will send an approval back, and then join for moderation. Raids cannot happen without moderation present.
Each attacking and defending party must have some clear identifier on their skin to identify what party they belong to, this can be an armband, a hat, a tabard, etc, but they must all have the same clear color that is distinct from the opposing party. Attackers must use Red emotes (+4), Defenders must use Green emotes (+8) and Lore staff use Blue emotes to moderate (+7).
The Defender may never act in the knowledge that a Raid is coming, as this is considered metagaming. No special defenses or traps may be installed beyond what is already the norm in the base, and no additional counters may be designed for the Attacking party, unless the information of an impending raid is demonstrably acquired by the Defending side through a leak in the Attacking side.
As an attacker, you should factor in at least 2 hours of online-time for the Raid itself, and another hour for post-raid activity. You as attacker may not log off to avoid a counter-attack after a Raid. Defenders may log off if they feel like when the Raid is over.
Raids that are successful must be somehow rewarding for the attacker. It is up to the Defender to provide a reasonable reward for raiding a base (you may consult the Burglary Rules on the Proficiency Page for some ideas). If no reasonable (in the eyes of Lore Staff) reward for winning is provided, the Lore Staff will generate a reward, which can include but is not limited to capturing defenders and destroying parts of a Base that will not repair for at least a week. Defenders do not get any loot or reward, besides successfully defending their Base. Attackers may also forfeit any reward if the bragging rights of winning a battle is good enough for them.


{| class="wikitable" style="text-align:center;"
These Rules are mostly in place to ensure that defenders and attackers both feel like they have a fair shot at winning, while also ensuring that Staff moderation prevents any rule violations, and that raids feel generally satisfying. It can never be fully satisfying for both sides, as one side must always lose, but we can all work towards ensuring that there are no hard feelings about the outcome of a Raid and that everyone can take the outcome as a transparent and justified outcome.
|- style="font-weight:bold;"
! Rank
! Name
! Earning Requirements
! Prestige Level
|-
| style="background-color:#8E7CC3;" | Any
| The Holy Heart
| Performed a great incomparable service to Unionism
| ☆☆☆☆☆
|-
| style="background-color:#F4CCCC;" | Soldier
| The Silver Guard
| Excelled head and shoulders above all other soldiers
| ☆☆☆
|-
| style="background-color:#F4CCCC;" | Soldier
| The Steel Guard
| Excellent soldier performance
| ☆☆
|-
| style="background-color:#F4CCCC;" | Soldier
| The Iron Guard
| Good soldier performance
| ☆
|-
| style="background-color:#B4A7D6;" | General/Admiral
| The Crystal Heart
| Performed ahead of all generals and pulled the war effort
| ☆☆☆☆
|-
| style="background-color:#B4A7D6;" | General/Admiral
| The Fire Heart
| Won numerous pivotal battles for the Empire
| ☆☆☆
|-
| style="background-color:#B4A7D6;" | General/Admiral
| The Sole Heart
| Won an important battle for the Empire
| ☆☆
|-
| style="background-color:#9FC5E8;" | Tactician
| The Purple Mind
| Succeeded to make a crucial play that outsmarted the enemy
| ☆☆☆
|-
| style="background-color:#9FC5E8;" | Tactician
| The Red Mind
| Succeeded to consistently outplay enemy tacticians
| ☆☆
|-
| style="background-color:#9FC5E8;" | Tactician
| The Green Mind
| Succeeded to outplay an enemy tactician in the field
| ☆
|-
| style="background-color:#B6D7A8;" | Medic
| The Saint Guard
| Excelled head and shoulders above all other medics
| ☆☆
|-
| style="background-color:#B6D7A8;" | Medic
| The Merit Guard
| Kept a high number of soldiers alive in critical condition
| ☆
|-
| style="background-color:#B6D7A8;" | Medic
| The Blood Guard
| Good medical performance
| ☆
|-
| style="background-color:#F6B26B;" | Any
| The Fire Drake
| Eliminated a high profile enemy officer
| ☆☆
|-
| style="background-color:#F6B26B;" | Any
| The Inner High
| Protected many fellow soldiers beyond the call of duty
| ☆
|-
| style="background-color:#F6B26B;" | Any
| The Merit Grand
| Succeeded in taking over the failing work of others and cleaning up their mistakes
| ☆☆☆
|-
| style="background-color:#F6B26B;" | Any
| The Holy Blood
| Saved a Royal family member in the field
| ☆☆☆
|-
| style="background-color:#F6B26B;" | Any
| The Saints Grace
| Saved a Reverend in the field
| ☆☆
|-
| style="background-color:#F6B26B;" | Any
| The High Gate
| Captured or destroyed an important objective
| ☆
|}

Revision as of 21:37, 22 September 2020

Clandestine Raids

There are some scenarios in Crime Roleplay that may see Clandestine Bases targeted by large groups Mercenary Bands, Bounty Hunters, or Rival Gangs. In these scenarios, the following points must be followed.

