Post by Nifredil on Apr 10, 2017 16:20:53 GMT
General Battle Information
Roleplay Battle is about engaging the other players. It is not always about winning.
Battles are commanded by the Host Realm (i.e.: where the Battle takes place). The Host Realm decides who the General will be for the Battle for their own side. They can choose one of their own or a General from another Realm. The Magician chooses the General for the opposing side.
Whoever the Generals are for the Battle they are responsible for gathering all the Combat Cards for their side and delivering them to the Judge. This can be delegated to one or more Commanders to aid in efficiency and continuity.
General Rules that cover all Bases.
OOC
Anyone not wearing a Meter is considered OOC (Out of Character) and must leave the Battlefield.
Do not expect to travel unharmed in enemy territory simply by not wearing a meter and thus declaring OOC.
a. ONLY the Realm Leader can declare an enemy OOC in their realm during a Battle.
b. Unrecognized OOC in enemy territory can result in temporary expulsion from the Realm.
1. PRE-BATTLE PREPARATION.
a. Ensure your Avatar Rendering Cost is in a reasonable range. 2000 or less is expected; ideal is 1000 or below. On Firestorm, 50,000 Rendering Weight = 1000 ARC.
To see your ARC, go to the section on your viewer for Advanced / Performance Tools / Show Render Weight (or Draw Weight) for Avatars. A number will appear over your head. This is how much Lag your Avatar creates. Its not ONLY about Prims. Its also about Textures, Flexis, and Scripts.
b. Use a Weapon that is allowed to your Class, Race and Rank.
(This information will be located on the Class Page, and relates to the path that you have chosen)
Many Classes have ONLY ONE weapon.
All Classes can choose a Staff as their Chosen Weapon.
Fae can use a bow regardless of their Class.
c. Submit a short notecard (Battle Cards for each side are available upon request; use your Chain of Command) to your Commander with your ARC, your weapon(s), up to 5 potions carried, your Name, your Class, your Rank, and your Race.
This will make your Commander's role that much simpler, as he/she will be creating a Battle Roster, and in turn will submit it to your side's Judge.
d. Wear the Great Alliance Meter
The Shadow Legion wears Red text
The Alliance wears Green text
On Occasion there maybe a Third Party or Entity for a Quest or Storyline. That Third Party will wear Yellow text.
(Do not remove your meter in Battle unless you have already spoken with a Judge. An un-metered person must leave the Battlefield.)
****** ****************************************************************
It is the responsibility of the Generals and their Commanders (the Archetypes) to ensure that ALL players on their side have the proper AC, MR, Weapons, ARC, Class, Race and Spells.
Make it easier on your General and Commanders and police yourself, because this is not an easy task. Once again, fairness of play and honor systems apply.
*****************************************************************.******
2. BATTLE.
a. Battles are entered either by:
Summoning (Magister),
Teleportation (Archmage),
Ship or March (General or Commander)
These are the Roleplay reasons for Troop Movement. Summoning and Teleportation are instant. Marching and Ship are RPd and should take longer. Obviously if one side has no Archmage or Magister available, they will arrive late to the battlefield. This can be RPd, however, in the interest of time, if both sides agree.
Landmarks are of course used to enter a SIM. A Judge should be at your side's "Entry Point." That Judge will teleport ("TP") in the initial player. Then that player TPs everyone else in.
b. Engage the Players.
Its not always about winning. Everyone is there to fight. So rather than circumvent a Battle, engage them.
These are for large scale Battles. Quests and the like are not necessarily geared toward engagement, but that does and can happen often.
c. Fight Fair.
Do not look for ways to circumvent the Rules. Looking for ways to defeat the Rules defeats the Spirit of Play.
l. Ground to Ground Combat
This is the normal mode of battle, where two forces engage each other on the ground.
Birds, Tengu, Avians and Harpies can use Beast Claws in Air to Air and Air to Ground Combat.
Fliers wearing the stats of Flying Archer on their meter can use Bows while in Flight. Fliers wearing the stats of Flying Caster on their meter may cast spells while flying. All other Fliers wear Flier on their meter MUST fully land before using their bow, striking, or casting.
Note that larger flying races are allowed the wing torrent racial ability, while normal sized fliers of humanoid size are allowed the wing flap racial ability. .
