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Faction Scoring, Combat & Points
COMBAT RELATED INTERACTIONS
Players in the faction system are able to freely aggress enemy faction members. However, faction mates are treated as "innocents" unless other circumstances override that status. As the faction system is designed to operate in conjunction with the other existing player-interaction rule sets that currently exist in Ultima Online, the faction system will account for the integration of different player-interaction conditions. The conditions for faction combat interaction are as follows:
  • Players cannot be in a party with opposing faction members.
  • The reputation status of a faction player (thief, criminal, murderer, etc.) takes precedence over faction status. Example: Although a faction mate cannot ordinarily be freely attacked, a faction mate who is a criminal or murderer CAN be freely attacked.
  • The guild war status of a faction player takes precedence over faction status. Example: Although a faction mate cannot ordinarily be freely attacked, a faction mate who is in an enemy guild (guild war) can be freely attacked
  • There are no faction wars on the Trammel facet; however all guild wars still apply.
The precedence order for lawful aggression is by reputation, then by guild, then by faction. Lawful aggression is any aggression that will not flag the attacker as a criminal. Aggressive party actions are not listed because they themselves never allow free lawful aggression between players.

FACTION SCORING AND RANK
Faction players are able to gain "kill points" by defeating their faction enemies in battle. In addition, these kill points are used to determine a player's rank in the faction. There are two terms that players need to understand with the faction point system. The two terms are "kill points" and "deficit".

"Kill points" are earned when opposing faction members successfully kill someone in an opposing faction. The amount of kill points taken from the victim is 10% of the total kill points on the victim. The examples below illustrate the results from a battle, where the name "Winner" was victorious in the battle and "victim" was killed by "winner".

For example, assume the victim had 100 kill points and the winner of the fight had zero kill points. 10% of this goes to the victor, from the victim. Therefore the victim moves to 90 kill points and the winner of the fight now has 10 kill points. A minimum of 1 kill point is awarded each time a faction player dies, if the victim's kill point total is 19 or lower.

For non-whole number totals resulting from percentages, the end results are rounded downward if the result is not a whole number.
Example 1: Winner: 85 kill points, Victim: 18 kill points. Result from death of the victim: winner gets 1 kill point from the victim, moving the winner to 86 kill points. The victim's kill points reduce to 17.
Example 2: Winner has 50 kill points, victim has 21. Result from the death of the victim: winner gets 10% of the victim's kill points, rounded down to the nearest whole number (10% of 21, or 2 kill points). The victim then has 19 kill points, and the winner of the fight has 52 kill points.
When a faction player reaches zero kill points and is then killed again, they move into a range called "deficit", where they do not have kill points at that time. Instead they have deficit points.

"Deficit" is the total on a faction player that reflects whether they are below zero kill points or not. The most deficit points any faction member can have are 6. When a faction member is at 6 deficit points, killing them will not increase their deficit and will result in no kill point gain for the winner. Each time a faction member dies and they are within deficit, the winner that killed them will get 1 kill point for the kill unless the victim is at 6 deficit.
Example 1: A faction member with 60 kill points kills another faction member with a deficit of 2. The winner of the battle will get 1 kill point, moving them to 61 kill points. The victim increases their deficit, moving to a total 3 deficit.
Example 2: A faction member with a deficit of 3 kills a faction member with 80 kill points. The victim (with 80 kill points) will lose 10% of their kill points to the winner, or 8 kill points. The winner of the battle moves from a deficit of 3 to having 5 kill points. 3 of the 8 kill points they won were used to get them out of deficit. The remaining 5 kill points the winner earns are added to the kill point total (since this player no longer is within deficit). Now they have zero deficit and 5 kill points. The winner can now be killed 5 times before reaching zero kill points again.
Example 3: A faction member with 10 kill points kills another faction member with a deficit of 6. No points are exchanged in this example, since the victim is already at 6 deficit (which is the deficit cap). The victim does not gain any more deficit points, and the winner does not gain any kill points. Had the victim been at 5 deficit, the winner would have gained 1 kill point and the victim would have then been moved to 6 deficit.
The following rules also apply to faction system killing:
  • Points are not given to players who kill friendly faction members.
  • Player score atrophies at a rate of 10% per day (with a minimum of 1 point) at approximately 10 AM local shard time. This atrophy ONLY affects characters with at least 10 kill points. This will occur whether the character is logged in or not.
  • It is impossible for the kill deficit value to exceed 6 points.
  • It is impossible to have non-zero values for both kill points and kill deficit.
  • Player's kill points will atrophy in the morning time local to the shard. The atrophy amount is listed below.
Atrophy Works On A 10 Day Cycle:
Day 1: Players with 90 kill points or more lose 1 kill point
Day 2: Players with 80 kill points or more lose 1 kill point
Day 3: Players with 70 kill points or more lose 1 kill point
Day 4: Players with 60 kill points or more lose 1 kill point
Day 5: Players with 50 kill points or more lose 1 kill point
Day 6: Players with 40 kill points or more lose 1 kill point
Day 7: Players with 30 kill points or more lose 1 kill point
Day 8: Players with 20 kill points or more lose 1 kill point
Day 9: Players with 10 kill points or more lose 1 kill point

Point transfer: Once a day players can transfer a set amount of kill points. The requirements are that both parties are members of the same faction, and that the one who is giving the points must have at least 10 kill points. Once transferred, player A (giver) loses 5 points and player B (receiver) gets 4 points (1 point is lost in the trade).

To transfer your killpoints, say, "I honor your leadership". Target the player to which you would like the points transferred.

Titles: Once per day, all faction player scores are recalculated in order to assign faction rank. Titles vary within each faction as described below.

Rank Score Minax Council of Mages Lord British Shadowlords
1 Below 20% Defiler Mystic Defender Servant
2 20% - 39% Defiler Mystic Defender Servant
3 40% - 49% Defiler Mystic Defender Servant
4 50% - 59% Executioner Diviner Sentinel Keeper of Lies
5 60% - 69% Executioner Diviner Sentinel Keeper of Lies
6 70% - 79% Executioner Diviner Sentinel Keeper of Lies
7 80% - 89% Warlord Luminary Crusader Bringer of Sorrow
8 90% - 94% Warlord Luminary Crusader Bringer of Sorrow
9 95% - 99% Dread Knight Archon of Principle Knight of Virtue Agent of Evil
10 99.1% - 100% Avenger of Mondain Inquisitor of the Council Knight of the Codex Purveyor of Darkness


DEATH AT THE HANDS OF A FACTION ENEMY
In order to add more permanence to the results of faction battles, and add meaning to death in combat without inflicting further economic damage upon the deceased, faction players are subject to a temporary skill loss penalty of 33% when slain by a faction opponent. As described in the time-based operations chart, this penalty lasts 20 minutes. This penalty is also applied if a faction character commits "suicide."
Note: This penalty is not applied when a faction player is killed by a non-faction player, faction mate or non-enemy faction monster.

Last Updated: Mon, 23 Mar 2009 17:11:11 +0000
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