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
- Although faction members can travel to Trammel (if they
are not a murderer), there is no faction combat on the Trammel
facet. However, all guild wars still apply.
- Faction members can use all magic spells in combat when
in a guarded area.
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
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
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 will not
gain any more deficit points, and the winner will 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 10am 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.
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).
Transfer of kill points is triggered by a speech command.
Saying "I honor your leadership" will give the player a target
cursor that he can use to select the player he wants to transfer
kill points to.
Titles
Once per day, all faction player scores are recalculated in
order to assign faction rank. Titles vary within each faction
as described below.
Faction Titles |
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.
Looting Interactions
As a result of the combat-oriented nature of the faction system,
many cases will arise in which players have the opportunity
to loot the corpses of the fallen. As these rules must also
be integrated with the currently existing player interaction
rules, the rule set described below defines the complete listing
of possible looting interactions.
Looting Rules:
- Players will not be able to loot each other through the
faction system at all while in Trammel. The only possible
looting of faction members within Trammel will occur through
other systems such as guild war status, not because of Faction
status itself.
- Players cannot be in a party
together while in opposing factions.
- The reputation status
of a faction player (thief, criminal, murderer, etc) takes
precedence over faction status. Example: Although a fellow
faction member cannot ordinarily be freely looted, a fellow
faction member who is a criminal or murderer CAN be freely
looted.
- The guild war status of a faction
player takes precedence over faction status. Example: A
faction member in an opposing guild can be freely looted
as per the standard guild war looting rules.
- In order to remain consistent with other consensual pvp
systems (such as guildwar) and in order to prevent "blue
looting" exploits, players are unable to freely loot fallen
faction opponents unless they dealt lawful damage to the
fallen player. Note that "freely looting" means looting
without criminal flagging.
- Faction players that do damage to an enemy faction player
will be added to the list of people that can freely loot
the enemies body should he die.
- When a faction player reaches full health, the list of
people that can freely loot his body will be cleared.
- Damage done to an enemy faction member by a placed faction
trap will add the trapper to list of people that can freely
loot the enemies boady.
Faction Credits
Parts of the Faction Credit system are currently unavailable.
When this system becomes fully available, players will be notified.
Factions and faction players can receive "currency" in the
form of silver ("silver"-looking coins) that are useable for
various faction-specific needs and luxuries. Silver can be
earned by both players and factions themselves through a variety
of means, and may be spent in a variety of different ways
(described below). The lists below demonstrate the sources
of silver income and targets of possible expenditure.
Credit Income
Faction Player Income:
- Slain faction enemies: 40 silver pieces for every 1 kill
point received (note: slain enemies who have a kill deficit
greater then 0 award NO credits). Players will not be able
to get silver from the same opponent multiple times over
a short period of time. It will take a while before players
can get silver from the same person again.
- Slain monsters with faction affiliation:
- Minax: Ogre Lords - 30 silver
- Council of Mages: Wisps - 20 silver
- True Britannians: Silver Serpents - 30 silver
- Shadowlords: Daemons (not summoned daemons) - 30 silver
Player Tithes are 0 - 100% of all faction player silver income.
This is set by Faction Commander in increments of 10%, with
no more then one change every 24 hours of real time. Points
taken from this tithe are placed into a Faction Treasury stored
at the factionstone. The currency can thereafter only be distributed
by the faction commander to the individual town treasuries under
the faction's control. Once the faction credits are allocated
to a particular faction controlled town, the finance minister
and Sheriff for that town can use these credits for various
expenditures, such as Faction vendors or guards. A successful
town capture earns the Faction 10,000 credits.
Players may move and transfer silver in the same way that
they manipulate standard coinage. The faction commander may
disburse silver to a particular city by using the faction
stone, selecting "commander menu", then selecting "transfer
credits".
The commander will be given a listing of cities under the
faction's control, and after selecting a city, may enter an
amount of credits to transfer.
Silver Use
Silver can be used by Faction craftspeople and/or to obtain
the following items (crafting the listed items requires the
crafting player to have the requisite credits). Faction craftable
items can only be crafted in a town being controlled by that
faction.
Faction Scrolls: These are Faction Imbued scrolls of heal,
greater heal, harm, fireball, and lightning. These scrolls
may be used by a pplayer of at least 90 inscribing skill upon
a faction-crafted gnarled staff, in order to charge the staff
with a number of charges of that spell. The number of charges
is equal to 40 divided by the circle of that spell (rounded
down). Example: A lightning scroll would provide the staff
with 10 charges of lightning, a fireball scroll would provide
13 charges of fireball, and so forth. Staffs (staves) cannot
be recharged. A new staff must be created in order to accept
a new enchantment.