Rule-Free Raids

There are two different types of Rule-Free Raids. These are the type of Raids where there are no rules attached to attacking Clandestine bases, and everything is free-game. Lore Staff may be called for in tickets to moderate, but will not automatically be present.

Any raid on a base with 3 individuals or less does not fall under an official raid, and as such can be done rule-free. If however the inhabitants of the Base are not present, this attack will have to be moved until they are. If additional people come to aid the 3 attackers (even if they are not directly affiliated), that then becomes an official raid, and will fall under Raid Rules. Any raid on a base that is an immediate retaliation to an IC conflict that occurred that day, is rule-free. What this means is that for example, if a group abducts a member of an opposing gang, attacks a member, or engages in vandalism, the victim group can attack their base at any time as long as it is done on the same day as the conflict occurred. If the conflict creators go back to their base and immediately log off, this should be reported to Lore Staff, who can then give permission for another rule-free raid some other day.

Raids with 3 people or less are not considered raids, and are just fluent RP. Furthermore, the raid-rules and Clandestine Base protections should not be used to avoid RP consequences. RP Conflict is always favored over base protections. That being said, some Raid Rules do exist to make other raids go fluently.

Rule-Enforced Raids:

Sometimes it is necessary to enforce some rules to make Raids go smoothly, because there can be a lot at stake during a major conflict roleplay. These rules are designed not necessarily to enforce fairness (since everyone should always try to win), but rather transparency, so that everyone can rest assured that there was no cheating or god-rp or powergaming. If a Raid cannot immediately happen on the same day as the reason for the Raid occurred (for example if the Attacker cannot round up enough people), such a Raid must be planned ahead, in which case it becomes a Rule-Enforced Raid.

Raiding attackers can be any number, and do not need to be proportional or fair or equal to the opposing side, but all Attackers and Defenders need Approved Character Applications. There is no limit to the amount of Special Permission holders or Staff that can participate on either side. A Base can be any special region, Clandestine Base, or Countryside property, including Noble Estates and Chapter Headquarters, but can never be Graygate Prison, the Imperial Palace, or the Howlester Palace. Attacking a Calendar event location is only permitted if the hoster gives permission. Before a Raid can begin, both owner and raider must agree on a time OOCly to coordinate the attack. This time must always be within the reasonable prime-time ranges (22:00-04:00 London Time). If the defender refuses to set a time and date, the raid is automatically forfeit for the defender and they lose. Once a time and place has been agreed upon, both Raid leader and Base leader must make a RP Com Discord Ticket, listing the time and date and place, as well as a list of all Character Apps of those present. When this list is posted, the list is “locked in” and cannot be changed. Anyone joining late will be told to leave. Lore Staff will send an approval back, and then join for moderation. Raids cannot happen without moderation present. Each attacking and defending party must have some clear identifier on their skin to identify what party they belong to, this can be an armband, a hat, a tabard, etc, but they must all have the same clear color that is distinct from the opposing party. Attackers must use Red emotes (+4), Defenders must use Green emotes (+8) and Lore staff use Blue emotes to moderate (+7). The Defender may never act in the knowledge that a Raid is coming, as this is considered metagaming. No special defenses or traps may be installed beyond what is already the norm in the base, and no additional counters may be designed for the Attacking party, unless the information of an impending raid is demonstrably acquired by the Defending side through a leak in the Attacking side. As an attacker, you should factor in at least 2 hours of online-time for the Raid itself, and another hour for post-raid activity. You as attacker may not log off to avoid a counter-attack after a Raid. Defenders may log off if they feel like when the Raid is over. Raids that are successful must be somehow rewarding for the attacker. It is up to the Defender to provide a reasonable reward for raiding a base (you may consult the Burglary Rules on the Proficiency Page for some ideas). If no reasonable (in the eyes of Lore Staff) reward for winning is provided, the Lore Staff will generate a reward, which can include but is not limited to capturing defenders and destroying parts of a Base that will not repair for at least a week. Defenders do not get any loot or reward, besides successfully defending their Base. Attackers may also forfeit any reward if the bragging rights of winning a battle is good enough for them.

These Rules are mostly in place to ensure that defenders and attackers both feel like they have a fair shot at winning, while also ensuring that Staff moderation prevents any rule violations, and that raids feel generally satisfying. It can never be fully satisfying for both sides, as one side must always lose, but we can all work towards ensuring that there are no hard feelings about the outcome of a Raid and that everyone can take the outcome as a transparent and justified outcome.