Star Wars Roleplay: Chaos

Register a free account today to become a member! Once signed in, you'll be able to participate on this site by adding your own topics and posts, as well as connect with other members through your own private inbox!

Staff Age of Chaos - Invasion Update

AgeofChaoslogo.png

"I got a powerful urge to help you out
so what-cha wish, I really wanna know."




Link for the lazy: https://starwarsrp.net/ams/faction-war.2911/?article_page=12

TLDR For The Lazy:
-Extended the targeting zone for Invasions to up to 3 hexes.
-Provided a "start" hex suggestion, however the pathing is not always up to the Major Faction.
-All but removed the Invasion ally rules to provide more freedom to MFO's to navigate the Chaos more how they want.




INVASION

At any point, a Major Faction may “invade” another Major Faction's occupied hex. This involves one Major Faction's members fighting for control of the hex(es) against another Major Faction's members. New Major Factions may not be invaded for the first 30 days after their application is approved unless they initiate an Invasion first.

  • Label your faction's name, the hex, and the opposing faction in the topic title.
  • A Major Faction may only start one Invasion at a time.
  • A Major Faction must give one week's notice of their intention to Invade a hex.
  • Hexes invaded further than three hexes away from a Major Faction's border will not increase a Major Faction's Influence Cloud.
  • Hexes gained in this manner will be given in accordance to the shortest path available, but Major Factions may annotate a hex from which the Invasion starts it's path.
  • Hexes rewarded in this manner must be empty or belonging to the target hex's Major Faction Influence Cloud.


    Stampeding is prohibited. Stampeding is when several members of a Major Faction post repetitively without waiting for a response from the opposition.
    Stalling is prohibited. Stalling is where a defending faction deliberately seeks to under perform.
    There is a moratorium on all invasions between the 1st of December and the 8th of January. In this time new Invasion threads may not begin and notice may only be provided for Invasion threads starting on or after the 8th of January.


REQUESTING AID

1. All Major Factions in an Invasion thread may request assistance from Factions not involved in the thread.

2. Allies must be accepted by the Major Faction they are assisting.




VICTORY DECLARATION

1. The thread must have a minimum total of 100 posts between both factions.

2. Both factions must have a minimum of 5 faction members per side. If either faction cannot meet this requirement within 72 hours of the beginning of the invasion, that faction forfeits.

3. Invasions typically run for two weeks.

4. At any time, Faction Owners may request an Administrator to review an Invasion for the purpose of forcing an early concession due to inactivity from any offending or defending Factions. If the claim is found valid, the Administrator may initiate an early Judgement deliberation with the presiding Roleplay Judges. If this method of Victory Declaration is found unsubstantiated, it may be provided to the presiding Roleplay Judges’ for consideration in their Judgement upon the natural conclusion of the Invasion.

Once an Invasion nears it's completion, contact an Administrator. If either faction does not concede, the Role-play Judges will decide the Victor.



VICTORY CONDITIONS

The following will not be considered when judging an Invasion.
Person vs Person Duels. The amount of duels won or lost in an Invasion does not contribute to either faction’s victory.
Objectives. The amount of objectives won or lost in an Invasion does not contribute to either faction’s victory.
Non-Player Characters. The actions of NPCs involved from either side in an Invasion does not contribute to either faction’s victory.

The following will be considered when judging an Invasion:

  • Participation. An invasion is a story of conflict between two factions, and the participation of both factions will contribute to their chances for victory. This is does not include the total contribution of posts from one faction as compared to another, nor the total amount of individual writers from one faction as compared to another. This does include, but is not limited to, the level of consistent activity of both factions throughout the course of the thread, the interaction between members of both factions with the opposition from the start of the invasion to the end, the steady responses between writing partners made in a reasonable frame of time, and the amount of cooperation and teamwork between members of each faction to achieve their goals.
  • Tension. Throughout invasions there will always be a conflicts, large or small. This can be something as small as a Padawan and an Acolyte dueling and how their conflict plays out, or as large as the interaction of two massive fleets in orbit. These moments, as well as how members of both parties respond to and shape them, can contribute to a faction's chances for victory. This is not determined by the literal outcome of these moments. They will be decided by how unique these moments are, how fair and appropriate the moments that lead up to these interactions are, as well as how each individual and group handles these moments and either recovers or takes advantage of them in a fair and appropriate manner.
  • Story. At the heart of an invasion lies the stories woven by writers from the first post until its last, whether it is through a violent conflict, a peaceful diplomatic resolution, or anything that lies between. Actions made by individuals, groups, and the factions as a whole make up the fabric of this story and will contribute to each faction's chances for victory. This will not be determined by a summation of duels, objective wins, and general tallying of scores. This will be determined by subjects such as, but is not limited to, whether the actions of individuals and groups make sense in their given context, the expansion of a given location's lore and history, the general flow of the overarching story as it unfolds and is influenced by the actions of each faction, how engaging each individual and group's storyline is, and the impact felt by the gains and the losses of both factions - as well as the fair and balanced actions made by individuals of each faction.
  • Drama. While the focus of an invasion will always be the actions of each character and faction in-character, the interaction and the general behavior of writers of each faction out-of-character also create an impact on the flow of an invasion. The goal for every invasion is for members of both parties to have fun and enjoy their experience, and to create a fun and interesting story comprised of the actions of each character as individuals and participating factions as a whole; however, this can be derailed by behavior that is not conducive for such an ideal environment. It is our goal for this to always end as a tie, with both parties never showing examples of inappropriate and negative behavior, but any negative behavior instigated by either side, visibly, can negatively impact that faction's chances for victory in an invasion.
 
If I may, but what of those factions that keep endlessly creating characters just to kill them off on invasions and win over with the drama?

Pretty sure you're joking, but incase you're not, the Drama category references only OOC drama and it's negative impacts on RP.

It's almost always a draw, as everyone does better these days to hide their drama.
 
Does the narrative have to take place solely in the target hex or can it take place in any of the hexes on the path?

Is it 7 days no more no less for invasion notice or is it 7+ days advance notice?

How is the pathing decided when attacking hexes farther than 3 away ie not gained by the attacking faction?

Tefka Tefka
 
Does the narrative have to take place solely in the target hex or can it take place in any of the hexes on the path?


Is it 7 days no more no less for invasion notice or is it 7+ days advance notice?

How is the pathing decided when attacking hexes farther than 3 away ie not gained by the attacking faction?

How is the pathing decided when attacking hexes farther than 3 away ie not gained by the attacking faction?

Tefka Tefka

1. Target hex to be safe and not confusing, though no rule mandates this - really up to the MFOs, just make sure your target is clearly defined in your title.

2. No more no less, as the rules stand, but the ultimate power lies between MFOs here.

3. Anything attacked further than 3 hexes nets you absolutely nothing.
 
So for clarity does this mean you can no longer cross map invade, or does it mean on cross map only one hex is the target and previous conditions apply?

Any hex can be targeted, and the previous "nulling the hex" invasion still applies, but I don't think it's clear in this set nor was in it the last.

This strategy wasn't our priority in drafting the rules, but I'll do another pass in the coming weeks to see about adding a line to clarify what happens exactly when you invade beyond 3 hexes and the status of the hex that is invaded upon victory.
 

Users who are viewing this thread

Top Bottom