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Faction War: Difference between revisions

From Misfits Nuclear Wasteland
Updated the war page to fit the overhaul of the current player vs player war system- as well as adding rules and definitions for raids.
m Raids: additional clarification
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A raid, as defined by server rules: "Is an organized, hostile occupation by one faction/player(s) into the '''primary base''' of another faction with the explicit intent to accomplish a specific objective. Raids are not random acts of violence or casual skirmishes they are deliberate operations that carry significant roleplay weight and consequences for both parties involved."
A raid, as defined by server rules: "Is an organized, hostile occupation by one faction/player(s) into the '''primary base''' of another faction with the explicit intent to accomplish a specific objective. Raids are not random acts of violence or casual skirmishes they are deliberate operations that carry significant roleplay weight and consequences for both parties involved."


As such- '''Declaring war does not mean you can enter a faction's base/territory''', for that, you will need permission to Raid.  
As such- '''Declaring war does not mean you can enter or break a faction's base/territory''', for that, you will need permission to Raid.  


Raids can only be declared after a Leader has declared /war. After which, the opposition will accept or deny the request. If accepted, you are free to invade enemy bases and territories. If denied, the attacking party must leave or speak with an Admin if you believe the Raid is articulate and necessary.   
Raids can only be declared after a Leader has declared /war. After which, the opposition will accept or deny the request. If accepted, you are free to invade enemy bases and territories. If denied, the attacking party must leave or speak with an Admin if you believe the Raid is articulate and necessary.   


Even if accepted, Raids are not an excuse to completely wipe out a faction, maintain server rules and '''prioritize revival or capture'''.   
Even if accepted, Raids are not an excuse to completely wipe out a faction, maintain server rules and '''prioritize revival or capture'''.   
Raid perms are not necessary if you are being escorted through a factions base/territory by member of said faction.   


== Timeline ==
== Timeline ==

Revision as of 20:45, 2 June 2026

◈ War ◈ Declaration & Engagement System ◈

The War system allows players to formally declare war on each other during a round. Wars are structured - they have a lead-up, a duration, and an end. They are not free-for-all deathmatches. They are organized conflicts with rules, commands, and consequences.

War-Capable

Any player can declare war on any other player, with a few additional rules:

  • To declare war, both sides must have an identifiable Leader. This is who your conflict centers around and who has the responsibility of orchestrating your side of the war.
  • If your Leader is killed, the opposition can send a ceasefire that will auto-accept itself after 5 minutes. (Ceasefires open the war GUI on the receivers side to help see it)
  • Declaring war does not mean you have permission to enter the oppositions base/territory. For that you will need Raid permissions.

This means that players can:

  • Declare a Civil War on each other, should your current commander of your faction be sub-par.
  • Engage in smaller, but still formal and structured, conflicts including Wastelander Vs Wastelander wars.
  • Resolve a potentially costly and uneven war by securing the opposition's Leader and sending an immediate ceasefire.


Every member of the NCR, Legion, Brotherhood of Steel, Yuma Tribal, Vault, and Enclave all auto-join whatever war they're involved with.

Note: Rangers are aliased to NCR - a war declaration against NCR includes Rangers automatically.

Raids

Raids are a last resort to solve a conflict.

A raid, as defined by server rules: "Is an organized, hostile occupation by one faction/player(s) into the primary base of another faction with the explicit intent to accomplish a specific objective. Raids are not random acts of violence or casual skirmishes they are deliberate operations that carry significant roleplay weight and consequences for both parties involved."

As such- Declaring war does not mean you can enter or break a faction's base/territory, for that, you will need permission to Raid.

Raids can only be declared after a Leader has declared /war. After which, the opposition will accept or deny the request. If accepted, you are free to invade enemy bases and territories. If denied, the attacking party must leave or speak with an Admin if you believe the Raid is articulate and necessary.

Even if accepted, Raids are not an excuse to completely wipe out a faction, maintain server rules and prioritize revival or capture.

Raid perms are not necessary if you are being escorted through a factions base/territory by member of said faction.

Timeline

Phase Duration Description
Round-Start Cooldown 30 minutes War declarations are locked for the first 30 minutes of every round. This gives factions time to set up, staff their positions, and establish themselves before conflict begins.
Pending Phase 5 minutes After a war is declared, both sides have a 5-minute preparation window. During this phase, un-involved players may use /warjoin to opt into the conflict. Players involved in a faction auto-join the conflict. Once the pending phase ends, the war goes active.
Active War 30 minutes Combat is authorized between the warring sides. The war runs for a maximum of 30 minutes before an automatic ceasefire is triggered.
Post-War Cooldown 10 minutes After a war ends (by ceasefire or timeout), both sides enter a 10-minute cooldown before they can declare war on anyone again.

Commands

Command Description Who Can Use It
/war <player> <reason> Declare war on another player. The reason (casus belli) must be at least 5 words long. Anyone!
/warjoin Join a pending war during the 5-minute preparation phase. Any member of an un-involved faction. (Members of an involved faction automatically join a war)
/raid Raids must have a good roleplay reason and be articulated as such (try for at least 5 words long). Raids are last resorts to solve conflict- If denied or no response is given, the attacking party must leave or Ahelp if you think the raid request is still valid, but the opposition denied it. Leaders, during a war.
/ceasefire <player> End an active war early by mutual agreement. Leaders of a war.

Admin Commands

Command Description
/warend <aggressor> <target> Force-end a war between two factions.
/forcewar <aggressor> <target> [reason] Force-start a war, bypassing cooldowns and rank requirements.

Rules

  • One war per faction at a time - a faction cannot be involved in two simultaneous wars.
  • Only the Leader may declare war or issue a ceasefire.
  • Casus belli is mandatory - you must state a reason for war, and it must be at least 5 words.
  • Auto-ceasefire triggers after 30 minutes of active combat regardless of the battlefield situation.
  • Wars are broadcast server-wide - all players see war declarations, pending phases, and ceasefires.