Faction Players
- Craftable Items
- Armor (metal types): 1,000 silver
- Armor (leather types): 750 silver
- Weapons (melee): 1,000 silver
- Weapons (archery types): 1,000 silver
- Clothes: 500 silver
- Scrolls: 500 silver
- Items Purchased (from faction npc vendor)
- Horse: 500 credits (must be rank 2 or higher to ride)
Factions
- Town Improvements
- Level 1 Guard: 5,000 silver
- Level 2 Guard: 6,000 silver
- Level 3 Guard: 7,000 silver
- Level 4 Guard: 8,000 silver
- Reagent Vendor: 5,000 silver
- Ore Vendor: 3,000 silver
- Wood Vendor: 3,000 silver
- Stablemaster: 5,000 silver
- Craftable Items
- Floor Traps (tinker crafted): 1,000 silver
- Other
- Town Control Extension: 20,000 silver for 1 day (maximum
7 extra days). Town control extension allows for the
Faction to continue to hold control of a particular
town, as long as they already have control of it.
Faction Craftable Items
As described above, players who craft items and are in the faction
system may use silver to imbue an item upon creation with "faction"
properties.
- After crafting an item, a faction player with available
silver will receive a window asking if they wish to imbue
the item with factional properties.
- A faction item is named as such (ie: a faction plate helm).
- Faction items are "temporarily enchanted" for a period
of 21 days (3 weeks) from the time they were crafted. During
this three week period (real 3 weeks, not in-game time),
the items will not be stealable and will remain with the
player using these items upon death and resurrection. After
3 weeks, the enchantment effect wears off and the item will
become a regular crafted item with no special faction properties.
- Faction items gain a hue appropriate to the faction of
the maker. The crafting player will be asked whether to
hue the item with the faction's primary or secondary color.
Faction Colors |
Faction |
Primary Color |
Secondary Color |
Minax |
Blood Red |
Black |
Council of Mages |
Blue-white |
Blue |
Lord British |
Purple |
Gold |
Shadowlords |
Black |
Green |
Faction items can be worn only by players in the faction,
and only if they have sufficient rank to equip the item (See
the chart above in regards to the rank system).
- Rank 1: 4 items
- Rank 2: 4 items
- Rank 3: 4 items
- Rank 4: 5 items
- Rank 5: 5 items
- Rank 6: 5 items
- Rank 7: 6 items
- Rank 8: 6 items
- Rank 9: 7 items
- Rank 10: 8 items
- Commander: 9 items
Faction Floor Traps
Floor traps are created by players in the faction system with
the tinkering skill.
There are 4 types of floor traps available to Factions:
- Spike Trap
- Saw Trap
- Gas Trap
- Explosion Trap
Properties:
- The tinker must have at least 90 skill to attempt to create
a floor trap.
- A faction may have a maximum of 15 traps placed at any
given time (total).
- Traps can only be placed in cities and/or faction strongholds.
- Traps will only affect opposing faction members.
- Traps can only be removed by opposing faction members
through the use of the remove trap skill.
Faction Credit Interface
- Silver is represented as silver coins.
- Silver is "blessed"
- When a player earns silver, they are placed in the player's
pack.
- When a faction earns silver, the amount is "credited"
to the faction's factionstone.
Faction-Allied Monsters
In order to provide more interaction with the Faction system
and the surrounding environments within Britannia, a variety
of monsters in the Felucca lands will gain factional properties.
These factional properties will cause the monsters to be non-aggressive
towards players of the same faction, and have a faction credit
value to players of opposing factions.
- Faction monsters only spawn on the Felucca facet. Daemons,
wisps, ogre lords and silver serpents will spawn as normal
on both facets. They will appear normal and function as
they have before to those players not in Factions. However
on the Felucca facet, the monsters associated with Factions
will appear and behave somewhat different only to Faction
members. Faction associated monsters will highlight orange
(using the cursor) to opposing Faction members and be aggressive.
They will highlight blue and be non-aggressive to members
within their associated Faction. Example: Ogre Lords will
highlight orange and be aggressive to the Shadowlords faction,
while appearing as blue and be non-aggressive to the Minax
Faction.
- Faction players may attack friendly (associated faction)
monsters with criminal consequences.
- Aggression toward a friendly monster will cause the monster
to attack the aggressor.
- Faction monsters will be attacked on sight by guards.
- Faction monsters are not tamable.
The Monsters:
Minax: Ogre Lords
Council of Mages: Wisps
True Britannian: Silver Serpents
Shadowlords: Daemons
Faction Friendly Kills
As described in the combat interactions section, friendly faction
members are treated as innocent in every way (barring other
circumstances). As a result, killing an innocent friendly faction
member is treated as a murder under the reputation system. |