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Raids, Break-ins, Burglaries: Difference between revisions

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<blockquote>TODO: Second revision, Final Revision Pass</blockquote>
= '''5 - Raiding, Break-ins, & Burglary''' =
<blockquote>See also: [[PVP Rules]]</blockquote>


=== '''Raiding''' ===
=== '''5.0 - Dice Raiding''' ===
By default, raids on Outlands RP involve RPR combat. To raid a rival clan's base, you must submit a raid ticket. The raid is supervised by a staff member, who moderates conflicts and ensures fair participation.


When under attack, a defending clan can designate up to three defense points. These can take the form of multiple layers of defense, different entry points to a single location, separate buildings, or a combination of the three. The defenders distribute themselves among these points, while the attackers do the same. Each side is limited to the number of points they can access. During the fighting, one to three PVP encounters take place simultaneously.  
* Raids on Outlands RP are accomplished using dice combat by default. To raid another clan’s base, you must put in a raid ticket. All raids are overseen by a member of staff, who is there to moderate any conflicts and to ensure that players participate in good faith
 
* When being raided a defending clan may designate up to three defense points. These may be successive layers of defense, different avenues of entry to a single location, separate buildings, or a combination of the three. Any defenders participating in the raid distribute themselves between these three points, while attackers do the same (limited to those they can access).  
* Once the raid begins, attackers can attempt to breach a gate, door, or wall using breaching tools or explosives. Each individual PVP allows the characters to use their RPR abilities based on their range [[Line of Sight|line of sight]].
* As the fighting begins, between one and three PVP encounters occur at the same time. Attackers may attempt to breach a gate, door, or wall on their turn (with breaching tools or explosives), and any characters involved in each individual PVP may attack one another as they’re able with their RPR abilities based on range and line of sight.
* A maximum of eight players on each side can engage in dice-based PVP during a raid.  
* No more than eight players on each side may be involved in a dice-based PVP raid.
* If a defender successfully makes a flee check during combat, they can move to another defense point or attempt to leave the raid entirely with a second flee check. If combat is occurring at their chosen defense point, their initiative roll is carried over from their first combat. Defenders not involved in combat can move freely without making such checks.
* Defenders who successfully make a flee check during combat may leave their defense point and move to another. Alternatively, they may attempt a second flee check to leave the raid entirely. If combat is occurring at that defense point, they join the initiative with the same roll they had at the first combat. Defenders who are not involved in combat may move without making such checks.
* Defenders also have the option to ride out and flank their attackers if they have access to a gate at one of their defense points that is not under contention. They can then join the fight from the outside at one of their defense points.
* Defenders may also ride out to attempt to flank their attackers if they have access through a gate at one of their defense points that is not being contested, joining the fight from the outside at one of their defense points.
* Once combat ends, any remaining combatants are considered debilitated until the raid is over and may not escape without assistance. The survivors can continue on to another defense point, fighting as a group until all have been defeated or have fled.
* When combat ends, anyone left in consequences is considered debilitated until the raid is over and may not escape unassisted. Each combatant left standing may then continue onward to another defense point, fighting in groups until everyone has fallen or fled.
* [[PVP Consequences|Consequence timers]] for downed players only begin once combat has ceased and the raid is over. If the attackers are victorious, they are free to move around the base, breaking down doors and opening chests, searching for loot and information.
* Only once all combat has ended and the raid is over do consequence timers begin for the downed players. If the attackers have been successful, it is at this point that they may freely move around breaking down doors and opening chests, pillaging and searching for information.
* Only those who arrive at a base when the raid begins and are assigned to a defense point  may take part in a raid. However, sister clans ''may'' organize a raid to attack a clan that’s taken their allied clan’s base in the course of a raid. This may be done during the consequence phase, however, it does ''not'' automatically pause RP during that phase. Consequences may continue during the course of a retaliatory raid as a sister clan attempts to rescue their allies.
* Only those who arrive at a base when the raid begins and are assigned to a defense point  may take part in a raid. However, sister clans ''may'' organize a raid to attack a clan that’s taken their allied clan’s base in the course of a raid. This may be done during the consequence phase, however, it does ''not'' automatically pause RP during that phase. Consequences may continue during the course of a retaliatory raid as a sister clan attempts to rescue their allies.
* Raiding clans ''may'' prepare additional raid parties to attack sister clans or to pin them down in their bases and prevent retaliatory raids.
* Raiding clans ''may'' prepare additional raid parties to attack sister clans or to pin them down in their bases and prevent retaliatory raids.


