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  1. Vos Imperium Rules and Information
  2. Updated February 1, 2019.
  3.  
  4. Welcome to Indra Island, home of the Vos Imperium! Whether you are a visitor or a combatant, this document will provide everything you need to know before participating in activities. By entering this region, you agree to follow all rules within this document. If you do not agree, you must exit Vos Imperium territory immediately.
  5.  
  6. Table of Contents
  7. General Rules
  8. Authority
  9. Professionalism
  10. Prohibited Activities
  11. Combat Rules
  12. General
  13. Protected Areas
  14. Movement
  15. Appearance
  16. Civilian Rules
  17. Visitor Rules
  18. Personal Equipment Standards
  19. General
  20. Melee Weapons
  21. Ranged Weapons
  22. Area-of-Effect Equipment
  23. Movement Enhancers
  24. Miscellaneous Equipment
  25. Banned Equipment
  26. Deployable Equipment Standards
  27. General
  28. Armor Points
  29. Deployable Limits
  30. Vehicles
  31. Group-Specific Provisions
  32. Disciplinary Action
  33. Vos Imperium Information
  34. Administration
  35. Titles and Ranks
  36. Additional Information
  37. Objectives
  38. Escalation
  39. Systems
  40. I. General Rules
  41. These rules apply to everyone in Vos Imperium territory at all times.
  42.  
  43. A. Authority
  44. Interpretation of rules may not be argued. The Defense OIC has the final say on whether a rule infraction has occurred and what corrective action is necessary. If you disagree with the Defense OIC's decision, you may direct your concerns to the Administration.
  45. The Defense OIC is in charge of all short-term activities within the region including combat. The Defense OIC is the primary point of contact for Vos Imperium during combat and has the full authority of ranking officer.
  46. If you are unsure of whether something is permitted, ask the Defense OIC or the Administration. If you feel that you are being treated unfairly, inform the Administration. We cannot help you if you do not communicate with us.
  47. B. Professionalism
  48. Professional behavior is required by all individuals within Vos Imperium territory. Antagonistic behavior directed at any individual, regardless of rank or group affiliation, will not be tolerated.
  49. Disruptive behavior will not be tolerated. Common sense applies. This includes playing loud music that can be heard across the region.
  50. Avatar appearance must be appropriate for a General-rating region. Genitalia may not be fully or partially visible from any angle. The appearance of genitalia through clothing (e.g. crotch bulge) is not allowed. No yiffing on base.
  51. Disclosure of personal information not publicly available and with malicious intent will result in a permanent ban from the region.
  52. C. Prohibited Activities
  53. The Vos Imperium Base, located in the southwest corner of the region, and the Vae Victus, located above the city, are restricted zones. Entering these areas by any means without express permission is forbidden.
  54. Slowing or stopping the movement of anyone is not permitted at any time. Scripted pushing is allowed but must not have a duration longer than one second.
  55. Avatar and vehicle flight are not permitted.
  56. Sitting on an object in order to rapidly move across the region or to pass through walls is not allowed. If you become stuck in an object, teleport home.
  57. Region-wide dialog messages are restricted to only the Defense OIC system. Similarly disruptive scripts are not permitted. Region-wide text messages (e.g. llRegionSayTo) are acceptable within reason.
  58. Loitering in the spawn room for more than fifteen minutes is not allowed. Visitors may walk or request to be teleported to the courtyard to socialize with Vos Imperium personnel, Civilians, and Visitors. Waiting to enter combat due to combatant ratio restrictions is the only exception.
  59. Vos Imperium members are not permitted to loiter in the spawn room.
  60. return to top
  61. II. Combat Rules
  62. This section applies to all combatants. Combatants are anyone who participates in combat, including Vos Imperium personnel and attacking parties.
  63.  
  64. A. General
  65. Combatants must set their home to the spawn room before beginning combat. You may be required to join -[SLMC]- to set your home in spawn.
  66. Combatants must set their home to another region after departing. As with the above, repeatedly teleporting in and out may result in an automated ban.
  67. Combatant ratio: 1.5:1. Neither side may exceed 1.5 times the other's numbers, rounded up. For example, if there are 3 defenders, up to 5 may attack. Participants on the field take priority over new combatants regardless of group affiliation.
  68. Individual "lone wolf" attackers and parties with fewer than three combatants are limited to one hour of combat per six hour period on an individual basis. The six hour period begins at the first engagement. Groups of three or more are not limited in this manner even if they recently performed lone wolf combat.
  69. Prim shooting, or shooting at or through solid objects in order to kill someone on the other side, is not allowed. This includes shooting at or through unbreakable windows and energy barriers. Throwing or firing collision-triggered explosives against a wall in order to kill someone behind it is not allowed.
