Raid: A raid is defined as players entering a faction's land with intent to cause harm. This can be in the form of looting or in PVP.
Skirmish: A skirmish is a series of raids without yet a true meaning behind the raids. A skirmish can be a series of raids, and then a series of counter-raids from the defending faction.
War: A war is once one of the factions in the skirmish have given a true meaning to the skirmishes, and set an overall goal. This could be the aggressor faction making their goal the surrender of the defending faction, or the defending faction making their goal to get the aggressor faction to stop attacking them. Now the fighting has a purpose, and it is a war. A war is considered official after the raid/skirmish period has ended, and a war declaration thread has been made, both sides of acknowledged it, and a staff member has officiated the war.
Server-wide-war: A Server-wide-war is a series of battles that involve multiple factions. What makes a Server-Wide-War and a War different is that a Server-Wide-War spans multiple weeks or months, and has a considerable impact on almost every faction that participates in survival world gameplay, as well as political, economic, and social ramifications.
So what's the point of having these terms for different levels of aggression? In my opinion, as stated in other post, there need to be repercussions for factions that acknowledge that they are being attacked, come out and fight, and do poorly. As it stands, faction's that are doing poorly and don't want to fight can simply bypass the most important part of the survival world, which is attempting to survive. It's like the element of needing to survive doesn't exist anymore when they decide to either hide inside or go somewhere they can't be attacked, like Regalia.
I am proposing a rework to the war declaration system that existed some time ago, for a new system that has a series of advantages/disadvantages for all involved.
Before a war is declared:
When one faction attacks another, it will be considered a raid. When both factions involved attack each other a series of times, it is considered a skirmish. What makes raids and skirmishes different from a war?
During raids and skirmishes:
Before war can be declared, the following must occur:
For a war to be declared and official, a war declaration must be filed on the forums by either faction participating. If the aggressor faction submits a war declaration after two weeks of active aggression, they must notify the leader of the defending faction via a @ tag on the forums, and an in game mail or /msg if the leader is online. From the point of time when the leader either receives the message or reads the mail, they have one week to acknowledge the war by either messaging a game staff member in game (if they do not use the forums) or by acknowledging the war declaration on the forums via comment. Once the war declaration has been acknowledged, the war is official. If the war declaration is not acknowledged by the other party, the war is considered "won by default" and is considered an officially won war by the faction that declared.
If the defending faction submits a war declaration after two weeks of active aggression, they must notify the leader via the aforementioned means. Same conditions apply for the acknowledgement.
After a war is declared:
Now that a war is declared:
What hasn't changed in this version of the new war declaration system:
If a faction is being attacked, they have a window of opportunity to figure out how they want to proceed, and their attackers are being constrained by strict rules. Max tribute is less if they want to surrender, or they may of course settle with a custom surrender tribute. Their loss, if they do lose, is also not officially recorded anywhere.
If a faction decides to enter war with who they are being attacked by, the rewards can be higher via max tribute, but the risk are higher as well.
Factions that are being attacked are encouraged to surrender during the raid/skirmish period if they want an easier out. If they decide to enter war, they will have to weight risk versus reward.
Faction that are doing the attacking actually feel like they've accomplished something if the defending factions surrender during the raid/skirmish period.
As always, I am 100% open to constructive criticism and change on my idea. If while reading this, you see something that conflicts with other points in the idea, or come up with an idea that would make this system better and more fair for all involved, do mention it and I will add in your suggestion to the original post and credit you for what you suggested.
Skirmish: A skirmish is a series of raids without yet a true meaning behind the raids. A skirmish can be a series of raids, and then a series of counter-raids from the defending faction.
War: A war is once one of the factions in the skirmish have given a true meaning to the skirmishes, and set an overall goal. This could be the aggressor faction making their goal the surrender of the defending faction, or the defending faction making their goal to get the aggressor faction to stop attacking them. Now the fighting has a purpose, and it is a war. A war is considered official after the raid/skirmish period has ended, and a war declaration thread has been made, both sides of acknowledged it, and a staff member has officiated the war.
Server-wide-war: A Server-wide-war is a series of battles that involve multiple factions. What makes a Server-Wide-War and a War different is that a Server-Wide-War spans multiple weeks or months, and has a considerable impact on almost every faction that participates in survival world gameplay, as well as political, economic, and social ramifications.
