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When a Raid is declared on someone’s base, by default the defending clan can join the raid. Defenders may teleport back to their base. If not all members are available, the clan is allowed to use mercenaries or their allies in filling up missing slots. The allowed number of mercenaries and/or allies is calculated as the total clan size, minus the number of active members. This number is determined when the raid ticket is opened. Every raid type except for shock sieges must be declared via a raid ticket. If a Shock Raid is conducted by more than two people, a raid ticket must be opened for counting. | When a Raid is declared on someone’s base, by default the defending clan can join the raid. Defenders may teleport back to their base. If not all members are available, the clan is allowed to use mercenaries or their allies in filling up missing slots. The allowed number of mercenaries and/or allies is calculated as the total clan size, minus the number of active members. This number is determined when the raid ticket is opened. Every raid type except for shock sieges must be declared via a raid ticket. If a Shock Raid is conducted by more than two people, a raid ticket must be opened for counting. | ||
Revision as of 13:50, 3 December 2025
When a Raid is declared on someone’s base, by default the defending clan can join the raid. Defenders may teleport back to their base. If not all members are available, the clan is allowed to use mercenaries or their allies in filling up missing slots. The allowed number of mercenaries and/or allies is calculated as the total clan size, minus the number of active members. This number is determined when the raid ticket is opened. Every raid type except for shock sieges must be declared via a raid ticket. If a Shock Raid is conducted by more than two people, a raid ticket must be opened for counting.
Raids are allowed between 9:00 PM to 5:00 AM (GMT+3 Wise) to ensure a staff response. It doesn't apply to ticketless shock raids. Raid objectives must be declared on the ticket along with Roleplay reasons behind it. The victor may only enact siege objectives. The defender may propose a counter objective in the ticket in relation to the Raider’s objective. It can be expected to be reduced.
If defenders log out, the limit stays the same. Attackers may bring a number of raiders equal to the number of defenders plus two. Defenders are given 30 minutes of preparation time. They may not flee during this period. However, they may attempt to fill their ranks with mercenaries and allies through In-Character methods. They can not bring defenders in slots of the logged out defenders in response to the raid. These logged out defenders are shown in the roster of the raid and in defeat they are subject to consequences.
When the cooldown begins, the defending clan may pull bracelets or request to be summoned into the base to join the raid. Any additional defenders from mercenaries and allied groups must be declared in the raid ticket during the cooldown.
These mercenaries and allies may only join if they’re inside the defending compound.
Both attackers and defenders are required to place an RPR tag above their character’s head (Defender [Blue] or Attacker [Red]) before the raid begins, to show their allegiance. Assassins characters are the only exception. They are not required to wear the tag but must clearly declare their participation.
All raid attendees are considered to be in an active roleplay state. They may not be attacked on sight (AOS). They cannot initiate combat or be attacked until the raid counter ends. Anyone not participating in the raid may not arrest attendees.
In Irontide, there’s three types of Raids that Principalities can enact on someone’s base:
Shock Raids
- Shock Raids are Spontaneous raids, they are designed to allow sieges to continue the flow of roleplay and can be done outside of set raiding hours. They can be declared for immediate action. Only two attackers may enter the other player’s build and you do not need to open a ticket.
- It is the attacker’s responsibility to ensure that only you and another player are breaching the premises and do not have five allies waiting outside.Doors or gates can be breached or lockpicked. Upon raid declaration, only defenders who are in the defenders’ compound may join. Additional joiners are not allowed.
- Any other building damage besides doors/gates is not allowed. This is the only time you may lockpick or use the battering ram— During a shock raid.
- Looting is forbidden in this type of raid. Clan leaders will be safe from permanent death consequences in this raid tier. Victorious attackers can only claim a sole defender as captive or free however many Captives are being held within the raid targets base.
- Shock raids will have a 3-Day Cooldown, and the raider clan will be forbidden from raiding the same target.
Medium Raids
- Medium raids are planned assaults that are designed to allow Attackers to assault enemy compounds with no intention to destroy the affected clan. The target clan should have 40% of its clan to be online for this raid to be allowed. If it’s found out the Defender clan population is mostly inactive, players' percentage values are adjusted for the clan.
- For Medium Raids, Clans that hold a Principality are able to lend their numbers to their allies’s raid defence up to the Principalities clan size. This means if the Principality has a clan size of 10 but their allies only have 2, the Principality can lend 8 people for a defence of 10. If Principality had 8 and Vassal 2, max people for defence is 8 total for their vassal with the aid. This will affect the amount of Raiders also.
- Explosive damage is allowed to building pieces. However, foundation wiping is not allowed. Active staff may ask players to mitigate destruction.
- Anyone who is severely injured or incapacitated during the Medium Raid should remain at their location until the raid is over, exception is being recovered via being carried or revived.
- Medium raids will have a 3-Day Cooldown, so they won’t be affected with shock raid cooldown. Their cooldown is global, so the defenders will be protected from other medium raids. The besieging group may ask for an appointment for this siege timer to ensure this is not abused. Staff may decide to not apply for protection timer, if there is suspicion of a raid to be not destructive or destabilizing enough for the target clan to avoid possible abuses.
