L Admin
"I ask, 'cause I'm not sure...
Do anybody make real @#$% anymore?"
Link for the lazy: https://starwarsrp.net/ams/faction-war.2911/?article_page=13
TLDR For The Lazy:
-Added new Victory rules introducing an "AOE" splash effect, fueled by a secret vote by Victory Condition winners.
-Regular Rebellions can "null" surrounding hexes, Recall Rebellions can gain the Minor Faction those hexes.
-Visual examples provided.
REBELLION RULES
- Rebellions allow Minor Factions to claim or neutralize Major Factions’ territory.
- A Major Faction’s third completed Dominion in a month is vulnerable for two weeks after the Dominion is submitted in the Map Update thread.
- Any hex belonging to a recalled Major Faction is vulnerable to Rebellion for two weeks.
- Any Minor Faction may launch a Rebellion, so long as it has been a Minor Faction for at least 30 days.
- Rebellions cannot be started by Minor Factions that are owned by members who hold a position as a Major Faction Admin/Owner on any of their characters.
- To declare a Rebellion, a Minor Faction Owner must make a clearly labelled OOC thread in the Roleplay Discussion forum and tag the Owner/Admins of the Major Faction being attacked.
- Any other Minor Faction may join the Rebellion by posting their intention in the same thread. A Subfaction may not join a rebellion.
- A Rebellion ends two weeks after the creation of the IC Rebellion thread. This may be extended if both sides agree.
REBELLION VICTORY
- A Rebellion's victory is given to the Faction with the most Victory Conditions satisfied.
- Factions that win Victory Conditions are notified before Victory is declared.
- For each Victory Condition won, the Faction will be instructed to vote for two hexes that border the targeted Rebellion hex.
- For each Victory Condition ending in a draw, no votes will be given.
- Factions will vote "Save" or "Delete" for the border hexes, and provide their answers to the presiding Administrator in private.
- If a border hex covered by an Influence Cloud has a Save vote, it remains unchanged
- If a border hex covered by an Influence Cloud has a Save vote and any number of Delete votes, it remains unchanged.
- If a border hex covered by an Influence Cloud has a Delete vote, and no Save vote, any Influence Cloud over that hex is removed.
- Upon declaring the Rebellion's Victor, the presiding Administrator will list out the choices provided by the Victory Condition winners.
- The Rebellion's Victor may choose to add deleted hexes to it's Influence Cloud instead if the Rebellion's target hex belongs to a Recalled Major Faction.
VICTORY CONDITIONS
The following will not be considered when judging a Rebellion.
- Person vs Person Duels. The amount of duels won or lost in a Rebellion does not contribute to either faction’s victory.
- Objectives. The amount of objectives won or lost in a Rebellion does not contribute to either faction’s victory.
- Non-Player Characters. The actions of NPCs involved from either side in a Rebellion does not contribute to either faction’s victory.
- Participation. A Rebellion 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 Rebellion 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 Rebellions 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 a Rebellion 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 a Rebellion 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 a Rebellion. The goal for every Rebellion 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 a Rebellion.
MAJOR FACTION RECALLS
- Planets belonging to a Major Faction that has been recalled by the SWRP Staff Team may be targeted by Rebellions for two weeks.
- A Major Faction may remove itself from the list of Recalled Major Factions by winning a Rebellion thread that targets hexes within its influence cloud.
- A Rebellion against a Recalled Major Faction’s territory may not be declared complete until two weeks from the creation of the IC Rebellion thread.
- If a Major Faction requests to be removed from the map they are counted as a recalled Major Faction (not a Minor Faction) for two weeks.
EXAMPLES
ABOVE: A Minor Faction has won all of the Victory Conditions, and may nullify all of the above hexes. However, because the top middle hex is a Capital Hex, it may not be targeted by a Rebellion thread and is immune to the Delete vote.
Above:
The Silver Jedi has won the drama Victory Condition, but lost all others to a Minor Faction. Because of this, they are given two Save votes. Save votes will always take precedent over Delete votes in a Rebellion.
They have opted to SAVE the top middle and top left hex. Ignoring the presence of a Major Faction Capital in this example, the Silver Jedi have avoided a Cloud Break on the left of the Rebellion target hex.
Above:
CIS, Darkwire, and Galactic Alliance somehow get pulled into a Rebellion against a large Minor Faction.
Confederacy and Galactic Alliance both win one Victory Condition apiece, with the Minor Faction winning the other two and soon to emerge as a Major Faction via Rebellion.
Confederacy has approached Darkwire and GA with a deal, resulting in them revealing their votes to each other privately before providing them to the Administrator.
This results in the factions working together to prevent the surrounding hexes' Influence Cloud from being removed.