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The Rules of ASF/CSF RP
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02-22-2008, 11:11 PM
Post: #1
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The Rules of ASF/CSF RP
Abide by these rules...and RP will come
ASF/CSF Roleplay The Map: CSF Systems: Dublin, Leeds, Manchester Cambridge, Edinburgh Hyperion, Tau 23, Tau 29 Tau 31, Tau 37, Omicron Alpha Omicron Beta, Kyushu Chugoku, Shikoku, Honshu, Sigma 19 Magellan, Omega 3, Omega 5 Inner Cloud, The Corridor ASF Systems: California, Colorado, Texas, Oasis Kepler, Galileo, Bering, Hudson Cortez, Hamburg, Wanderer's Pond Frankfurt, Stuttgart, Dresden, Sigma 13 Sigma 17, Omicron Gamma, Omicron Theta Omicron Minor, Omega 11, Omega 41 Omega 7 Neutral: New York, New Berlin, New Tokyo, New London Nomad systems (5 unknowns, Styx, Mandar, Kandiris, Lost Paradise & Utopia), Coalition systems, DK systems X-2043, X-systems (adjacent to X-3043) Far Point, Arena systems, Midpoint Rift Server Clan systems: (Custodian, Casius, Regalis, Tarsus, Sea of Shadows, Hiruga, Hokkaido, Sol, Tohoku) (NOTE: This are only the initial systems, the roleplay factions can gain control over enemy systems, the current ownership of the systems can be found on the Crossfire News Network) The Factions: CSF: {LP}Lost Prophets, (Fallen), [SMG] Sirius Mercenary Guild, -=TRF=- The Resurrection Fighter, {SZ} Shinobi Zue ASF: [CFPD]Crossfire Police Dep't., (IOC)Independent Operators' Consortium, BG_Blood Guard, DC_Dragon Corps, {UAC}Union Aerospace Corp., ~MN~ Miles Noxis The Rules: 1. Server RP is 24/7/365, the same as all clan RP on the server. Both RP types run concurrently. 2. All server clans are eligible for the ASF/CSF, and are expected to participate as much as possible. All characters of all players in the participating clans must have their faction's license mounted at all times. Failure to comply with this requirement is tantamount to violating the server rules on fake characters. Only server clan members may mount ASF or CSF licenses for the server RP. 3. ALL licensed ships are fair game (open to attack) anywhere in the contested systems. 4. Players may dock, but not "camp", their characters in enemy territory. There will be occasions when a player cannot return to friendly space during their online session, such as unexpected server restarts, but as a rule, players are not allowed to leave ships in enemy territory. No ship left behind enemy lines will be allowed to initiate an attack until it returns to its own faction's space and dock there, but may defend itself en route to home systems. 5. Raids may be carried out against any contested system, provided the invaders survive long enough to reach it. Players may use any scheme they choose to create a pretext for combat, and just play it out. 6. Faction members are required to at least attempt a defense of a system invaded by the enemy, and engage irrespective of the odds against them. Defenders have the perogative to call for reinforcements prior to making a defense, and if the defenders are still outmatched in skill or numbers, they may abort the defense once they are outscored 5 kills by the attackers. Once a defense has been aborted, the defending players may not be attacked again in the same system for at least 1 hour during which time the vanquished defenders must leave the system. 7. Kills will be scored by the "AutoReferee", the new RP stat tool. This will sort PvP kills in each contested system by faction licences, and report these stats daily. The daily results will enable factions to plan attacks and bolster defences. 8. The AutoReferee (RRS) will tally the kills, and determine the winner of each system once per week; system control to be decided by a 5-kill margin over the opposing faction. The 1-week period required to capture a system allows for more coordinated actions, and for players in all time zones to make a contribution to the battle over each system. All system wins and losses will be posted together; for example, ASF may win 4 systems and CSF 3 different systems in the same week. 9. The revised political map gives each faction control of 22 systems. When one faction captures 14 of these systems, it is declared the winner of the campaign, and the map is reset. A running campaign score will be kept on the roleplay board, like a sports rivalry. ![]() i'm back, and ready.... Double posters must die!!! |