FAQ
Q: What weapons can I use in GtG Combat?
A: Any ranged weapon, melee weapon, or spell can be used in GtG combat as long as it is allowable to your Race, Class and Rank. You will find the particulars discussed on page the concerning your chosen Class.
ll. Air to Air Combat (AtA)
Air to Air Combat is when 2 fliers fight each other in the air.
FAQ
Q: Can spells be cast in AtA Combat?
A: Yes. That is the only time spells may be cast in the air.
Q: Can bows be used in AtA Combat?
A: Yes, but only by fliers wearing Flying Archer on the meter. They can use bows whilst in flight.
Q: Can potions be use in AtA Combat?
A: Yes
Q: Can weapons be used in AtA Combat?
A: Yes
Q: Can I wear my pegasus or dragon into Battle?
A. Not unless you are a Cavalier. Vehicles cause too much lag. Cavaliers are an exception to this rule, providing they are below the ARC max.
lll. Ground to Air Combat
This is combat between ground forces and air forces.
FAQ
Q: Can bows and spells be used against opponents in the air?
A: Yes they can
lV. Air to Ground Combat
This is combat between air forces and ground forces.
FAQ
Q: Can spells be cast while in the air?
A: No. You must land in order to cast spells. The only exception is if you are wearing Flying Caster on your meter.
Q: Can you heal while flying?
A: No. Healing is a spell and cannot be conducted while in flight unless engaged in AtA combat OR unless you wear Flying Caster on your meter.
Q: Can you use potions while Flying?
A: No. Potions are a form of spell casting and cannot be conducted while in flight unless engaged in AtA combat OR unless you wear Flying Caster on your meter.
Q: Can I use my weapon while flying?
A: You must fully land in order to use your weapon unless engaged in AtA combat.
Q: Can I use my bow in Air to Ground combat?
A: Only if you are wearing Flying Archer stats.
Q: Can I fly away from combat in AtG?
A: Yes, but you must move away on the ground by at least 20 meters or use the Wing Flap/Torrent to get away before taking flight.
V. Resurrection
A player can ONLY be resurrected twice. If they die a third time they cannot be resurrected, and must therefore remain dead. This is subject to a Judge Call as in some Battles only ONE rez per person may be allowed or Red Robes may be called to allow for more resurrections.
Judges have the ability to "Judge Rez" any player on the field dependent upon extenuating circumstances.
Vl. Battle Complement
There will be a 1 in 7 rule on healers.
1 full healer per 7 players.
2 mages per 7 players.
1 hybrid healer (ex: Ranger Medic) per 7 players.
So effectively 4 casters per 7 players, only 2 of whom can heal.
This rule is for the side with the highest number of players. The lower numbered side has the same number of allowable casters as the higher side. .
3. POST BATTLE
a. The combatants, judges, NPCs, and all other battle participants will conduct an After Action Review (AAR) of the battle following the battle event. It is at this time when things that occurred during the battle will be discussed, any issues will be resolved, congratulations will be issued, and thanks will be given.
b. If you are dead at the end of the battle event, please remain where you died (or return to that location, if you were taken to the Observation deck).
The dead should make a LM of where they died just in case the SIM is too laggy to maintain the number of dead. That way they can teleport home (or go shopping, etc) and return when the battle has ended OR when they are being called for resurrection.
FAQ
Q: Where and what is the Observation deck?
A: Often times a SIM owner will set up an Observation deck for players to go to if they can not be resurrected in order to decrease lag on the playing field, but still allow those players to watch the rest of the battle.
c. The Red Robes
The Red Robes are a group of non-combat spell casters who RP with the dead and dying during and after a Battle. They clear the battlefield, heal the wounded, resurrect the dead, and send everyone back home afterwards. They do not wear meters and so are not killable.
FAQ
Q: Can a Red Robe fight?
A: If a Red Robe dons a meter they are then considered to be combatants for the realm they are allied to.
A Red Robe that has participated in that Battle cannot take off their meter and RP with the rest of the Red Robes to clear the Battlefield after the event is completed. If they survived the event, then they are able to assist in clearing combatants from their own side. They cannot, however, assist in any type of Red Robe capacity with anyone from the opposite side for the rest of that event.
