Author Topic: ROCK Rules and Regulations -- 100% Complete : Current  (Read 3066 times)

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Mad Dawg

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Turn Timetable
« Reply #15 on: November 19, 2011, 06:18:59 AM »
Turn Timetable
  • Standard turns will be Tuesday through Monday and all engagements and moves will be placed within this time.
  • Movements, Commands, and Declarations will be placed no later that Wednesday at 11:59pm eastern for a resolution to take place during that turn.
  • All items posted after that time will be dealt with the following turn.
« Last Edit: December 13, 2011, 04:37:36 PM by Mad Dawg »

Mad Dawg

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Turn Event Order
« Reply #16 on: November 19, 2011, 06:25:43 AM »
Turn Event Order
- Ecomonic Calculation
  • Calculting your lordship's gold will be performed at the beginning of each round.  The formula is (Total Settlement Revenue + Upgrades) + Raiding + Looting = Total
- Commands
  • Purchase Settlement Upgrade (while providing settlement name and desired upgrade)
  • Purchase Troop Upgrade (while providing desired tier upgrade)
  • Split a specific army into two halves.
- Land Movement
  • Movements are commands provided to designate your intention of moving an army from on grid square to an adjacent square.
  • Armies are able to move two squares, assuming the squares are/become adjacent and follow a linear movement pattern. (Up, Down, Left, Right)
  • There is no minimum amount of movements an army must take during a turn.
- Sea Movement
  • Armies are allowed to move by sea, from any square adjacent to the main body of water to any other square adjacent to the main body of water.
  • Moving by sea will cause the armies movement to be delayed 1 turn cycle.
  • Inland rivers and tributaries are not concidered as the main body of water, and are therefore not accessable by sea movement.
  • An army that has successfully completed a sea movement must wait a period of 2 turn cycles before performing another sea movement.
- Declarations
  • Declarations state an armies intention when moving into,out of, or remaining in a grid square.
  • Available Aggressive Declarations:
    I. Engage - Used to state the intention of engaging an enemy army.
    II. Raid - Used to state the intention of raiding an enemy village.
    III. Besiege - Used to state the intention of besieging an enemy castle/city.
    Available Defensive Declarations:
    I. Disengage - Used by a Defender to state the option to avoid an engagement.
    II. Bypass - Used to state the intention of moving through a square containing an enemy settlement.
    III. Hold Position - Used to state the intention of remaining in the current square for that turn.
    IV. Garrison - Used to state the intention of stationing an army into a settlement.
« Last Edit: January 10, 2012, 09:44:04 PM by Mad Dawg »

Mad Dawg

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Engagement Conditions
« Reply #17 on: November 19, 2011, 06:26:25 AM »
Engagement Conditions
- Engagement Definition
  • An engagement is the term used for the process of resolving an aggressive declaration utilizing a multiplayer battle/siege.
- Attacking/Defending Designation
  • Attacking armies are those that issue an engage, raid, or besiege declaration toward an enemy army or settlement.
  • Defending armies are those that are in a square or choose to move into a square where an attacking army has entered and made a declaration.
  • Attackers and defenders will be represented during an engagement if the map so denotes it.

- Attacking Guidelines
  • An army may not move into a square occupied by an enemy army without making an Engage Declaration.
  • An army may move into a square containing an enemy Settlement without making a Declaration intending for an Engagement.
  • Besieged Settlements will require the passing of one turn cycle before the engagement may be played out ingame.
- Defending Guidelines
  • A defending army may choose to avoid an engagement by issuing a disengage declaration and a movement comand.
  • A defending army may only participate in the defense of a settlement if they were garrisoned in that settlement before it was besieged.
  • A lordship's army or a lordship's allied army may move to assist a village that is being raided if they are within the normal movement amount from the village.
« Last Edit: December 14, 2011, 03:17:40 AM by Mad Dawg »

Mad Dawg

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Battles/Sieges
« Reply #18 on: November 19, 2011, 06:28:40 AM »
Battles/Sieges:
- Game Mode
  • All engagements will be fought under a modified version of Team Deathmatch that provides static spawns as are utilized in Battle modes.
- Battle Size Calculation
  • Engagements with an equal amount of participating players may be fought at even numbers if desired.
  • The base amount of players that will be fielded will equal the smaller number of players brought to the battle by either side.
  • If a team has a higher amount of players available for an engagment, a reinforcement player may participate equalling one player  for every two additional players that are brought by that team.
  • Final Battle Size will equal:
    I. Team with lower number of players = Base
    II. Team with higher number of players = Base + Reinforcement(Total - Base / 2)
- Win Conditions
  • A team is deemed victories in an engagement when:
    I. All opposing troops have been killed. 
    II. The opposing team retreats from the engagement per the Retreat Option.
- Retreat Option
  • A team that is involved in an engagement has the option to retreat if both of the following conditions are met: 
    I. Their original starting force was greater than 100 troops. 
    II. 60% of their troops have been killed.

