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rules:clash_of_nations [2022/01/28 23:28] – [Combat] whisperrules:clash_of_nations [2022/10/21 14:28] (current) – [Territories] whisper
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 Our universe is divided up into territories. Territories are //usually// systems, but may be other types of 'points of interest' as well. Our universe is divided up into territories. Territories are //usually// systems, but may be other types of 'points of interest' as well.
  
-All Nations are allowed up to core, "Dedicated Territories". All other territories are "Disputed Territories" that exist for the sake of inter-nation conflict.+All Nations are allowed up to core, "Dedicated Territories". All other territories are "Disputed Territories" that exist for the sake of inter-nation conflict.
  
 At the end of the day, the number of territories any given Nation holds really doesn't matter beyond the stories we use them to tell. At the end of the day, the number of territories any given Nation holds really doesn't matter beyond the stories we use them to tell.
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 Disputed Territories are those systems and places that are far enough removed from a Nation's home system((ie, non-Dedicated Territories)) that they aren't guaranteed to be held. Disputed Territories are those systems and places that are far enough removed from a Nation's home system((ie, non-Dedicated Territories)) that they aren't guaranteed to be held.
  
-Disputed Territories are always open to attacks or visits from other Nations or players.+Disputed Territories are always open to attacks or visits from other Nations or players. A nation claiming a system outside of their territory automatically gives consent to others to interfere with and/or claim that system, so long as they go about it in a way that is fun and reasonable for everyone involved.
  
-The Core Rules, particularly those on [[rules#fairness|fairness]], provide guidelines on how to handle conflict between players. Further rules and/or guidelines are found later in this article.+The Core Rules, particularly those on [[:rules#fairness|fairness]], provide guidelines on how to handle conflict between players. Further rules and/or guidelines are found later in this article.
 ===== Combat ===== ===== Combat =====
  
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 We believe that our choices in how we develop our setting shouldn't impact our ability to participate in conflicts, so we don't look at fleet counts, ship strengths, character veterancy, etc when determining who 'wins'. Once two parties agree to a conflict, it's time to decide how to create the story. We believe that our choices in how we develop our setting shouldn't impact our ability to participate in conflicts, so we don't look at fleet counts, ship strengths, character veterancy, etc when determining who 'wins'. Once two parties agree to a conflict, it's time to decide how to create the story.
  
-<note important>No player nation can use reasons such as having more advanced technology, weapons, tech, ships, or being the 'best' at something to cancel out another player or nations actions or decide a conflict beforehand as a sole justification for why they should win a conflict.\\// +<note important>No player nation can use reasons such as having more advanced technology, weapons, tech, ships, or being the 'best' at something to cancel out another player or nations actions or decide a conflict beforehand as a sole justification for why they should win a conflict.\\ 
- +\\
-The Clash of Nations is, just like all other RP here, 'by consent' and nothing can be decided for another without it. All nations also start on an equal foot; And while some might be more advanced or better at something than another nation it is the amount and quality of the RP and planning by the consenting Nation Leaders that decide a conflict and not sheer OOC numbers and arbitrary stats or modifiers. \\//+
  
 +The Clash of Nations is, just like all other RP here, 'by consent' and nothing can be decided for another without it. All nations also start on an equal foot; And while some might be more advanced or better at something than another nation it is the amount and quality of the RP and planning by the consenting Nation Leaders that decide a conflict and not sheer OOC numbers and arbitrary stats or modifiers. \\
 +\\
 If you think your nation should win at something because a player posted something along the lines of "That wouldn't happen because my Star Rastafarians are the best ever at space combat and would never have one of their ships be boarded" but the other nation is clearly giving more and better RP effort than you who is only complaining while others are just trying to have fun; Who is the real winner in such a scenario? At the end of the day we are here to tell stories, not build kingdoms or play NationStates like it's a requirement to minmax and savescum to get the perfect result for 'only you' every time. The goal is to write stories and have fun!</note> If you think your nation should win at something because a player posted something along the lines of "That wouldn't happen because my Star Rastafarians are the best ever at space combat and would never have one of their ships be boarded" but the other nation is clearly giving more and better RP effort than you who is only complaining while others are just trying to have fun; Who is the real winner in such a scenario? At the end of the day we are here to tell stories, not build kingdoms or play NationStates like it's a requirement to minmax and savescum to get the perfect result for 'only you' every time. The goal is to write stories and have fun!</note>
  
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 Symmetrical Combat is when two groups of players wish to roleplay a conflict between themselves in a single thread. This has more potential for out-of-character player conflicts, so if you wish to proceed with this style of Combat please ensure that you're okay with things not going the way you want them to. Symmetrical Combat is when two groups of players wish to roleplay a conflict between themselves in a single thread. This has more potential for out-of-character player conflicts, so if you wish to proceed with this style of Combat please ensure that you're okay with things not going the way you want them to.
  
-As two groups of players are involved, the standard way to resolve this is [[rules:conflict_resolution#target_values|contested roll]]. This should come in the form of a simple roll off between a designated leader of each group involved. Modifiers must be agreed upon beforehand and are not necessary.+As two groups of players are involved, the standard way to resolve this is to [[:rules#leave_it_up_to_fate|leave it up to fate]]. This should come in the form of a simple roll off between a designated leader of each group involved. Any modifiers must be agreed upon beforehand, but are not necessary.
  
 Once a winner has been decided, it's time to talk about how it happens. Victory can come in many forms - a fleet retreats, a diplomatic solution is reached, and so on. Player characters on both sides can show great results, even if one side loses the conflict. Once a winner has been decided, it's time to talk about how it happens. Victory can come in many forms - a fleet retreats, a diplomatic solution is reached, and so on. Player characters on both sides can show great results, even if one side loses the conflict.
rules/clash_of_nations.1643437711.txt.gz · Last modified: 2022/01/28 23:28 by whisper