WEEKEND Raid Rules
• Raids are meant to be low intensity, smash and grab actions that will generate, or provoke, further conflict via RP as well as PvP.
• Raids can fall on both keep on death and drop on death weekends.
Initiating WEEKEND Raids
•If a Clan wants to raid another clan, the attacking clan must have an RP reason (Verifiable by RP posts via regional tabs) and notify a Mod via DM to post the impending threat. Example, the Mod post may read: "Stygia is moving in on -Clan name here-" and we will tag at least one of the clan members online.
• Once a raid threat has been delivered, players have 10 mins to prepare.
•The raid ends when the attacking clan has infiltrated the base and stolen what they can carry or the opposing clan has successfully defended their base within a 1 hour time slot (2 hours for capital cities). (Once you’ve left you cannot return)
Victory
•In the case of raider victory: The raiders terms as given to the admin are met and the raid is over. Any RP that occurs after is at the discretion of the players involved. If looting occurs, raiders are limited to carrying only what their build at the time of the raid being declared allows. There will be no hot-swapping of stats to allow base cleanouts.
•In the case of defender victory: The raid is over, and any RP that occurs after is at the discretion of those involved.
•Raids cannot result in base erasing. No excessive raiding. No foundation wiping. Raids are hit and run, grab and go. (This does not extend to buildings based out of sandstone.)
•If there is an issue at any point at the player level, all players involved are expected to bring it to the admin team for admin mediation.
•Raids cannot be outright declined. (This does not pertain to White Flag Petitions/WF Zones)
Raiding Over-Rule: Admin cannot oversee a raid that involves a clan that any of their characters are a part of. No offline raiding.
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