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Difference between revisions of "Player vs Player (Mechs)"
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MamaWillow (talk | contribs) (→PvP on World Map) |
MamaWillow (talk | contribs) (→Rules of Engagement) |
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==Rules of Engagement== | ==Rules of Engagement== | ||
Expect standard rules of engagement to be implemented. We anticipate: | Expect standard rules of engagement to be implemented. We anticipate: | ||
− | * | + | *Restricting looting to weapons and stackables |
*Disallowing any Rez-killing or house key theft | *Disallowing any Rez-killing or house key theft | ||
*Requiring players to stay in character and to have IC reasons for conflict | *Requiring players to stay in character and to have IC reasons for conflict |
Revision as of 12:48, 11 August 2019
There are a variety of ways in which player vs player conflict is initiated and resolved on Sanctuary; including a dueling system, a guild PvP system and RPCSS.
This implementation is the easiest to implement and therefore allows us the option to dedicate resources to changes things as we get some more real game experience as to how RPCSS will effect players day to day role-play. We intend to do a review of our player vs player options in October.
It is important to note that we are first and foremost a role-play shard, and PvP is intended to further our shard storyline.
Dueling
Activated via the command, "I wish to duel". This is the standard Serv UO dueling system for now and needs some tweaks to detangle it from the XML Spawner system, but you can load the screen and see that it allows multiple people in a team conflict and has a variety of rules we will eventually get documented.
When the dueling system is activated due to RP conflict, the duel can only be refused if the player is willing to back down or accept capture. Those who fail to meet this expectation can be referred to staff for intervention.
PvP on World Map
Noble House/Guilds who are at war with each other can PvP. At war players appear in orange/red to each other making it very clear as to potential outcome of RP conflict. For those players who do not like PvP, we feel this is a fair "warning" and compromise.
- Guild leaders have control over who they flag as at war. This option will be backed up and supported by the RPCSS system which will flag two houses as being "at war" when their armies are in conflict.
- This means that a guild leader can not refused the "at war" challenge once the other guild's armies are at their door step.
All other individual conflict between individual players can be resolved via the dueling system above.
Rules of Engagement
Expect standard rules of engagement to be implemented. We anticipate:
- Restricting looting to weapons and stackables
- Disallowing any Rez-killing or house key theft
- Requiring players to stay in character and to have IC reasons for conflict
- No attacking inactive/afk players
- Respecting the loss and exiting the scene when dead, etc.
These RoE's will be up for player input on a regular review basis.
RPCSS
The primary player vs player conflict on Sanctuary happens between Noble Houses and their NPC armies. Our custom designed system, RPCSS, is a web based solution that allows guilds to manage and direct armies against other guilds/noble houses.
Noble House (Guilds) will have the ability to place guards in the populated areas of the towns they control, and armies in the other areas (hexes) they control. Guards will be able to be summoned much in the same way that old school guards were.