War Mechanics
Jun 10, 2024 18:17:43 GMT
Post by Jones on Jun 10, 2024 18:17:43 GMT
War Mechanics
Tensions
Generally speaking, players will have considerable freedom in choosing their battles; however, there will be an emphasis on IC consequences if they choose that route. These consequences vary from case to case and depend on the justifications and background of the hostility.
As for combat in general, it requires proper IC justification and will be initiated by a combat warning. Randomly attacking anyone or engaging in OOC fights is, of course, prohibited. It is encouraged to solve problems through conversation and proper interaction.
Attacking players of an opposing faction en masse to weaken said faction prior to a war is not allowed. Actions such as these are considered war-like and thus require a war ticket. Additionally, keeping people in prison for prolonged periods is also not allowed; they may be held for a maximum of three days. If the situation is delicate and said person must be held longer, staff can enforce a longer prison sentence.
Should a faction feel that tension has reached a critical point where war cannot be avoided or is actually required to reduce the tension to an enjoyable level, they may choose to create a war ticket which staff will review.
Declaring War
If the IC justifications that led to this war are sufficient and the war goals are acceptable, the war ticket will be processed. Staff will then provide the factions with times for hostilities where engagements can happen without the usual requirements. A combat warning will still be necessary, except if staff enact a global combat warning, for example, on the keep assault day, which will be discussed with the faction nobility and set by mutual agreement.
War justifications must be paramount and not based on trivial matters. War must be taken seriously as it has serious consequences. The staff team and the faction leaders will decide how long a war should last. Keep assault day and time must be agreed upon by both parties.
It is prudent for the faction nobility to get in contact with each other and talk about matters since they are supposed to strengthen a healthy server environment and not bash heads. Needless to say, a roleplay server is not about winning at all costs but providing an enjoyable experience for everyone, which is especially important during wartime.
Consequences
Any war goal should aim for a continuously agreeable future for the server and factions; total annexation, for instance, is not an acceptable casus belli. The losing faction shall always be permitted to continue to exist under enjoyable conditions. As aforementioned, there will be IC consequences to the actions of a faction. While you are relatively free in the way you interact with each other and the events that occur on the server, totally illegitimate actions will be met with a harsh response from various IC sides, for example, through the liege lords of a respective side or, in the case of the imperial establishment, the higher-ranking imperial administration.
Consequences will happen for both parties, including a reduced faction role during wartime, worsening trade agreements if they exist, etc. War should always be a last resort.
In case the aggressor wins, they can enjoy the benefits of whatever goal was predetermined in the war ticket. As mentioned, total annihilation or annexation is not allowed. Players must be creative if they wish to curb the power of the other faction if the tension boils down to a war.
Continuity
Lastly, the imperial faction in the middle of the map mainly functions as a neutral instance. This comes with a certain protection granted to this faction. While it is strongly requested for them to act accordingly, therefore being neutral in most matters and especially not barring any faction from entering their zone to ensure people do not have to sit in their keeps twenty-four-seven, the other factions shall not infringe on that neutrality either by taking offensive actions against them. While a dispute may still occur and may even be carried out in a fight, the aftermath will have to consider this. Diplomatic interaction in such a situation is emphatically recommended.
As elaborated in the preamble, an unjustified offensive action aimed at the imperials could result in IC consequences, such as an unpleasant visit by the liege lord’s emissary due to the diplomatic violation mutually agreed upon with the Calradic Empire. If taken too far, it can even lead to the imperial garrison receiving a temporary reinforcement as a last resort.
In the hope that these regulations are for the best, they are only the foundation for a good war/hostility atmosphere. In the end, it is up to the players to keep their behavior in check and ensure everyone can continue to enjoy the game. OOC toxicity over any medium will be persecuted and punished.
`The Anoma Staff Team