Pirate Code Wars or Union of Honor Wars
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A scripted way to conduct wars in order to provide more stats to everyone and also more clean view on the actual war.
Issuer: Always a player (Guildmaster for guilds - or sufficient permissions rank)
Target: Player or Guild
War is initiated with a reason selected by the attacker. The reason, time and sides are logged into a new type of journal, called The War Journal.
All major events and stats (previous day stats always) will be logged into the War Journal. The War Journal will be public. It will be accessible from a central point. Every war will also create an entry to the Guild History. Wars will also create a global event.
Terms:
1.Length (minimum 24hours, maximum 30 days)
Always initially set by the attacker. The defender may accept it or put more length to the initially set time within 24 hours of the war initiation. During any time, any side may ask for a cease fire or peace.
During Cease Fire, no points or events are logged. If Peace is achieved before war end, then the war ending can be:
-No winner (tie - both sides agree to this)
-Winner by Points
-Winner by opponent surrender
If time limit is reached, war ends and a winner is automatically declared by the Point System. A new war can then be declared if either sides wants to keep up fighting.
2.(Optional) Winner Bounty
Any of the sides, during the first 24hours, can choose a sum of Gold Coins to "bet" to the war. Once they do, the sum is immediately removed from the guild war chest (for guild wars) or player treasury.
The other side can choose to meet the amount or rise or bet a lower amount or call it off.
*Meet the ammount: The other side accepts the bounty challenge, bets the same amount and pays it.
*Rise the ammount: The other side accepts the bounty challenge, bets a higher amount and pays it. The initial side gets the same options now (Meet,Rise,Lower,Off)
*Lower amount: The other side accepts the bounty challenge but to a lower amount. A point bonus is issued to the other side (+10 points). The initial side receives the difference of gold coins back.
*Call if off: The other side rejects the bet and the other side gets a point bonus (+30 points). The initial side received the amount it bet back.
At the end of the war, winner gets the total bounty.
All bounty moves are logged into the War History Journal.
3.(Optional) Set Victory Conditions
Both sides can create victory conditions during any time. Every side proposes and the other accepts. Only if both sides agree to a condition, it will be valid. No limits, points or penalties are in effect during these terms. If a victory condition is met, then the war automatically ends.
These will be the optional terms (more than 1 will be able to apply):
-Total Damage (ie, once 200M worth of damage is conducted, war will end)
Damage = Gold Coins lost in plunder + Gold Coins lost through Booty Master + Gold coins equivelant of ship levels lost (through vooodoo or in battles) + Gold coins equivelant of ships lost (through vooodoo or in battles) + Gold coins equivelant of resources lost through Official List of demands + Gold Coins lost due Taxation + Gold coins spent in Repairs (any repair during war will count here as there is no way to track damage origin to a ship)
-Plunder won (in gold coins, during sea battles, Piracy bonus not included.Looted ships will count as their gc equivelant. Ships sent to sea bottom or levels lost will not count. Extra plunder received from lost ships level will count. Skirmish plunder will count.)
-Total Fame Lost
-Total Fame earned
4.Point System
Point System will determine the War winner IF no victory condition is met (or set). Since determining a war winner is a tough task, we will use rules.
A)War Days
Every day will award 10 points. These will be distributed to the sides, according to objectives met:
Most Fame looted (through any means, only counted those conducted by the sides involved, not other players-guilds): 1 Point
Most Gold Coins looted (all ways, the side with most gold takes it): 3 Points
Less Damage Suffered: 2 Points
Less turns used (as total, by all players involved in a side; turns lost by Time Spiral will count as used): 2 Points
Most Sea Battle Wins: 2 Points
B)Defleets
Every defleet will award 30 points to the Guild that scores it. (daily cap per player -> This means that if you defleet the same player 3 times within a day, you will get 30 points, not 90)
C)Voodoo Used
1 point will be earned per 150 Common Cards used against the enemy
1 point will be earned per 30 Uncommon Cards used against the enemy
1 point will be earned per 10 Rare Cards used against the enemy
1 point will be earned per 100 Cards received from the enemy
D)Battles
1 point per 100 Skirmish wins
1 point per 50 Plunder Wins
1 point per 25 Plunder Wins if winning blow is from a SoL (This is extra to the above, if winning blow is always dealt from SoL, then at 50 Plunder Wins, you will earn your guild 3 points)
1 point per 10 Plunder Wins if winning blow is from a MoW
1 point per 50 attacks (skirmish or plunder) received
1 point per 100 attacks conducted
E)Ships Plundered
1 point per Ship Plunder
10 points if it is a SoL
25 Points if it is a MoW
F)GC Plunder
1 point per 2M plundered (or skirmished)
G)Fame Plunder
1 point per 5M won during attacks (plunder or skirmish)
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We open this as a suggestion (not as a discussion). We are open to feedback on the suggestion (add/remove/change). Whichever the final plan will be, it will sure need real-war feedback in order to make this better. So it is one of these features that will be implemented and will be under constant revision till we reach a satisfying point.
Your feedback will also determine the final priority of this idea. Nation Wars will be different. Initial version will only be GUILD vs GUILD.