*New*
- Autoresolve
  • A defending lordship may utilize an autoresolve to an engagement if they so desire allowing the engagement not to be fought but resulting in an outcome.
  • A lordship that utilizes the autoresolve feature will take a calculated amount of casualites factoring in enemy army size, defending army size and tier equipment upgrades.
  • Assaulting lordships that are involved in an autoresolved result recieve no casualties to their army/armies.

- Scheduling, Conflicts, and Fault Designation
  • Scheduling will be performed via a soon to come "ROCK Engagement Scheduling" thread.
  • An assaulting lordship shall post in the appropriate thread with a minimum of two available days/times for an engagement to take place.
  • All counter proposals from the defending team as well as further scheduling discussion shall be posted in the appropriate thread quoting the previous post/posts within reasonable size.
  • If, due to unresolvable scheduling, an engagement is not fought in the allotted turn a designation of fault will be placed upon the lordship that was unavailable to meet reasonably offered engagement days/times.
  • If the defending lordship is found at fault the engagement will be autoresolved.
  • If the assaulting lordship is found at fault the engagement will be cancelled with casualty penalty of 10% of the assualting army size.
  • If multiple lordships are involved a reasonable time should be found to provide both sides with the most players possible and the match played within the allotted turn.
« Last Edit: January 25, 2012, 03:31:22 PM by Mad Dawg »

Mad Dawg

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Conquering Settlements
« Reply #19 on: December 13, 2011, 04:31:40 PM »
Conquering Settlements
  • A settlement that has besieged will be considered conquered when it's total garrison, army or standing, has been eliminated.
  • Villages are not available to be be conquered.

*New*
Settlement Garrison Replenishment
  • Once a settlement has been conquered that settlements garrison will be replaced under the new lordship after the completion of 2 turns.
  • Replacement garrisons will match the standard garrison allocation of 75 per castle and 150 per city.
  • Replacement garrisons must follow standard garrison placement and are not reallocatable. (See Garrison Troops ruleset)
« Last Edit: January 06, 2012, 09:25:48 PM by Mad Dawg »

Mad Dawg

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Re: Raiding Parties
« Reply #20 on: January 06, 2012, 09:47:01 PM »
Lordship Raiding
  • Lordships have the option to perform a raid upon an enemy village if they have an army placed on the map square containing the village to be raided.
- Benefit
  • Raiding an enemy village provides the assualting lordship with that village's income on their next turn.
  • Raiding an enemy village negates the owning lordship's ability to acquire income from that village on their next turn.

- Engagement and Interrupt Information
  • Raiding will take place with the full force of the assaulting army.
  • Defending a raid will take place on the village's scene with the standard village garrison garrison as defenders.
  • The defending lordship or ally may move a lordship army onto the village's map square to perform an interrupt to the raid.
  • If a defending/ally army moves to interrupt a raid the engagement will take place on that village's scene with the assaulting army having the defending spawn.
  • All casualties dealt to a lordship army during a raid will be deducted from that army overall troops size. 

- Raid Limitation
  • After a raid is attempted, the assualting lordship must wait a minimum of two full turns before another raid may be attempted on that village.
« Last Edit: January 09, 2012, 12:34:39 AM by Mad Dawg »

Mad Dawg

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Engagement Server Settings
« Reply #21 on: January 12, 2012, 09:54:05 PM »
Module

  • All engagements will be played utilizing the ROCK module.
  • Please contact the ROCK Administration team if you plan to host ROCK engagements.

Server Settings
  • Gamemode : Team Deathmatch
  • Team #'s : Team 1 = Defender  |  Team 2 = Attacker
  • Team Damage : Enabled melee/ranged @ 100%
  • Block Direction : By Mouse Movement
  • Combat Speed : Fastest
  • Round Time : 120 Minutes (Maximum)
  • Team Point Limit : No lower than largest army engaged.
  • Respawn : 5 Seconds
  • Starting Gold : 150
  • Bonus Gold : 0
  • Polls : All off
  • Autobalance : Per Player Numbers Allowed

- Madmin Options

Enable Class Limit : Enable
  • Infantry : Unlimited
  • Archer : 30% Field Battle/50% Siege
  • Cavalry : 20% Field Battle/0% Siege

Autokick for teamkilling : Enable
  • Teamkill Limit : 3
  • Team Wound Damage : 300
  • Autokicks Till Ban : 5

Don't Kill Stray Horses : Enable
« Last Edit: January 12, 2012, 10:00:21 PM by Mad Dawg »