=== '''Raid Consequences''' ===
=== '''5.1 - Mechanical Raiding''' ===
<blockquote>Note: Mechanical PVP is not fully supported</blockquote>
 
* Clans may individually choose whether or not to consent to mechanical raiding. Clans that have not consented to mechanical raiding cannot raid other clans mechanically, and may not be mechanically raided by other clans. Clans that mechanically raid other clans must consent to mechanical raids themselves. Tickets made for mechanical raids must specify that they are meant for mechanical raiding, and both clans must have consented to mechanical raiding.
* When a clan is raided mechanically, attackers may begin mechanical PVP and breaching from the moment the raid is announced to have begun. Mechanical raids may not be paused or reset due to glitches or lag, these are risks you accept by choosing to raid mechanically.
* There is no limit on the number of players that may be involved in a mechanical raid. If there is a mechanical raid occurring in your base, you may log in to defend it at any time for the duration of the raid.
* The consequence timers for players downed during a mechanical raid do not begin until the raid is declared to be over.
 
=== '''5.2 - Raid Consequences''' ===


* If a raiding party is successful in downing or routing the defending party, any raiders who were not downed may each take one item as detailed under the [[Raids, Break-ins, Burglaries#Burglary|Burglary section]] - it has to be one item they could realistically carry without becoming encumbered. Successful raiders may break down as many doors as needed in order to pillage the defenders' base.
* If a raid is successful in downing or running off the defending party, any raiders who were not downed may each take one inventory slot  worth of items that they could realistically carry without becoming encumbered from storage items found within the base - this follows the same item rules as Burglary (see below). Successful raiders may break down as many doors as they like in order to pillage the defenders’ base.
* Additionally, consequences may be carried out as usual against the downed parties.
* Additionally, consequences may be carried out as usual against the downed parties.
* Raiders should remember to give the clan they’re raiding enjoyable RP, and both sides should keep OOC chatter to a minimum.
* Raiders should remember to give the clan they’re raiding enjoyable RP, and both sides should keep OOC chatter to a minimum.


=== '''Raid Tickets''' ===
=== '''5.3 - Raid Tickets''' ===
If you wish to raid another clan’s base via either method, you must first put in a ticket. This ticket should indicate the type of raid (dice or mechanical), the name of the clan being raided, the reason for the raid, and the names of all participating characters on the attacking side.
<blockquote>Submit a [https://discordapp.com/channels/1068002465116606554/1175151916217540768 Raid Ticket]</blockquote>
 
=== '''Break-ins''' ===
When one to two players break down or lockpick a door and enter another clan’s base, this is considered a break-in. During a break-in no more than two players may enter any previously locked door. All break-ins require a POI describing the break-in and leaving some variety of clue. Break-ins do not require a ticket if nothing is burglarized. 
 
=== '''Burglary''' ===
Whether during the course of a break-in or due to being improperly secured, players may take a limited number of objects from unsecured inventories. When burglarizing a base, you are limited to taking up to two of the following:  
 
* Half of any coins found up to 5 gold (500 copper)
* Up to 5 spell gems
* Up to 3 tokens
* One single weapon or piece of armor
* One stack of materials
* One magic item.
 
While you may take two weapons or pieces of armor to count as your two items, you may not double up on any other item type.