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02-23-2008, 02:05 PM
Post: #2
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RE: The Rules of ASF/CSF RP
The post above has been edited to reflect current conditions, except for the baseline rules, which were intended for the 24/7/365 version of the RP. Here are the modifications to those rules, to accomodate a more limited "event" format (overall RP rules still apply):
1. Weekly tabulation will still indicate any change of control of specific systems, but for the moment, we are only interested in which side wins the week-long contest. Event reports to the SWAT forum will reflect the highlights of the week. 2. Factions seem to be agreed: ASF = BG, CFPD, MN, UAC, IOC, DC CSF = LP, TRF, Fallen, SZ, SMG. 3. Only ships intended for the contest will have ASF/CSF licenses mounted. Any clan member who does not follow the chain of command for resolution of disagreements will have license suspended. 4. Freelancers will be contracted primarily for extra firepower in unbalanced situations, where the defending faction is outnumbered (a simple majority is enough to trigger this, IMO). Freelancers will have to post their availability as RP mercs on SWAT, and their requisite experience verified by the faction commanders and/or their lieutenants. 100 hours of server time is the baseline. If FL's have multiple characters, they should list them when they post their availability, so the cumulative time can be taken into consideration. Since the location of combat is known in advance, Freelancers would only have to show up in the system, so they can be contracted to combat. If the factions ARE balanced, they can hire freelancers in equal numbers, to add to the interest of the battle. Which faction a freelancer goes to would be determined by market forces (highest bidder), or RP affinity. 5. For the time being, combat will be conducted in single region for the week-long contest, including all the systems in that region. So, for example, if the contested sector is the Tau's, then there will be 4 systems under attack. Subsequent week's battles will alternate between ASF & CSF territory. While the ASF/CSF event is running, people will have their licenses mounted, so there is no reason they cannot also duel in other systems than the contest region. Those kills will be scored automatically by the RRS because of the licenses. But the main event is the cooperative effort of factions to have joint operations to establish control over a specific prize. Indeed, until there are sufficient numbers of players on hand to engage in that contest, random & sporadic combat is to be expected in all the ASF/CSF sysems. 6. Huor has accepted CSF commander position. 7. Clan forward bases can be added as RP progresses; they aren't really essential, but can be useful for purposes of reinforcement of friendly forces. Keep in mnd, ASF/CSF RP rules are still in effect, so no camping is allowed in enemy territory. Having an allied forward base nearby can help avoid this. The initial event location, set for tonite, midnight, is the Sigma's (Sigma 13, 17 & 19). Subsequent events will move to different sectors until all sectors have been used; then we'll start over again, at random. |
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02-24-2008, 09:06 PM
(This post was last modified: 02-24-2008 09:06 PM by BG_Wavey.)
Post: #3
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RE: The Rules of ASF/CSF RP
am i correct in saying that "only my chars that are fighting ASF/CSF need to have licences"
Others dont? |
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02-25-2008, 12:23 AM
Post: #4
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RE: The Rules of ASF/CSF RP
So it should be like this - is it?
Rule Pack: THE BEGINNING Quote:# ASF and CSF have to defend their territories!!! It is their duty to keep those areas free from opponents. FIRST REWORK: Quote:Abide by these rules...and RP will come SECOND REWORK: Quote:The post above has been edited to reflect current conditions, except for the baseline rules, which were intended for the 24/7/365 version of the RP. Here are the modifications to those rules, to accomodate a more limited "event" format (overall RP rules still apply): If yes, may you put it all together in one Rule System CA? So we are able to follow it - otherwise people will use their own interpretations i fear.