So what's the point of having these terms for different levels of aggression? In my opinion, as stated in other post, there need to be repercussions for factions that acknowledge that they are being attacked, come out and fight, and do poorly. As it stands, faction's that are doing poorly and don't want to fight can simply bypass the most important part of the survival world, which is attempting to survive. It's like the element of needing to survive doesn't exist anymore when they decide to either hide inside or go somewhere they can't be attacked, like Regalia.
I am proposing a rework to the war declaration system that existed some time ago, for a new system that has a series of advantages/disadvantages for all involved.
Before a war is declared:
When one faction attacks another, it will be considered a raid. When both factions involved attack each other a series of times, it is considered a skirmish. What makes raids and skirmishes different from a war?
During raids and skirmishes:
- A faction must respect the rules of engagement. A faction may raid a faction every day, for a maximum of five hours per day. The five hours must happen in one instance. If you raid a faction for two hours early in the day, you have used your one raid per day and may not attack the faction for 24 hours.
- Max tribute is calculated the way it currently is. 300 + 35* amount of members of the smallest faction. Max tribute works both ways. If the aggressor faction wants to end the war, they can pay max tribute to the defending or bargain for a custom deal. If the defending faction offers max tribute to end the conflict, the aggresor faction must accept.
- If a raid/skirmish is settled before a war is declared, both factions must truce for whatever the agreed upon duration of time is, but the raids/skirmishes are not recorded in any form that would immortalize one's victory/loss. Essentially no recognition for winning is recorded officially, and no shame for losing is recorded officially.
Before war can be declared, the following must occur:
- Two weeks of active aggression. One raid per week from the aggressor faction must occur each week to be considered active aggression. After two weeks of active aggression has elapsed, the aggressor faction can declare war. The aggressor faction cannot declare war before the two weeks of active aggression is met.
For a war to be declared and official, a war declaration must be filed on the forums by either faction participating. If the aggressor faction submits a war declaration after two weeks of active aggression, they must notify the leader of the defending faction via a @ tag on the forums, and an in game mail or /msg if the leader is online. From the point of time when the leader either receives the message or reads the mail, they have one week to acknowledge the war by either messaging a game staff member in game (if they do not use the forums) or by acknowledging the war declaration on the forums via comment. Once the war declaration has been acknowledged, the war is official. If the war declaration is not acknowledged by the other party, the war is considered "won by default" and is considered an officially won war by the faction that declared.
If the defending faction submits a war declaration after two weeks of active aggression, they must notify the leader via the aforementioned means. Same conditions apply for the acknowledgement.
After a war is declared:
Now that a war is declared:
- No raids rules exist, beyond rules that already limit hacking, cheating, alternate account abuse, and glitching. This means that attackers can raid a faction for as long as they want. Attackers can attempt to get their members (a player's main account) in an allied faction of the person they are attacking so they can open doors. Attacking factions can do almost anything, and vice versa.
- Max tribute is now 300 + 100* amount of members of the smallest faction. Max tribute works both ways. If the aggressor faction wants to end the war, they can pay max tribute to the defending or bargain for a custom deal. If the aggressor faction offers max tribute to end the conflict, the defending faction must accept.
- The winner/loser of the war is officially recorded on the war declaration via staff comment.
What hasn't changed in this version of the new war declaration system:
- The forums are still the medium for posting war declarations.
- Staff must still make a war declaration official after both sides have acknowledged the war.
- All current forms of player moderation that exist now still exist. IE: players keeping track of how long they are raiding. Defending factions requesting staff assistance if the aggressor faction breaks the raid rules during raids/skirmishes.
If a faction is being attacked, they have a window of opportunity to figure out how they want to proceed, and their attackers are being constrained by strict rules. Max tribute is less if they want to surrender, or they may of course settle with a custom surrender tribute. Their loss, if they do lose, is also not officially recorded anywhere.
If a faction decides to enter war with who they are being attacked by, the rewards can be higher via max tribute, but the risk are higher as well.
Factions that are being attacked are encouraged to surrender during the raid/skirmish period if they want an easier out. If they decide to enter war, they will have to weight risk versus reward.
Faction that are doing the attacking actually feel like they've accomplished something if the defending factions surrender during the raid/skirmish period.
As always, I am 100% open to constructive criticism and change on my idea. If while reading this, you see something that conflicts with other points in the idea, or come up with an idea that would make this system better and more fair for all involved, do mention it and I will add in your suggestion to the original post and credit you for what you suggested.
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