War System User Guide: Difference between revisions
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* '''Towns can be plundered''' (''transferring gold from the defeated town to the victorious nation'') | * '''Towns can be plundered''' (''transferring gold from the defeated town to the victorious nation'') | ||
* '''Soldiers keep inventory if killed during a siege''' (''giving all players a chance to stay involved in battles and practice combat skills, regardless of their wealth'') | * '''Soldiers keep inventory if killed during a siege''' (''giving all players a chance to stay involved in battles and practice combat skills, regardless of their wealth'') | ||
* '''Soldiers can disappear from the dynmap at any time''' (''unlocking the development and use of both basic & advanced military tactics | * '''Soldiers can disappear from the dynmap at any time''' (''unlocking the development and use of both basic & advanced military tactics <Feature currently disabled while it is being fixed>'') | ||
* '''Casual & cross-timezone players can contribute to most wars''' (''because the siege duration is 3 days'') | * '''Casual & cross-timezone players can contribute to most wars''' (''because the siege duration is 3 days'') | ||
* '''Player battle fatigue is moderated''' (''because fighting is organised into 1 hour 'battle sessions' for each player. After each session, the player gets a 10 min. enforced break from combat'') | * '''Player battle fatigue is moderated''' (''because fighting is organised into 1 hour 'battle sessions' for each player. After each session, the player gets a 10 min. enforced break from combat'') | ||
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=== <br>ACTIONS === | === <br>ACTIONS === | ||
* '''Go Tactically Invisible''' - Disappear from the dynmap by 'dual-yielding' the following items: bow OR diamond-sword | * '''Go Tactically Invisible''' - Disappear from the dynmap by 'dual-yielding' the following items: bow OR diamond-sword <Feature currently disabled while it is being fixed> | ||
* '''Attack town''' - As a king or general, place a colored banner in the wilderness close to a town. This action will initiate a new siege on the town. 1G/plot will be deposited into a 'war-chest', which will be automatically recovered by the siege winner. While under siege, the town has PVP forced-on, cannot recruit new residents, cannot claim/unclaim, and only residents can spawn there. | * '''Attack town''' - As a king or general, place a colored banner in the wilderness close to a town. This action will initiate a new siege on the town. 1G/plot will be deposited into a 'war-chest', which will be automatically recovered by the siege winner. While under siege, the town has PVP forced-on, cannot recruit new residents, cannot claim/unclaim, and only residents can spawn there. | ||
* '''Gain Siege Points: Banner Control''' - As a military-ranked attacked or defender, gain banner control for your side, by remaining near the siege-banner (16 blocks horizontally, 6 blocks vertically) for 10 minutes (a glow effect will show you the remaining time). Once your side has banner control, 30 siege-points will be awarded automatically every minute for each player on the banner control list. Players on the list do not have to stay in the siege-zone, but banner is control is lost once all listed players log off. | * '''Gain Siege Points: Banner Control''' - As a military-ranked attacked or defender, gain banner control for your side, by remaining near the siege-banner (16 blocks horizontally, 6 blocks vertically) for 10 minutes (a glow effect will show you the remaining time). Once your side has banner control, 30 siege-points will be awarded automatically every minute for each player on the banner control list. Players on the list do not have to stay in the siege-zone, but banner is control is lost once all listed players log off. | ||