=== Burglary Ticket ===
* If you wish to raid another clan’s base via either method, you must first put in a ticket. This ticket should indicate the type of raid (dice or mechanical), the name of the clan being raided, the reason for the raid, and the names of all participating characters on the attacking side.
When burglarizing a base you must take before and after screenshots of any inventories you rob, as well as of the POI you leave behind, an in-game emote of you stealing the items in question, and the map location of the base in question. These are to be added to a ticket, along with the name of the clan being raided, and submitted within 2 hours of the burglary. POIs must offer a clue that could actually lead to you upon investigation. Players may be asked to return and update insufficient POIs.


You may not burglarize the same base more than once per week without explicit permission from its owner.
=== '''5.4 - Break-ins''' ===
=== '''Mechanical Raiding''' ===
<blockquote>Not formally supported. </blockquote>Clans may individually choose whether or not to consent to mechanical raiding. Clans that have not consented to mechanical raiding cannot raid other clans mechanically, and may not be mechanically raided by other clans. Clans that mechanically raid other clans must consent to mechanical raids themselves. Tickets made for mechanical raids must specify that they are meant for mechanical raiding, and both clans must have consented to mechanical raiding.


When a clan is raided mechanically, attackers may begin mechanical PVP and breaching from the moment the raid is announced to have begun. Mechanical raids may not be paused or reset due to glitches or lag, these are risks you accept by choosing to raid mechanically.
* When one to two players break down or lock-pick a door and enter another clan’s base, this is considered a break-in. During a break-in no more than two players may enter any previously locked door. All break-ins require a POI describing the break-in and leaving some variety of clue.


There is no limit on the number of players that may be involved in a mechanical raid. If there is a mechanical raid occurring in your base, you may log in to defend it at any time for the duration of the raid.
=== '''5.5 - Burglary''' ===
<blockquote>Submit a [https://discordapp.com/channels/1068002465116606554/1175151916217540768 Burglary Ticket]</blockquote>


The consequence timers for players downed during a mechanical raid do not begin until the raid is declared to be over.
* Whether during the course of a break-in or due to being improperly secured, players may take a limited number of objects from unsecured inventories. When burglarizing a base, you are limited to taking up to two of the following:
** half of any coins found up to 5 gold (500 copper)
** up to 5 spell gems
** up to 3 tokens
** one single weapon or piece of armor
** one stack of materials, or one magic item.
* While you may take two weapons or pieces of armor to count as your two items, you may not double up on any other item type.
* When burglarizing a base you must take before and after screenshots of any inventories you rob, as well as of the POI you leave behind, an in-game emote of you stealing the items in question, and the map location of the base in question. These are to be added to a ticket, along with the name of the clan being raided, and submitted within 2 hours of the burglary. POIs must offer a clue that could actually lead to you upon investigation. Players may be asked to return and update insufficient POIs.
* You may not burglarize the same base more than once per week without explicit permission from its owner.

