Combat and Weapon Rules

 

Erie Isle Combat and Weapon Rules

Please also see Banned Weapons and Huds and Pre-Approved Weapons

When entering into combat with player characters please abide by the following rules:

 

1.    Have your RPCS on for both metered combat (actively fighting your opponent with spells and weapons) and Roleplay Combat.

 

2.    Always warn the person you’re going to start fighting that you intend to enter combat with him or her. A sufficient warning is: "/me 's face darkens in anger and he draws his weapons and aims them." You MUST have a roleplay reason to attack someone. Also you must give the player at least three (3) minutes to respond. The defender if busy may out of characterly (OOC) ask the person to wait for a response; If the player asks the attacker to wait by OOC the attacker HAS to wait for an appropriate response from the defender. If the play does not respond within the given amount of time you may attack. It is up to the defender to be cognitive of what is going on with their character at all times.

 

3.    Combatants may choose to avoid metered combat and fight one another with roleplay combat if the ending can be mutually agreed upon.  The Osiris system offers a dice command (/9dice) which can assist in resolving the situation in a mutually agreeable way. Combat method is the defender's choice, but pitching and faction base fighting will be meter based.

 

4. You may not pick a fight verbally, then announce you only roleplay combat.  If you are verbally combative, be prepared for a violent response. Use of profanity against someone during a conversation may be considered picking a fight if so deemed by the individual who the profanity is directed at.

 

5.    Faction wars are not permitted unless faction leaders agree to go to war. In the event of a faction war, a third party GM should be called in to observe and mediate as necessary. 

 

6.    You may not enter someone else's base unless your meter is /9on.  If they ask you to leave and you don't, the owners of the base can group attack you. If you attack one of the base's affiliated members that faction may seek you and kill you once for each offence. You may only kill a person via base defense while still engaged in the same battle that spawned from the faction base defense.

 

7.    Group fights (eg 3 vs 5 or 1 vs 2) are ok if the combatants agree to it.

 

8.   This sim allows capture mode, meaning you don't die but are captured at the end of a fight.  Generally if you are captured you go along with whatever happens, _but_ you can redflag and walk away at any time if events following your capture violate your roleplay limits.

 

9.  In most cases, it is sufficient to say "/me attempts to do whatever" to your prisoner.  However, rape, sexual assault, mutilation,  torture must have prearranged OOC consent with the other player.  

 

10. Use some common sense. Our basic guidelines are mutual respect for all players.  If a gm is called in over something not explicitly against the rules, but they judge that someone is trying to take advantage of another, they _will_ rule on that.  

 

11. Special rules apply for monsters/non-monsters in red and blue zones who are out of disguise. Please see the Pitchfork rules for details. It's important to understand those rules, because you can be group attacked if you are out of zone and out of disguise.


12. Do not attempt to attack any one player continuously over a duration of time such as four (4) days without an exceptional roleplay reason behind it. Doing so may be considered ooc harassment and will be dealt with accordingly if the defender makes a game master (GM) aware of the situation and the GM agrees that the actions taken by the attacker to be OOC harassment. Punishment to OOC harassment will be dealt with similary to any other rulebreaking.

13. If you are about to engage in fighting with someone you may not teleport someone in to defend you. You may however inform your potential defender by any in character method your character may have to inform them of your situtation and they may in characterly under their own power find you and your attacker.

 

When fighting Non Player Characters you may attack them in any size force at any time.

 

Basic Weapon Guidelines:

 

1.    Erie does not permit weapons that use the “0” channel or the regular chat channel to draw/sling weapons or modify them. The reason is that the script inside the weapon has to analyze every word that anyone speaks creating massive lag.

2.    Turn off as much “flash” as you can. This includes but is not limited to bullets that emit blood when striking someone, weapon flash from firing the weapon, and shell ejection on bullets. Basically anything that creates way to many particles is frowned upon unless the sim is doing exceptionally well in not having lag. GMs will always have the final say on what accounts for having to many particles or flash.

3.    If your weapon creates to much lag when firing and a gm notices you will be asked to put it away. A good way to see if your weapon creates a large amount of lag is by having a friend press ctrl + shift + 1 and open up time and watch the time frame increase as use you shoot the weapon. If the time frame increases drastically when firing and striking a target you will be asked to remove it. In order to be effective, this has to be tested in a sim which is effectively idle.  I.e. test it somewhere quiet, not where there are 30 people already lagging the sim.

 

Nearly all Melee weapons are allowed with push and particles disabled, UNLESS they have been scripted to use bullets.

** No Freebie Weapons**

Gun Requirements:

30 round clip maximum.

Burst or semi-automatic fire is ok. Automatic is not.

Reloads required

RP rounds only (no tracking, caging, push)

Shell ejection and muzzle flash must be disabled

 

We'll be maintaining a list of specifically banned and pre-approved weapons on the www.erie-isle.com website.  You can check that before purchasing. Generally if a weapon is sold in an Erie shop, it's been checked and approved. 

Erie Isle Dice Fighting Rules:

 

These rules are subject to change so please keep your eyes peeled for updates through notices and on the Erie Isle Rule Website:

New Erie Default Standards of Dice Combat Rules:

1.    Choose how much life you have between 3-5 with your opponent.
2.    Roll to see who throws the first punch.
3.    The attacker keeps rolling against the defender for 1 point of damage until the defender successfully defends against a roll.
4.    When the defender switches to attacker he keeps rolling for 1 point of damage until the attacker now defender finally stops the new attacker’s rolls.
5.    Person that hits 0 life points first loses.
6.    When fighting multiple people treat all dice rolls separately, but roll only once. So if an attacker rolls a 10 and people defend with a 4, a 8, and a 12. The people who rolled 4 and the 8 are still on the defensive but the 12 is now attacking the person who rolled the 12.

Example:

Hawk and Sadie choose for 3 life points for each player.

Hawk and Sadie roll to see who goes first. Hawk rolls a 9 and Sadie rolls a 15. Sadie goes first.

Sadie attacks rolling a 15 and Hawk tries to defend with a 12. Hawk doesn’t defend and loses a life point. Its now 2/3 Sadie.

Sadie attacks again rolling a 9 and Hawk rolls a 3 for defending. Hawk loses another life point dropping it to 1/3 Sadie.

Sadie rolls for her third attack rolling a 2 and Hawk defends with a 4. Its now Hawk’s turn to attack.

Hawk attacks with a 5 and Sadie defends with a 7. Sadie goes back on the offensive.

Sadie attacks with a roll of 6 and hawk rolls a 1. Hawk loses. 0/3 Sadie.


 

(these rules go into effect 5/23/2010)