Combat Gameplay
Posted: Sat Dec 07, 2024 7:09 pm
Combat Rules
This information is crucial for all players to understand. NCOs should know these rules thoroughly as they are responsible for guiding others. Enlisted and Trainees need a general understanding but should primarily focus on following the orders of their NCOs.
---
Line Battle Rules
- Rule: Follow the timer at the top of your screen. Do not fight during peace time.
- Engagement: Once the line battle starts, you must form and maintain a line of 3 or more players while engaging the enemy.
- Exception: If fewer than 3 players are online, form a line with as many people as possible.
Example:
If the timer shows "Peace Time," no firing or attacking is allowed. When it switches to "Line Battle," gather your teammates and form a line. If you're only 2 people online, you and your partner form the line and engage.
---
Capture Points
- Rule: Line Battle rules are ignored when on a Capture Point.
- Indicator: The top of your screen will show the capture point icon centered under the timer if you are inside the point.
- Formation: Being on a capture point automatically counts as being in a firing line, even if unorganized.
- Group Requirement: You must be in a group of 3 or more players to capture a point. If fewer than 3 players are online, form a group with as many people as possible before capturing.
Example:
If you're defending a capture point and see the icon appear on your screen, you're in the zone. You can engage the enemy freely without needing a formal line of 3 players.
---
Charge Rules
- Rule: Bayonets may only be used outside a capture point when an NCO+ Commander announces a charge.
- Formation: The entire line must charge together with bayonets.
- Firing: Aggressors may not fire muskets during a charge.
- Counter Charge: Defenders who countercharge cannot fire at the aggressors.
- End Condition: A charge ends when the two groups collide, transitioning into a skirmish.
Example:
Your NCO orders a charge and everyone in your line rushes forward with bayonets. You close in on the enemy line without firing. The enemy decides to countercharge, meaning they also drop firing and meet you in melee combat.
---
Skirmish Rules
- Rule: After a charge or when two groups engage in close quarters, you are allowed to fire your muskets again.
- End Condition: A skirmish ends when one group is completely wiped out.
- Reinforcements: You may reinforce a skirmish if your teammates are still alive. Do not join an ended skirmish (where no teammates remain).
Example:
Your group charges the enemy, and combat devolves into close-quarters fighting. Once enough distance is created, both sides resume musket fire. If your teammates are all eliminated, do not rush in alone; instead, regroup.
---
Spawn Rules
- Rule: Do not attack players in their main base (corners of the map) or at a captured point during peace time.
- Exploitation: Do not abuse the conquest system to teleport around the map for an unfair advantage.
Example:
If the enemy respawns in their base after being eliminated, do not pursue or fire at them inside their safe zone. Similarly, avoid using a captured point to skip across the map and flank unfairly.
---
Surrender and Retreat
- Rule: Surrendering players must be honored.
- Captors: May detain prisoners for a reasonable time or negotiate their release.
Example:
If the enemy raises their hands and surrenders, you must stop attacking. Decide whether to keep them detained temporarily or negotiate their return for strategic gain.
---
Base Raiding
- Rule: Raids on bases must be approved by event staff.
Example:
If your team plans to assault the enemy's base, make sure you have explicit approval from staff beforehand. Unapproved raids are not allowed under any circumstances.
---
By adhering to these rules, we ensure fair and enjoyable gameplay for all participants. If you have any questions or need clarification, consult your NCO or ask a staff member!
This information is crucial for all players to understand. NCOs should know these rules thoroughly as they are responsible for guiding others. Enlisted and Trainees need a general understanding but should primarily focus on following the orders of their NCOs.
---
Line Battle Rules
- Rule: Follow the timer at the top of your screen. Do not fight during peace time.
- Engagement: Once the line battle starts, you must form and maintain a line of 3 or more players while engaging the enemy.
- Exception: If fewer than 3 players are online, form a line with as many people as possible.
Example:
If the timer shows "Peace Time," no firing or attacking is allowed. When it switches to "Line Battle," gather your teammates and form a line. If you're only 2 people online, you and your partner form the line and engage.
---
Capture Points
- Rule: Line Battle rules are ignored when on a Capture Point.
- Indicator: The top of your screen will show the capture point icon centered under the timer if you are inside the point.
- Formation: Being on a capture point automatically counts as being in a firing line, even if unorganized.
- Group Requirement: You must be in a group of 3 or more players to capture a point. If fewer than 3 players are online, form a group with as many people as possible before capturing.
Example:
If you're defending a capture point and see the icon appear on your screen, you're in the zone. You can engage the enemy freely without needing a formal line of 3 players.
---
Charge Rules
- Rule: Bayonets may only be used outside a capture point when an NCO+ Commander announces a charge.
- Formation: The entire line must charge together with bayonets.
- Firing: Aggressors may not fire muskets during a charge.
- Counter Charge: Defenders who countercharge cannot fire at the aggressors.
- End Condition: A charge ends when the two groups collide, transitioning into a skirmish.
Example:
Your NCO orders a charge and everyone in your line rushes forward with bayonets. You close in on the enemy line without firing. The enemy decides to countercharge, meaning they also drop firing and meet you in melee combat.
---
Skirmish Rules
- Rule: After a charge or when two groups engage in close quarters, you are allowed to fire your muskets again.
- End Condition: A skirmish ends when one group is completely wiped out.
- Reinforcements: You may reinforce a skirmish if your teammates are still alive. Do not join an ended skirmish (where no teammates remain).
Example:
Your group charges the enemy, and combat devolves into close-quarters fighting. Once enough distance is created, both sides resume musket fire. If your teammates are all eliminated, do not rush in alone; instead, regroup.
---
Spawn Rules
- Rule: Do not attack players in their main base (corners of the map) or at a captured point during peace time.
- Exploitation: Do not abuse the conquest system to teleport around the map for an unfair advantage.
Example:
If the enemy respawns in their base after being eliminated, do not pursue or fire at them inside their safe zone. Similarly, avoid using a captured point to skip across the map and flank unfairly.
---
Surrender and Retreat
- Rule: Surrendering players must be honored.
- Captors: May detain prisoners for a reasonable time or negotiate their release.
Example:
If the enemy raises their hands and surrenders, you must stop attacking. Decide whether to keep them detained temporarily or negotiate their return for strategic gain.
---
Base Raiding
- Rule: Raids on bases must be approved by event staff.
Example:
If your team plans to assault the enemy's base, make sure you have explicit approval from staff beforehand. Unapproved raids are not allowed under any circumstances.
---
By adhering to these rules, we ensure fair and enjoyable gameplay for all participants. If you have any questions or need clarification, consult your NCO or ask a staff member!