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02-25-2008, 01:25 AM
Post: #5
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RE: The Rules of ASF/CSF RP
The original rule pack is obsolete! Some of those points are completely irrelevant, especially those dealing with maps & territories. Those that we still use have been debated to death, & are now standard operating procedure. But since you decided to pull a "Supercars", and dredge up the dead from the bottom of the river Styx, I will merge, one last time, the pertinent rules into a single set, which I will post here and on SWAT, once I have shaken this debilitating weariness out of my bones...
![]() Quote:am i correct in saying that "only my chars that are fighting ASF/CSF need to have licences"Yes, this is correct, at least until we have dual-license activation in CF 1.8... |
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02-25-2008, 02:14 AM
Post: #6
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RE: The Rules of ASF/CSF RP
we should make clear, that RRS needs ppl to wear those licenses until it made final decision about system ownership. if a pilot drops his/her license early, those fights involving this pilot do not count. this goes especially to freelancer pilots who get hired.
General - DC commanding staff member & DC Truchsess DC Site: http://www.pcs-bg.eu/
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02-25-2008, 07:48 PM
Post: #7
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RE: The Rules of ASF/CSF RP
I don“t have a problem when being wrong but if i am wrong mate is it a pure kill all "Event"?
I saw your Rules as additions to the old one! If not some things are missing. Btw. CA use the PM function or the IOC Board on CFPD if you like
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02-26-2008, 12:06 PM
Post: #8
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RE: The Rules of ASF/CSF RP
Here is the Rule Summary, as requested. As I posted on CFPD forum, it is possible that we may want to re-negotiate the rule about attackers docking in defender's system(s), but let's leave it for now; we'll have 3 weeks to fix things between events.
ASF/CSF Roleplay Rules Summary Because players are trying to look beyond the rules recently agreed to by CF clan leaders, and looking back to the past (outdated & abandoned) rules, this summary is intended to clarify where & why the rules have changed. The current set of adjustments to the rules remain in effect thru the end of the current event. Adjustments deemed necesary can be made prior to the next Event. In the interest of clarity, we will begin with the last revision of the rules (we'll call this set RP2007), and current adjustments (RP200 will be inserted alongside, so that everyone can see what has been changed for the current situation. At the end, the original RP rules (RP2006) which still have any relevance will be listed. Most of these items are not substantial, and have not been in question. Any items which not not appear here have been omitted because they are completely obsolete, due to changes in the mod, FLHook, and the CF population itself.1. Since the server is active 24/7/365, and CF has members from around the globe, this aspect of the RP is reallly a given, and not up for debate. (2008 - The RP has been modified to a week-long period of 24/7 action) 2. All server clans are eligible for the ASF/CSF, and are expected to participate as much as possible. ALL characters of ALL players in the participating clans MUST have their faction's license mounted at ALL times. Failure to comply with this requirement is tantamount to violating the server rules on fake characters. (2008 - Only ships intended for the contest will have ASF/CSF licenses mounted. Qualified freelancers now also allowed to have licenses, provided by out-numbered factions for RP balance.) 3. ALL licensed ships are fair game (open to attack) anywhere in the contested systems. Keep in mind, system control cannot be lost in a single day, so any losses would have time to be avenged before the control score is tallied. (2008 - While the ASF/CSF event is running, people will have their licenses mounted, so there is no reason they cannot also duel in other systems than the contest region. Indeed, until there are sufficient numbers of players on hand to engage in that contest, random & sporadic combat is to be expected in all the ASF/CSF sysems.) 4. Players may dock, but not "camp", their characters in enemy territory. If players do not make every effort to return to their own territory after a raid on enemy territory, then this would undermine the significance of system control. There will be occasions when a player cannot return to friendly space during their online session, such as unexpected server restarts, but as a rule, players are not allowed to leave ships in enemy territory. No ship left behind enemy lines will be allowed to initiate an attack until it returns to its own faction's space. (2008 - Clan forward bases can be added as RP progresses; they aren't really essential, but can be useful for purposes of reinforcement of friendly forces. Keep in mnd, ASF/CSF RP rules are still in effect, so no camping is allowed in enemy territory. Having an allied forward base nearby can help avoid this.) 5. Raids may be carried out against any contested system, provided the invaders survive long enough to reach it. This is especially important to allow for individual incursions deep into enemy territory. (2008 - For the time being, combat will be conducted in single region for the week-long contest, including all the systems in that region. Note: the fact that events will sometimes be held entirely in enemy territory is why docking is allowed; but after each action, ships must return to own faction territory.) 