Infiltration, Raid, & Siege Conflict Rules


 

I. INFILTRATION

‒ SOLO OR SMALL GROUP MISSIONS

Infiltration is typically a solo mission or up to three characters that attempt to sneak into another clan’s base. This interaction is typically not planned ahead but an infiltration ticket MUST be submitted BEFORE trespassing. You do NOT need to wait for staff to approve the infiltration to proceed. You must screenshot all of the following types of interactions and include them in your ticket for record:
  • Lockpicking
  • Breaching
  • Stealth rolls
  • POIs placed
  • If a theft is going to be taking place, you MUST screenshot your inventory BEFORE entering the base, upon submission of the infiltration ticket. When leaving, you must provide another screenshot that includes all of the items taken during the theft, along with it being written in the ticket. It is important to put the intention in the infiltration ticket and leave the appropriate Points of Interest..   For infiltrations with intent to spy, appropriate stealth and discovery rules must be followed. This can also be found on the Theft Rules page. All base infiltration must align with the narrative of the story and facilitate immersive roleplay. The reason for your infiltration must be provided at the beginning of your infiltration ticket.   As a reminder, you can only use knowledge gained through stealth/spying of emotes AFTER you emote into the scene. Any information heard before CANNOT be used ICly. Infiltration and theft tickets can and will be audited by staff. Failure to provide the appropriate screenshots can result in the required return of stolen goods, and possibly disciplinary action.    

    II. RAIDS

    ‒ CLAN VERSUS CLAN

    Raids consist of a large group of 4 players or more (up to a 8 vs 8), that arrive at another clan’s base with the intent to break in/fight. These are typically NOT stealth based operations, but a breach into the other clan’s base for reasons aligned with the clan’s ongoing story. This form of conflict requires a raid ticket to be submitted BEFORE trespassing.   If a base does not have walls or clear point of entry, moving into the boundaries of the outermost structures qualifies as being within the base. If the intent of a group entering the base is to create conflict, a raid ticket must be opened. Malicious races must take into consideration when entering a base, in the cases of some races, their presence in large numbers is likely to incite conflict / PVP.   It is highly encouraged that if tensions are rising in a scene that would result in raid-scale conflict / PVP, that the aggressing party opens a raid ticket pre-emptively. This will get staff eyes on the situation and prepare a member of the team for mediation.   Consequences for the defeated side will be determined BEFORE the battle, within the raid ticket. Both parties can use this ticket to come to an agreement on not only the event day and time but also in regards to consequences. Consequences that are to be inflicted on players will only be allowed one consequence per player involved. The clan as a whole can receive one consequence which is usually the narrative reason for the raid taking place.   Examples of Consequences include but not limited to:
    • Capturing/rescuing characters
    • Stealing resources and/or equipment up to a tier value of 6 (See Equipment/Resource Thieving on the Tracking & Theft page.)
    • Destruction of property within reason (see below)
    A staff member will be invisible and present at the raid to observe.   When engaging in combat, it is recommended that emotes are only created and posted after your turn. This is to continue the flow of actions being taken in a large scale fight.   After combat is over, it is important to take turns exiting combat. The group should exit combat in initiative order, one at a time to lessen server load.   If the Aggressor attempts the destruction of a defender's build, it is important to remember the amount of time and work that goes into these builds. While narratively, the building could receive structural damage, it is up to the defenders how they visually represent this damage. This is to prevent distaste in having to rebuild what may have taken hours to put together, as well as, accidental deletion of chests with loss of materials because a foundation was taken instead of a wall.   These preventive measures are to ensure a fair experience while also understanding that destruction of property is to happen during a raid. Communication is key! Don’t forget to communicate with your opponents and staff member(s) on what is and what is not acceptable.   If a group is going into combat on another clan’s base, a raid ticket MUST be created.

    IMPORTANT NOTE: If your group goes to a base to negotiate but it turns into combat, the party MUST stop and open up a raid ticket. They must get approval from staff to continue with the raid or pause the raid for another time to be planned out.
       

    III. Sieges

    ‒ FACTION VERSUS FACTION

    Sieges consist of one faction that is sieging another faction, typically up to a 10 vs 10 fight. When the aggressors are planning a siege, they MUST open up a Siege ticket BEFORE any full plans are created. A member of the DM team will be assisting this conflict and each party, aggressor and defender, will be aware of the time and place the siege will take place.   Consequences for the defeated side will be determined BEFORE the battle, within the siege ticket. Both parties can use this ticket to come to an agreement on not only the event day and time but also in regards to consequences. Consequences that are to be inflicted on players will only be allowed one consequence per player involved. The faction as a whole can receive one consequence which is usually the narrative reason for the siege taking place.   Examples of Consequences include but not limited to:
    • Capturing/rescuing characters
    • Stealing resources and/or equipment up to a tier value of 6 (See Equipment/Resource Thieving on the Tracking & Theft page.)
    • Destruction of property within reason (see below)
    When engaging in combat, it is recommended that emotes are only created and posted after your turn. This is to continue the flow of actions being taken in a large scale fight. The coordinating DM and a moderator who is not included in the conflict, will monitor the fight as it progresses and step in if need be. One staff member will be assigned to monitor the attacking party and the other monitoring the defending party.   After combat is over, it is important to take turns exiting combat. The group should exit combat in initiative order, one at a time to lessen server load.   If the Aggressor attempts the destruction of a defender's build, it is important to remember the amount of time and work that goes into these builds. While narratively, the building could receive structural damage, it is up to the defenders how they visually represent this damage.   This is to prevent distaste in having to rebuild what may have taken hours to put together, as well as, accidental deletion of chests with loss of materials because a foundation was taken instead of a wall. These preventive measures are to ensure a fair experience while also understanding that destruction of property is to happen during a siege.   Communication is key! Don’t forget to communicate with your opponents and staff members on what is and what is not acceptable.