Huge Raids
- Huge raids are the most rare of the raids and to be meant only for ending stories. Due to the significant impact of huge raids, heavier consideration is taken into account when approving these types of raids. The defender's compound will be compromised and the enemy clan is dissolved afterwards.
- Raiders and defenders need to set an agreed upon time and date in a ticket. Defenders are not allowed to flee. Any member of the clan who is not active in the raid will be under consequences. The clan’s roster will be recorded as soon as a huge raid is declared. Even if they weren’t part of the clan, the raid time, numbers and roster will be taken by the raid declaration time. If you become inactive in your clan or away for an extended period of time, you may leave your clan or have your clan leader kick you in order to protect your character.
- Upon raid declaration, only the defender's clan may join the raid. They can teleport back to their base. Both sides are allowed to bring as many mercenaries as they wish. Allies can also be called upon. Explosive damage is allowed to building pieces and foundation wiping is allowed & looting, with all consequence mechanics are allowed.
- Huge raids have a weeklong protection from any other sieges. The defeated group may ask to reroll their characters as they will be granted status-quo (soft permanent character loss) for their characters and rewarded with prestige for their next concept.
Raiding Rule - One: Offline Raiding , Attendance & Max Count
- Offline raiding is strictly forbidden.
- Joining late to a raid is not allowed. Whoever is present or planned to be there from the start can only join. Bystanders and onlookers are not allowed to be present during raids. After the raid ends, the compound will be counted as open world and raid participants will be under roleplay status from a PVP rule perspective.
- Max Defender & Raider count is dependent on one's Clan size. If you have 10 players, you may have up to 10 to defend. If not able to get every Clan member online, mercenaries & allies can fill the slots to equal 10. Raider count is based on the overall size of one’s clan, not who is online at that moment. If you have a max clan of 10 that allows a count of 12 Raiders.
Raiding Rule - Two: Raid Declaration & Reasoning
A declared raid must always provide a raid reason & objective, they can range from: Territorial Gains: Any territorial gain requires a claim, which can be purchased using influence in-game from the Colonize button in the same location. Principality Wars: When one Principality attempts to attack another, their territorial war is considered a Principality War, which is a planned and officially recognized conflict not judged under medium sieges.
Ownership of the Land: Principality that owns the Land are granted reason to medium siege to any other foreign clans. They may ask for them to relocate as a raid reason.
Raid Declaration Format: Defenders's Clan Name: Attacker's Clan Name: Attacker's Ally Clan Name(s): Raid Objective:
Raiding Rule - Three: Raid Objectives
- Once the raid objective is declared, the defending clan may choose to surrender under the stated terms. If they surrender, the objective is enacted. If they refuse or do not respond, the raid becomes valid and the raid counter begins. Player activity is tracked. If the defending clan refuses to respond to the raid ticket, the raid still remains valid. If all active defenders are defeated and no one remains in the base, the raid objective is automatically enacted.
- Attackers may choose to include non-enforceable demands. However, they are required to include an additional enforceable demand. If defenders fail to meet the enforceable demand, that secondary objective will be applied.
- Raid objectives must be mechanically possible and enforceable. Examples include Medium Raid territorial ownership gain for Principality warfare, with requirement of a T3 Huge Raid: subjugation, or tribute. These are demands that admins can carry out.
- Objectives such as slavery, imprisonment, or humiliation roleplay are considered invalid, since admins cannot enforce them. Admins may ask for changes to raid objectives to ensure the defending clan is not entirely destroyed.
- If the raid objective involves capturing a specific character, that character must be online when the raid ticket is opened. If they choose to log off, they will be summoned to the victors for consequences. If the target escapes during the raid, the capture objective becomes invalid and will not be enforced.
Raiding Rule - Four: Raids and Warp/Portal/Wayshrine Usage
- Once a raid is declared, neither side is able to use warps, portals or wayshrines at any point. The only exception to this is with the case of the defending clan members who may use a home warp to return to defend their home.
- The attacking party may use mounts to arrive at the target base location, however they must be kept well away from the intended raid base and may not be used during combat.
Raiding Rule - Five: Raid Reasons and Timing
Raids may be declared spontaneously, for example to extract players from being trapped in a base, or to attack someone who has hidden in a base. As such raids can be declared from anywhere on the map however once declared creatures must move from that exact location to the raid. Failure to arrive at the raid within ten minutes of the raid timer start may see the raid canceled and a 24 hour cooldown imposed before they may raid again.
Raiding Rule - Six: Looting
- Once the raid objective is achieved, by roleplay means, and both attacker and defender come to terms, looting will be denied. If a defender refuses to cooperate, looting will be allowed. (Unless the primary raid objective is looting) .
- If looting is allowed, destruction of the workshop is not allowed. Attackers can get as many as captives they want. During these sieges, you can only loot as much as your inventory will allow and you are not allowed to intentionally blow up chests. You are allowed to loot as long as your character is not "encumbered" which includes your raid build, you may not change build to loot more.
- Defenders are not allowed to go above their encumbrance to hide loot from being looted. They also may not change their build to secure more loot. If raid goal is a specific resource, those resources should be given to the victor. Overseen Staff have the right to check their inventory or logs for potential hiding.