6. Faction members are required to at least attempt a defense of a system invaded by the enemy, and engage irrespective of the odds against them. Defenders have the perogative to call for reinforcements prior to making a defense, and if the defenders are still outmatched in skill or numbers, they may abort the defense once they are outscored 5 kills by the attackers. Once a defense has been aborted, the defending players may not be attacked again, or launch an attack in the same system for at least 1 hour. This removes the requirements for balanced attacks, and the defense is not obliged to give a system away by giving up an inordinate number of kills. 7. Kills will be scored by the "AutoReferee", or RRS. This will sort PvP kills in each contested system by faction licences, and report these stats daily. The daily results will enable factions to plan attacks and bolster defences. 8. The RRS will tally the kills, and determine the winner of each system once per week; system control to be decided by a 5-kill margin over the opposing faction. The 1-week period required to capture a system allows for more coordinated actions, and for players in all time zones to make a contribution to the battle over each system. All system wins and losses will be posted together; for example, ASF may win 4 systems and CSF 3 different systems in the same week. (2008 - Because the RRS only transfers system ownership on a weekly basis, withdrawal from a system in which the defenders have been defeated in any given battle is limited to the 1-hour "cooling period". The winners of the battle must still leave that system at the end of the battle, unless it is their own territory). 9. The revised political map gives each faction control of 22 systems. When one faction captures 12 of these systems, it is declared the winner of the campaign, and the map is reset. A running campaign score will be kept on the roleplay board, like a sports rivalry. All server clan home systems, Nomad and Dom K'vash systems, X-systems, the Arena systems, house capitols and Coalition systems will be considered neutral. (2006 applicable rules ![]() ASF and CSF are free to attack any opponent (ASF or CSF) forces on their own territory without a warning. Minimum fighters involved for a battle is 2 on each side. Players without those licences (players and clans that are not part of the ASF or CSF) dont have the right to enter fights between ASF and CSF. ASF and CSF have to report fights to a special thread here on the ASF vs CSF roleplay board in form of a short roleplay story (scroll down to see the boards) (2008 amendment - Any clan member who does not follow the chain of command for resolution of disagreements will have license suspended. (No flamewars on CF forums over this RP!) A retreat from the server during battle by either side will contitute a loss to the retreating force. Both RP types run concurrently. |
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02-26-2008, 11:04 PM
Post: #9
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RE: The Rules of ASF/CSF RP
Public apologize to Kermit and so the ASF,
sorry for the last night - i was wrong with this part of the rule - you know what i mean. Sorry - but it was never my intention to use you as lure - never... This was the part you was wrong. And you should normally know me better - as your claim was simply wrong with this. I talked all the time to my members that we wont engage you coz you was alone. Now we discussed this internal - and I was pure wrong with it. Sorry therefore. At least you got a point for it - be happy ![]() Only wanted to inform you. |
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02-27-2008, 01:52 AM
Post: #10
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RE: The Rules of ASF/CSF RP
Rule 4 mentions Clan forward bases. Could someone explain what that means in the game?
Lt-Cornel Ancalagon the Black
ASF Exectutive Officer DC 2IC & Dragon Wing Commander : DC Home Page ![]() [Remember: There are 3 kinds of people in this universe, those that can count and those that can't] |
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will be inserted alongside, so that everyone can see what has been changed for the current situation. At the end, the original RP rules (RP2006) which still have any relevance will be listed. Most of these items are not substantial, and have not been in question. Any items which not not appear here have been omitted because they are completely obsolete, due to changes in the mod, FLHook, and the CF population itself.

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