  70. Combatants must accept requests from the Defense OIC to test equipment suspected to violate standards. The OIC of the attacking party may test equipment on the combatant's behalf. Failure to comply will result in the equipment in question being banned until testing can be conducted.
  71. B. Protected Areas
  72. Attacking in or from the spawn room is not allowed. While better suited working together, combatants must provide sufficient time for other attackers to exit the vicinity of spawn room before engaging.
  73. Only teleporter entrances may be deployed within the spawn room. No other assets may be placed there.
  74. Deployed assets are not allowed in the underground and sewer areas, with the exception of mines and teleporter exits.
  75. Attackers may not deploy any assets on or within the perimeter walls surrounding the base and its courtyard in the southwest corner of the region.
  76. The base is not an objective. While suppressing the base exits is a viable strategy, capturing objectives should take priority. Entering the base without permission or attempting to kill anyone inside it may result in ejection.
  77. Vos Imperium and other defenders are not permitted to cross into the red zone, marked by red "Do Not Cross" lines in the northwest part of the region, unless otherwise instructed by the Defense OIC. Defenders must immediately cease fire and exit the red zone or teleport home.
  78. C. Movement
  79. Avatar pre-jump and hard landing may not be shortened or disabled by any means.
  80. Combatants may not slow their falls or prevent hard landings by tapping or holding spacebar.
  81. Each combatant is limited to one qualified movement enhancer in addition to a dodge roll. Qualified movement enhancers are listed in the Equipment Standards section.
  82. "Medic" teleporting: If and only if an attacking party does not have an acceptable deployable teleporter, members may offer teleports to each other at a rate of one member per five seconds.
  83. D. Appearance
  84. Very small avatars less than one meter tall are not allowed.
  85. Avatars must be relatively contained within their hitboxes. Excessively large avatars or large avatars not centered on their hitboxes are not allowed.
  86. Animations may not separate avatars from their hitboxes. This applies especially to jumping and falling animations.
  87. return to top
  88. III. Civilian Rules
  89. Civilians are associates to Vos Imperium who have been invited to the Vos Imperium - Civilians group. This section applies only to Civilians.
  90.  
  91. Civilians with the Vos Imperium - Civilians group active are permitted to be armed.
  92. Civilians may participate in defense with permission from the Defense OIC.
  93. Civilians are limited to small arms, which are weapons that fire physical bullets, have no more than 60 rounds in a magazine, and do not have shotgun, grenade launcher, or other force multiplier attachments.
  94. return to top
  95. IV. Visitor Rules
  96. Visitors are non-hostile individuals granted permission to safely exit spawn and explore the public areas of the region. Visitors who break these rules may be marked "kill on sight" and lose visitation privileges.
  97.  
  98. Visitors are not permitted to be armed. This includes any hidden or transparent attachments.
  99. Visitors may not deploy any assets at any time.
  100. Visitors must obey reasonable requests from Vos Imperium personnel to relocate.
  101. Individuals and members of groups marked as "kill on sight" are not eligible to become Visitors.
  102. Visitors must return to the spawn room and declare their intent to become hostile before engaging in combat.
  103. return to top
  104. V. Personal Equipment Standards
  105. This section outlines the rules and guidelines specific to equipment attached to avatars and used within Vos Imperium territory. These rules also apply to deployed equipment. Equipment that does not follow these standards is banned from Vos Imperium territory.
  106.  
  107. A. General
  108. All equipment is expected to be adequately-scripted as to not cause undue performance impact on the region.
  109. All non-melee weapons require a reasonable cooldown period (e.g. reloading). A hand grenade that kills with a 5-meter radius is expected to incur a 5-second cooldown, whether paid immediately or taken from a reasonably limited resource pool. Weapons that do not have a cooldown mechanism are not allowed under any circumstances.
  110. Combatants must teleport home if they become stuck or are otherwise unable to return to the combat area using standard movement.
  111. B. Melee Weapons
  112. Melee weapons are restricted to a 5-meter range. Melee weapons may have up to a 7-meter range if no ranged weapons (e.g. guns) are equipped.
  113. Melee weapons must not kill opponents behind the user.
  114. Melee weapons must not kill opponents through solid objects.
  115. Melee weapons must not affect the movement of the user.
  116. C. Ranged Weapons
  117. Projectiles (e.g. bullets) must be visible while moving.
  118. Raycast weapons must leave a visible trail between the origin and impact points. Trails must be visible for at least 20 meters from both ends.
