Post by Strategic_CHIEF on Mar 2, 2015 3:25:40 GMT
The following is our policy on PK's:
We don't like them. I don't like them. Nobody likes them. But, unfortunately, we have to implement these somewhere along the lines.
Rebel vs. Rebel/Civvie vs. Civvie PK's
To PK someone, you must first ask permission to from me.. Personally. If I give the go-ahead, you must wait for an admin to come and watch over you. If your /me is not detailed enough, the PK will not count, and he/she may continue on with his/her normal life. If the details were satisfactory, you may kill the person, and said person MUST delete that character or face a kick/ban.
Amputation PK's
If you are a rebel, and you are being formally amputated by the CCA, you have THREE (3) lives until you are finally PK'd. There are very, very few exceptions to this rule, but here are some:
1. You are head-shotted by a sniper=PK
2. You are publicly executed by the CCA=PK
3. They are given permission to PK you by me=PK
Off-World Relocation PK's
During Off-World Relocation PK's, your char is IC'ly taken to the Xen Dimension to work as a slave, which equals a PK.
There must be at least one SQL on, and one admin on to perform this. A /ev must occur in which a dropship comes by and carries you away. BUT it is possible to be saved if the dropship is either shot-down by an RPG or crashes due to mechanical failure.
CCA PK's
Yes, even the CCA can die at some point. However, to balance things out, the CCA is permitted to have THREE (3) waves of reinforcements.
Terms:
1. A wave starts when all dead CCA members respawn and regroup. Once they are regrouped, they can be considered a wave. A lone unit heading out of his/her spawn and back into battle immediately is NOT a wave, and can be punishable.
2. At least ONE (1) unit must survive and call for back-up in order to release the wave back into battle. If no unit survives long enough to be able to call in, and units continue to pour into the battle without IC reasons, they will be breaking NLR and will be punished.
3. If you go back into the battle after your 3rd wave, and you die again, that is a PK. Do not argue, as we will check logs.
To PK a lone unit, all it takes is a detailed /me and permission from me.
OTA PK's
OTA are tough transhuman fighters. In HL2, they are encountered in many, many waves. Therefore, they have an unlimited number of waves. HOWEVER, even an OTA soldier can die. There is only one condition to OTA reinforcements:
A soldier MUST call for back-up before a wave can be released.
To PK an OTA, it's as simple as writing a detailed /me (BUT KEEP IN MIND, the OTA are augmented super-humans. Some OTA have stronger armor than others, and some are quicker or smarter than normal humans).
'Vital Character' PK's
A vital character is a character that is considered important to the backstory. These characters are not restricted to staff characters, however. Even a normal player's character can be considered a vital character if they do something considered important to the storyline. To PK a vital character, you have to have direct permission from me. You must also discuss with me how you will kill the character. If the vital finds an IC way to escape the PK, he/she is a free person. If you die in your attempt to kill the vital, you will be PK'ed with few exceptions. Some vital characters, which are considered supernatural, can not be killed by normal means. Take for example 'Deadman'. Deadman can not be killed directly, but he has a weakness, which you must find IC in order to kill him.
Another example would be a vital character who can only be killed by another vital character. They can be physically harmed, but the only person that can kill them IC is another vital character. Some vitals can only be killed by certain administrated events. Examples of this would be a viral outbreak or an assassination.
I wouldn't worry about killing a vital, however, as they are almost always protected by groups, gangs, the CCA, or other vital characters.
We don't like them. I don't like them. Nobody likes them. But, unfortunately, we have to implement these somewhere along the lines.
Rebel vs. Rebel/Civvie vs. Civvie PK's
To PK someone, you must first ask permission to from me.. Personally. If I give the go-ahead, you must wait for an admin to come and watch over you. If your /me is not detailed enough, the PK will not count, and he/she may continue on with his/her normal life. If the details were satisfactory, you may kill the person, and said person MUST delete that character or face a kick/ban.
Amputation PK's
If you are a rebel, and you are being formally amputated by the CCA, you have THREE (3) lives until you are finally PK'd. There are very, very few exceptions to this rule, but here are some:
1. You are head-shotted by a sniper=PK
2. You are publicly executed by the CCA=PK
3. They are given permission to PK you by me=PK
Off-World Relocation PK's
During Off-World Relocation PK's, your char is IC'ly taken to the Xen Dimension to work as a slave, which equals a PK.
There must be at least one SQL on, and one admin on to perform this. A /ev must occur in which a dropship comes by and carries you away. BUT it is possible to be saved if the dropship is either shot-down by an RPG or crashes due to mechanical failure.
CCA PK's
Yes, even the CCA can die at some point. However, to balance things out, the CCA is permitted to have THREE (3) waves of reinforcements.
Terms:
1. A wave starts when all dead CCA members respawn and regroup. Once they are regrouped, they can be considered a wave. A lone unit heading out of his/her spawn and back into battle immediately is NOT a wave, and can be punishable.
2. At least ONE (1) unit must survive and call for back-up in order to release the wave back into battle. If no unit survives long enough to be able to call in, and units continue to pour into the battle without IC reasons, they will be breaking NLR and will be punished.
3. If you go back into the battle after your 3rd wave, and you die again, that is a PK. Do not argue, as we will check logs.
To PK a lone unit, all it takes is a detailed /me and permission from me.
OTA PK's
OTA are tough transhuman fighters. In HL2, they are encountered in many, many waves. Therefore, they have an unlimited number of waves. HOWEVER, even an OTA soldier can die. There is only one condition to OTA reinforcements:
A soldier MUST call for back-up before a wave can be released.
To PK an OTA, it's as simple as writing a detailed /me (BUT KEEP IN MIND, the OTA are augmented super-humans. Some OTA have stronger armor than others, and some are quicker or smarter than normal humans).
'Vital Character' PK's
A vital character is a character that is considered important to the backstory. These characters are not restricted to staff characters, however. Even a normal player's character can be considered a vital character if they do something considered important to the storyline. To PK a vital character, you have to have direct permission from me. You must also discuss with me how you will kill the character. If the vital finds an IC way to escape the PK, he/she is a free person. If you die in your attempt to kill the vital, you will be PK'ed with few exceptions. Some vital characters, which are considered supernatural, can not be killed by normal means. Take for example 'Deadman'. Deadman can not be killed directly, but he has a weakness, which you must find IC in order to kill him.
Another example would be a vital character who can only be killed by another vital character. They can be physically harmed, but the only person that can kill them IC is another vital character. Some vitals can only be killed by certain administrated events. Examples of this would be a viral outbreak or an assassination.
I wouldn't worry about killing a vital, however, as they are almost always protected by groups, gangs, the CCA, or other vital characters.