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detroit:faction:faction_actions

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detroit:faction:faction_actions [2019/01/23 01:24]
aco moved
detroit:faction:faction_actions [2019/02/03 19:05] (current)
aco update, remove push as action
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 ===== Faction Actions ===== ===== Faction Actions =====
 +[[https://​docs.google.com/​document/​d/​13sEnVFOKAu1KMx_W1hB-47i7XlVRDi-Z0jmCSxL9cWk/​edit | New Faction Action doc]]
  
-**Note:**//(some of these rules dont seem to be applied atm, ask an AGM for clarification when in doubt)//+//Faction actions system originally created by Menonaa//
  
-**Set Base**- A new faction’s first territory gained ​is worth 3 territories +While there is no limit to the number ​of actions ​a faction/player can take in a day you can only have a single claim and a single assault active(with it’s timer ticking down) at once for your faction. And constantly spamming these is gonna get everyone grumpy at you, so don’t ​be a dick.
-What's special about base squares? +
-  * Bases cannot be assaulted +
-  * Bases can only be taken in one push, and the pushing faction must wager 3 pieces ​of territory for it. if a faction ​cannot field six capes you must fight the whole faction +
-  * Base pushes cannot ​be brushed off+
  
-**Claim**- The faction claims a unclaimed piece of territory and sets a certain number of capes to send, any faction who can muster the capes to contest the claim may do so, and the winner of any battles that occur are the ones who gain the territory. If a claim goes unanswered for 24h the claimant receives the territory. Claiming between the hours of 12am-6am EST is not allowed 
  
-**Push** - The faction claims an already claimed piece of territory. The faction that pushes sets a number of territories at stake, and the losing faction loses that much territory to the winning faction. Factions must send two capes for every piece of territory you wager unless the opponent is an independent,​ in which case a single cape may be sent. A faction cannot wager it’s base territory. 
  
-**Assault** - The faction breaks down another ​faction’s ​defenses at a claimed territory,​after the two factions fight, if the assaulter wins, that territory is reverted to unclaimed. If an assault goes unresponded for 24h, it is counted as a loss for the defender+**Set Base** - A new faction’s ​first territory ​gained ​is worth 3 territories 
 +Bases cannot be assaulted unless ​the faction has no other territories remaining
  
-__An Independent cape can also try to claim or assult a territory, but as such can't gather allies as they are not part of a faction.__ ​ 
  
-When resolving a timed out action, the person taking the action must ping all the relevant participants once more as a last call, and the opposing sides have 15 minutes to answer.+ 
 +**Claim** - The faction claims a unclaimed piece of territory and sets a certain number of capes to send, any faction who can muster the capes to contest the claim may do so, and the winner of any battles that occur are the ones who gain the territory. If a claim goes unanswered for 12 hours the claimant receives the territory. Claiming between the hours of 12am-6am EST is not allowed 
 + 
 + 
 +**Assault**- The faction breaks down another faction’s defenses at a claimed territory,​after the two factions fight, if the assaulter wins, that territory is reverted to unclaimed. If an assault goes unresponded for 24 hours, it is counted as a loss for the defender 
 + 
 + 
 +When resolving a timed out action, the person taking the action must ping all the relevant participants once more as a **last call**, and the opposing sides have 20 minutes to answer. ​If the defending party responds to an attack but cannot do so immediately the timeout timer stops and does not start again until the agreed upon time passes. 
 + 
 +** Decrapitated Faction Actions** 
 + 
 +<​del>​**Push** - The faction claims an already claimed piece of territory. The faction that pushes sets a number of territories at stake, and the losing faction loses that much territory to the winning faction. Factions must send two capes for every piece of territory you wager unless the opponent is an independent,​ in which case a single cape may be sent. A faction cannot wager it’s base territory.</​del>​
detroit/faction/faction_actions.txt · Last modified: 2019/02/03 19:05 by aco

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