Latest revision as of 20:09, 15 September 2024

5 - Raiding, Break-ins, & Burglary

See also: PVP Rules

5.0 - Dice Raiding

  • Raids on Outlands RP are accomplished using dice combat by default. To raid another clan’s base, you must put in a raid ticket. All raids are overseen by a member of staff, who is there to moderate any conflicts and to ensure that players participate in good faith
  • When being raided a defending clan may designate up to three defense points. These may be successive layers of defense, different avenues of entry to a single location, separate buildings, or a combination of the three. Any defenders participating in the raid distribute themselves between these three points, while attackers do the same (limited to those they can access).
  • As the fighting begins, between one and three PVP encounters occur at the same time. Attackers may attempt to breach a gate, door, or wall on their turn (with breaching tools or explosives), and any characters involved in each individual PVP may attack one another as they’re able with their RPR abilities based on range and line of sight.
  • No more than eight players on each side may be involved in a dice-based PVP raid.
  • Defenders who successfully make a flee check during combat may leave their defense point and move to another. Alternatively, they may attempt a second flee check to leave the raid entirely. If combat is occurring at that defense point, they join the initiative with the same roll they had at the first combat. Defenders who are not involved in combat may move without making such checks.
  • Defenders may also ride out to attempt to flank their attackers if they have access through a gate at one of their defense points that is not being contested, joining the fight from the outside at one of their defense points.
  • When combat ends, anyone left in consequences is considered debilitated until the raid is over and may not escape unassisted. Each combatant left standing may then continue onward to another defense point, fighting in groups until everyone has fallen or fled.
  • Only once all combat has ended and the raid is over do consequence timers begin for the downed players. If the attackers have been successful, it is at this point that they may freely move around breaking down doors and opening chests, pillaging and searching for information.
  • Only those who arrive at a base when the raid begins and are assigned to a defense point  may take part in a raid. However, sister clans may organize a raid to attack a clan that’s taken their allied clan’s base in the course of a raid. This may be done during the consequence phase, however, it does not automatically pause RP during that phase. Consequences may continue during the course of a retaliatory raid as a sister clan attempts to rescue their allies.
  • Raiding clans may prepare additional raid parties to attack sister clans or to pin them down in their bases and prevent retaliatory raids.

5.1 - Mechanical Raiding

Note: Mechanical PVP is not fully supported

  • Clans may individually choose whether or not to consent to mechanical raiding. Clans that have not consented to mechanical raiding cannot raid other clans mechanically, and may not be mechanically raided by other clans. Clans that mechanically raid other clans must consent to mechanical raids themselves. Tickets made for mechanical raids must specify that they are meant for mechanical raiding, and both clans must have consented to mechanical raiding.
  • When a clan is raided mechanically, attackers may begin mechanical PVP and breaching from the moment the raid is announced to have begun. Mechanical raids may not be paused or reset due to glitches or lag, these are risks you accept by choosing to raid mechanically.
  • There is no limit on the number of players that may be involved in a mechanical raid. If there is a mechanical raid occurring in your base, you may log in to defend it at any time for the duration of the raid.
  • The consequence timers for players downed during a mechanical raid do not begin until the raid is declared to be over.

5.2 - Raid Consequences

  • If a raid is successful in downing or running off the defending party, any raiders who were not downed may each take one inventory slot  worth of items that they could realistically carry without becoming encumbered from storage items found within the base - this follows the same item rules as Burglary (see below). Successful raiders may break down as many doors as they like in order to pillage the defenders’ base.
  • Additionally, consequences may be carried out as usual against the downed parties.
  • Raiders should remember to give the clan they’re raiding enjoyable RP, and both sides should keep OOC chatter to a minimum.

5.3 - Raid Tickets

Submit a Raid Ticket

  • If you wish to raid another clan’s base via either method, you must first put in a ticket. This ticket should indicate the type of raid (dice or mechanical), the name of the clan being raided, the reason for the raid, and the names of all participating characters on the attacking side.

5.4 - Break-ins

  • When one to two players break down or lock-pick a door and enter another clan’s base, this is considered a break-in. During a break-in no more than two players may enter any previously locked door. All break-ins require a POI describing the break-in and leaving some variety of clue.

5.5 - Burglary

Submit a Burglary Ticket

  • Whether during the course of a break-in or due to being improperly secured, players may take a limited number of objects from unsecured inventories. When burglarizing a base, you are limited to taking up to two of the following:
    • half of any coins found up to 5 gold (500 copper)
    • up to 5 spell gems
    • up to 3 tokens
    • one single weapon or piece of armor
    • one stack of materials, or one magic item.
  • While you may take two weapons or pieces of armor to count as your two items, you may not double up on any other item type.
  • When burglarizing a base you must take before and after screenshots of any inventories you rob, as well as of the POI you leave behind, an in-game emote of you stealing the items in question, and the map location of the base in question. These are to be added to a ticket, along with the name of the clan being raided, and submitted within 2 hours of the burglary. POIs must offer a clue that could actually lead to you upon investigation. Players may be asked to return and update insufficient POIs.
  • You may not burglarize the same base more than once per week without explicit permission from its owner.