[align=center:26m1c7qq][size=5:26m1c7qq]Rules of engagement[/size][/align:26m1c7qq]
[size=4:26m1c7qq]World PvP[/size]
-World PvP, is the spontaneous version of PvP which occurs when your out exploring the world and you see another player and decide to engage them in combat.
This type of PvP is governed by a special set of rules, and regulations.
1. World PvP is the classification of combat in that neither player is in their home or the home of another player and both players are thus in the "wilderness".
2. Reengagement: there is a 10 minute cooldown between engagements between the same parties, you may not lose an engagement and immediatley reengage, you MUST wait 10 minutes in World PvP.
3. Ambushes/traps etc:ambushes and traps Count as a normal World PvP engagement, and follow the same rules, items lost to cacti/lava/explosions are considered lost and thus not applicable for Requests. (TnT landmines are not allowed).
[size=4:26m1c7qq] -Loot(World PvP)[/size]
-Experience: Experience is granted to the victor of the engagement.
-Items Dropped: Are Granted to the winner of the engagement, the loser may request upto One(1) item back from the item's lost per Fifteen(15) Items lost.
-Heads: Player heads that drop from the slain player are treated as normal Items, except they may not be requested back and do not count toward the drop count, Heads that were carried by the slain(I.E. player A kills player B, player C kills player B, player B may request player A's head back, but not his own.)
Resources: If a PvP engagement happens at a resource node the node belongs to the victor of the engagement.
-Multiple Parties: if multiple parties engage in combat Simultaneously, 1v1v1, 1v1v2 etc, the last standing party is considered the victor, and loot is considered in one pile (team A vs team B vs team C, C wins and gets the loot, A and B receive equal item Requests equal to half the normal item requests ( 1 per 30) Loot may only be requested by the team that dropped it.
[size=4:26m1c7qq]Raiding[/size]
-Raiding is the act of entering a player/teams base while atleast one(1) member of the team is online and with 64 blocks of their base, Raiding is governed by it's own set of rules and is NOT considered World PvP even when the engagement moves outdoors.
Raiding is Divided into Multiple stages, Each with Slightly altered rules, During these Engagements each player falls under one of multiple categories.
1. Defender- Player's are qualified as a Defendor while within 64 blocks of their bases outer limits, Defenders are allowed to reengage the enemy while they would still be considered defenders.
2. Aggressor- Players are qualified as an Aggressor while within 64 Blocks of any base that has atleast 1 combatant of any status. (excluding Spectators)
3. Spectator- Player's are considered Spectators when they announce in chat they are spectating, taking any aggressive, supportive or otherwise detrimental to combat action removes the spectator status, and assigns the appropriate class.
4. Deceased- Player's that have died.
5. Fleeing- Any player which has made it beyond the 64 block radius of the base's outer limits. Fleeing player's cannot attack, but may be fired upon.
The following apply to raiding.
1. Reengagement: Reengagement Aggressors may not reenter an opposing base's radius after being slain or fleeing.
2. Ambushes/traps: Traps and Ambushes within a base (conducted by the defending team) are a valid tactic and may be used.
3. Rallying: To Rally a Fleeing player must enter a 16 block radius around their base, and thus qualify as a defender. (pursuing players are considered aggressors upon entering the 64 block radius of the pursued players base).
4. Terrain Damage: all terrain damage will be repaired by the team that caused the damage in a timely manner.(within 24 hours). The Aggressing team is responsible for any damage done by creepers/endermen.
5. Crafting/Enchanting/Item Storage: Workbenches, Crafting tables, enchanting tables, anvils, redstone etc may not be touched by the aggressing team. (with traps involving redstone being the exception, the aggressign team may disable the trap but must pick up ALL components and return them and only damage sufficient to disable the device is allowed).
6. Victory is decided when either A. All Aggressors have been defeated/ Aggressors have reached the bedding area of the defending base. All combat must cease when entering the loot phase.
Ranged Weaponry.
1. Ranged weapons may be used to fire at any Aggressor, Defendor, or Fleeing unit, as long as the wielder is a Aggressor or Defender.
[size=4:26m1c7qq] -Loot(Raiding)[/size]
-Experience: All experience is granted to those who pick it up.
-Items Dropped: All items must be returned to the appropriate team from which they came.
-Heads: Heads dropped are not considered items and are granted to the appropriate player. (Player A kills player B,C,D B kills A C kills D, player A gets B,C,D B gets A and C gets D.)
-Multiple Parties: During Multiple Party engagements, All items are still returned to the appropriate team.
-Items: Victor may claim 1 stack of items per surviving member, from any chest or player inventory belonging to the defeated team.(Limited to 10 stacks, defenders may only choose from player inventories)
[size=4:26m1c7qq]Duels[/size]
-Duels are considered friendly engagements between 2 consenting players or teams, A boundary may be decided by the teams and must be followed, and all items must be returned at the end of an engagement with the exception of any item staked beforehand on the outcome.
[size=4:26m1c7qq]Griefing[/size]
-Is any PvP outside of the above listed forms and is a punishable offense.
If you have any suggestions/comments/questions please Post them here so that the rules of engagement can be further clarified or adjusted.