Roleplay Battle is about engaging the other players. It is not always about winning.
Battles are commanded by the Host Realm (i.e.: where the Battle takes place). The Host Realm decides who the General will be for the Battle for their own side. They can choose one of their own or a General from another Realm. The Magician chooses the General for the opposing side.
Whoever the Generals are for the Battle they are responsible for gathering all the Combat Cards for their side and delivering them to the Judge. This can be delegated to one or more Commanders to aid in efficiency and continuity.
General Rules that cover all Bases.
OOC
Anyone not wearing a Meter is considered OOC (Out of Character) and must leave the Battlefield.
Do not expect to travel unharmed in enemy territory simply by not wearing a meter and thus declaring OOC.
a. ONLY the Realm Leader can declare an enemy OOC in their realm during a Battle.
b. Unrecognized OOC in enemy territory can result in temporary expulsion from the Realm.
1. PRE-BATTLE PREPARATION.
a. Ensure your Avatar Rendering Cost is in a reasonable range. 2000 or less is expected; ideal is 1000 or below. On Firestorm, 50,000 Rendering Weight = 1000 ARC.
To see your ARC, go to the section on your viewer for Advanced / Performance Tools / Show Render Weight (or Draw Weight) for Avatars. A number will appear over your head. This is how much Lag your Avatar creates. Its not ONLY about Prims. Its also about Textures, Flexis, and Scripts.
b. Use a Weapon that is allowed to your Class, Race and Rank.
(This information will be located on the Class Page, and relates to the path that you have chosen)
Many Classes have ONLY ONE weapon.
All Classes can choose a Staff as their Chosen Weapon.
Fae can use a bow regardless of their Class.
c. Submit a short notecard (Battle Cards for each side are available upon request; use your Chain of Command) to your Commander with your ARC, your weapon(s), up to 5 potions carried, your Name, your Class, your Rank, and your Race.
This will make your Commander's role that much simpler, as he/she will be creating a Battle Roster, and in turn will submit it to your side's Judge.
d. Wear the Great Alliance Meter
The Shadow Legion wears Red text
The Alliance wears Green text
On Occasion there maybe a Third Party or Entity for a Quest or Storyline. That Third Party will wear Yellow text.
(Do not remove your meter in Battle unless you have already spoken with a Judge. An un-metered person must leave the Battlefield.)
****** ****************************************************************
It is the responsibility of the Generals and their Commanders (the Archetypes) to ensure that ALL players on their side have the proper AC, MR, Weapons, ARC, Class, Race and Spells.
Make it easier on your General and Commanders and police yourself, because this is not an easy task. Once again, fairness of play and honor systems apply.
*****************************************************************.******
2. BATTLE.
a. Battles are entered either by:
Summoning (Magister),
Teleportation (Archmage),
Ship or March (General or Commander)
These are the Roleplay reasons for Troop Movement. Summoning and Teleportation are instant. Marching and Ship are RPd and should take longer. Obviously if one side has no Archmage or Magister available, they will arrive late to the battlefield. This can be RPd, however, in the interest of time, if both sides agree.
Landmarks are of course used to enter a SIM. A Judge should be at your side's "Entry Point." That Judge will teleport ("TP") in the initial player. Then that player TPs everyone else in.
b. Engage the Players.
Its not always about winning. Everyone is there to fight. So rather than circumvent a Battle, engage them.
These are for large scale Battles. Quests and the like are not necessarily geared toward engagement, but that does and can happen often.
c. Fight Fair.
Do not look for ways to circumvent the Rules. Looking for ways to defeat the Rules defeats the Spirit of Play.
l. Ground to Ground Combat
This is the normal mode of battle, where two forces engage each other on the ground.
Birds, Tengu, Avians and Harpies can use Beast Claws in Air to Air and Air to Ground Combat.
Fliers wearing the stats of Flying Archer on their meter can use Bows while in Flight. Fliers wearing the stats of Flying Caster on their meter may cast spells while flying. All other Fliers wear Flier on their meter MUST fully land before using their bow, striking, or casting.
Note that larger flying races are allowed the wing torrent racial ability, while normal sized fliers of humanoid size are allowed the wing flap racial ability. .