  119. Raycast weapons may not damage or affect anything beyond their impact point.
  120. D. Area-of-Effect Equipment
  121. Munitions and assets that seek and kill opponents are not allowed.
  122. Sensor-based physical projectiles are not allowed. Munitions must become non-physical before starting any sensor sweeps.
  123. Fully-automatic explosives are not allowed.
  124. All area-of-effect assets must have a line of sight to any assets or avatars that they affect. Explosions may not damage assets or avatars through solid objects.
  125. Grenades may not exceed a 5-meter instant kill radius. Non-lethal damage or area of effect from grenades may not exceed 10 meters.
  126. Area-of-effect assets with sensor sweeps or effects that persist for more than one second are limited to a 10-meter radius.
  127. Area-of-effect assets with sensor sweeps that persist for more than one second and cause damage must have a visual effect that adequately indicates the presence of danger.
  128. Area-of-effect assets with sensor sweeps that persist for more than five seconds may not instantly kill.
  129. Area-of-effect assets that cause damage may not continue to damage combatants that leave their radius. Weapons with effects that follow and cause partial damage to combatants until death (e.g. fire) are not allowed.
  130. E. Movement Enhancers
  131. Acceptable movement enhancers include: grapples, sprinting, dodge rolls, and the latest version of the Vos Imperium Boostpack, which is provided in spawn. No other movement enhancers are permitted unless cleared by the Defense OIC before use.
  132. Grapples may not move users more than 50 meters in any direction. This includes any distance gained using momentum retained after the grapple is released.
  133. Grapples must have a cooldown of at least 5 seconds.
  134. Dodge rolls may not exceed 10 meters.
  135. Dodge rolls must have a cooldown of at least 2 seconds.
  136. Sprinting speed may not exceed 10 m/s (approximately double run speed).
  137. Sprinting must have a cooldown of at least 1 second for each second of use.
  138. Sprinting must have a cooldown period after 5 seconds of continuous use.
  139. F. Miscellaneous Equipment
  140. Personal shields may cover no more than 90 degrees about the Y and Z axes (vertical and horizontal) and must provide a visual indication of the direction they cover.
  141. Personal shields must be breakable and have a reasonably long recovery period.
  142. Teleportation grenades may not teleport the user more than 60 meters from their origin.
  143. Teleportation grenades may not teleport the user behind or through walls or floors.
  144. G. Banned Equipment
  145. Equipment containing scripts written by or copied from Secondary Lionheart are banned.
  146. Breaching or using any other short-range method to pass through solid objects is banned.
  147. return to top
  148. VI. Deployable Equipment Standards
  149. This section places additional provisions on all deployed assets. Deployed assets include anything rezzed from an attachment (e.g. barricades, mines) or rezzed from inventory (vehicles) and are not marked temporary. Deployed assets must also follow all Personal Equipment Standards.
  150.  
  151. A barricade is any deployable asset intended to absorb weapons fire and may provide a sit base that protects the a single user until destroyed. A barrier is a larger form of a barricade capable of protecting multiple personnel or larger assets. A mine is any single-use area-of-effect device that persists after being deployed. A vehicle is any manned (e.g. tanks) or unmanned (drones) deployable asset capable of locomotion. A turret is any unmanned stationary device that selectively damages opponents or assets.
  152.  
  153. A. General
  154. Deployed assets must be visible and cannot be centered inside of solid objects.
  155. Deployed assets may not be phantom unless disabled.
  156. Deployed assets may not be moved or redeployed by combatants who are currently exchanging weapons fire. Assets may be redeployed only after the threat has been eliminated or after changing positions. This applies especially to barricades and teleporter exits.
  157. Deployed assets should automatically derez a short time after their owners leave, or be manually derezzed by their owners. Vos Imperium assets derez 5 minutes after their owner leaves.
  158. Combatants may not teleport to a teleport exit after it is destroyed. Combatants arriving at a teleport exit more than 1 second after the teleport derezzes must teleport home.
  159. Deployed assets that use sensor sweeps for detection (e.g. turrets, interceptors) qualify as area-of-effect assets and must have line-of-sight with any assets or avatars that they affect.
  160. Mines must be able to be destroyed by a collision from a single object such as a bullet.
  161. Barriers may not discriminate friend from foe by any means. Opponents should be able to use barriers as effectively as their owners.
  162. B. Armor Points (AP)
  163. All deployed assets must be destructible and derez after taking enough damage.
  164. Deployed assets must accept LBA damage, collision damage, or both.
  165. Deployed assets that accept only collision damage may have no more than 10 AP.
  166. Deployed assets that accept LBA damage may have no more than 200 AP.
  167. Deployed assets must be disabled upon reaching 0 armor points.
  168. Deployed assets must have a reasonable damage cap if any.
  169. