War Plugin
Basic information
The war plugin is the most requested feature to be added into EarthMC that hasn't been added. (Feb 28) People want the war plugin because getting abusive or toxic nations to fall because of fighting is essentially impossible. The closest you can get to fighting nations into non-existence is by fighting them out of claims, which doesn't happen often, and most battles are either too small or not organized. You can't even grief other nations in war, (for some reason) which creates situations where most griefs are just small enough that the players wouldn't get banned, such as destroying paths, tree-blocking (planting a bunch of trees to block off towns in claims,) and destroying small, unclaimed houses. Things like lava-casting, destruction of important houses, lava pillars, walls, and claim blocking are not allowed and as such you will get punished for trying to go to war.
How it will work
Features
- Sieges are between nations, who attack, and towns, who defend.
- Winning nation will also get enemy towns added to their nation if they are within nation range. Towns will be able to revolt (/n leave) 7 days after war is over.
- A nation can start a siege against a town at any time but new towns are immune for 7 irl days, as are recently besieged towns.
- All buildings remain undamaged .because town build/destroy perms and town leadership structures are completely unaffected.
- All items in chests remain unstolen because town switch/use perms are completely unaffected.
- Towns can be captured allowing nations/empires to to built by force
- Military ranked players keep inventory if killed during a siege (encouraging pvp)
- Military ranked nation players of captain rank and above gain a 'leadership aura' (modifying points gains/losses when nearby soldiers die)
- Spawn camping is prevented because newly-spawned players are temporarily immune to both receiving and giving damage.
- Casual & cross-timezone players can contribute to most wars because sieges are of moderate duration, typically 3 days
- Peaceful towns can opt out of war by toggling 'peaceful', a town can still be sieged/captured, but becomes immune to forced-pvp and monetary siege costs. Residents can no longer inflict PVP damage or get nation-military ranks.
- Go Tactically Invisible - As a player, equip a specific (configurable) combination of items in your hands to disappear from the dynmap. Combos: Shield+Diamond sword, Shield+Bow, Compass+Diamond Sword, Compass + Bow
Actions
- Attack town - As a king or general, place a coloured banner in the wilderness close to a town. This action will initiate a new siege on the town. (If economy is enabled, money will be deposited into a 'war-chest', which will be automatically recovered by the siege winner.) While under siege, the town cannot recruit new residents or claim new land.
- Gain Siege Points: Kill Enemy - As an attacker or defender, kill enemy players of military rank (guard/sheriff/mayor, soldier/general/king), within a large radius of the siege banner. The points are gained regardless of how the player was killed. Thus players can contribute regardless of town/nation, as well as traps/devices.
- Gain Siege Points: Gain Banner Control - As an military-ranked attacked or defender, gain banner control for your side, by remaining alive and close to the the siege banner for 10 minutes (configurable). Once your side has banner control, siege points will be awarded automatically every 20 seconds (configurable) for every player on the banner control list. * *Banner is control is lost once all player on the list log off.
- Win Siege - Be the side with the best score when the siege-victory-timer hits zero. The attacker requires positive points to win. The defender requires negative points to win.
- Abandon attack - As a king or general, place an all-white banner near the siege-attack-banner.
- Surrender town - As a mayor, place an all-white banner anywhere in the town.
- Capture town - As a king or general, after the siege is won, place a coloured banner in the wilderness close to the town. *This action will forcibly add the town to the nation, and will put the town into an 'occupied' state, in which its residents cannot affect siege points. An occupied town must keep enough money in the bank to pay taxes to the occupying nation, or it will fall.
Commands
- View Town Siege Information - View detailed information on any siege affecting the town, using '/t'
- View Nation Siege Information - View a list of any sieges the nation is involved in, using '/n'
- Toggle Town Peacefulness - As a mayor, declare your town to be peaceful using '/t toggle peaceful'. The town can still be sieged/captured, but is immune to material siege costs (pillage/plunder/occupier-taxes). Residents cannot inflict PVP damage or gain nation-military ranks.
- Revolt - As a mayor, when a certain duration has passed after an invasion, typically many days, the town can revolt and be free of the occupying nation. This is done using "/n leave".
Will it be added?
The idea is being developed in the Beta server currently, it might be added if it works, if it doesnt, then it wont