FAQ
Q: What weapons can I use in GtG Combat?
A: Any ranged weapon, melee weapon, or spell can be used in GtG combat as long as it is allowable to your Race, Class and Rank. You will find the particulars discussed on page the concerning your chosen Class.
ll. Air to Air Combat (AtA)
Air to Air Combat is when 2 fliers fight each other in the air.
FAQ
Q: Can spells be cast in AtA Combat?
A: Yes. That is the only time spells may be cast in the air.
Q: Can bows be used in AtA Combat?
A: Yes, but only by fliers wearing Flying Archer on the meter. They can use bows whilst in flight.
Q: Can potions be use in AtA Combat?
A: Yes
Q: Can weapons be used in AtA Combat?
A: Yes
Q: Can I wear my pegasus or dragon into Battle?
A. Not unless you are a Cavalier. Vehicles cause too much lag. Cavaliers are an exception to this rule, providing they are below the ARC max.
lll. Ground to Air Combat
This is combat between ground forces and air forces.
FAQ
Q: Can bows and spells be used against opponents in the air?
A: Yes they can
lV. Air to Ground Combat
This is combat between air forces and ground forces.
FAQ
Q: Can spells be cast while in the air?
A: No. You must land in order to cast spells. The only exception is if you are wearing Flying Caster on your meter.
Q: Can you heal while flying?
A: No. Healing is a spell and cannot be conducted while in flight unless engaged in AtA combat OR unless you wear Flying Caster on your meter.
Q: Can you use potions while Flying?
A: No. Potions are a form of spell casting and cannot be conducted while in flight unless engaged in AtA combat OR unless you wear Flying Caster on your meter.
Q: Can I use my weapon while flying?
A: You must fully land in order to use your weapon unless engaged in AtA combat.
Q: Can I use my bow in Air to Ground combat?
A: Only if you are wearing Flying Archer stats.
Q: Can I fly away from combat in AtG?
A: Yes, but you must move away on the ground by at least 20 meters or use the Wing Flap/Torrent to get away before taking flight.
V. Resurrection
A player can ONLY be resurrected twice. If they die a third time they cannot be resurrected, and must therefore remain dead. This is subject to a Judge Call as in some Battles only ONE rez per person may be allowed or Red Robes may be called to allow for more resurrections.
Judges have the ability to "Judge Rez" any player on the field dependent upon extenuating circumstances.
Vl. Battle Complement
There will be a 1 in 7 rule on healers.
1 full healer per 7 players.
2 mages per 7 players.
1 hybrid healer (ex: Ranger Medic) per 7 players.
So effectively 4 casters per 7 players, only 2 of whom can heal.
This rule is for the side with the highest number of players. The lower numbered side has the same number of allowable casters as the higher side. .
3. POST BATTLE
a. The combatants, judges, NPCs, and all other battle participants will conduct an After Action Review (AAR) of the battle following the battle event. It is at this time when things that occurred during the battle will be discussed, any issues will be resolved, congratulations will be issued, and thanks will be given.
b. If you are dead at the end of the battle event, please remain where you died (or return to that location, if you were taken to the Observation deck).
The dead should make a LM of where they died just in case the SIM is too laggy to maintain the number of dead. That way they can teleport home (or go shopping, etc) and return when the battle has ended OR when they are being called for resurrection.
FAQ
Q: Where and what is the Observation deck?
A: Often times a SIM owner will set up an Observation deck for players to go to if they can not be resurrected in order to decrease lag on the playing field, but still allow those players to watch the rest of the battle.
c. The Red Robes
The Red Robes are a group of non-combat spell casters who RP with the dead and dying during and after a Battle. They clear the battlefield, heal the wounded, resurrect the dead, and send everyone back home afterwards. They do not wear meters and so are not killable.
FAQ
Q: Can a Red Robe fight?
A: If a Red Robe dons a meter they are then considered to be combatants for the realm they are allied to.
A Red Robe that has participated in that Battle cannot take off their meter and RP with the rest of the Red Robes to clear the Battlefield after the event is completed. If they survived the event, then they are able to assist in clearing combatants from their own side. They cannot, however, assist in any type of Red Robe capacity with anyone from the opposite side for the rest of that event.