Darkwind
Wilderness PvP rules, how it all works

*sam*


Posted Aug 28, 2012, 12:55 pm
This post outlines how wilderness pvp works, following the changes of late August 2012. I'm keeping the thread pinned and locked so it doesn't get cluttered up. Please use other threads, or direct PMs to me, if I have forgotten something that needs adding here, or if something is unclear.

These rules apply only to wilderness scouts and travels (not to town events or rally events).

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THE FUNDAMENTALS


Gangs have a pvp flag.
This lets them be open or closed for pvp. This flag cannot be switched more often than once every 14 days.

Squads have a pvp flag. It will be 'on' if any of the squad's vehicles belong to players with an open flag, and will be 'off' otherwise.

If a squad's flag is on, it can attempt to intercept other squads, and can be intercepted by other pvp squads. The likelihood of a successful intercept depends on the opposing scouts (and the vehicles they're in). Note that squads returning from a scout can never be intercepted.

In the maps around the northern towns (SS,Elms,GW), a pre-computed 'bounty' can be paid in order to force a truce. This is primarily to allow safe travels here if you are generally open to pvp but don't currently have the time or inclination to run a pvp battle. The size of the bounty depends on the CRs of the vehicles in the squad and the fame of the gangs that own them.

If a squad's pvp flag is off, it can't intercept or be intercepted anywhere.


ADDITIONAL RULES & INFO

It is possible to target and fire your guns at squadmates cars, although you are liable to lose reputation with the local town and its primary faction by doing so. Note also that, if you attack a squadmate, then other members of the squad will be able to attack you without losing reputation.

In pvp combats, there are some special safeguards to reduce ganger deaths. Firstly, a 500 skill medic is always assumed to be available. Secondly, there are never return encounters for a vehicle squad after a pvp combat (a footsquad formed from the losing squad may however still meet creatures during their walk to town).

Pvp combats yield greater skill gains than regular pve ones.

Any gang with a car in a squad that is used to intercept another squad will have their pvp flag set to 'on'.

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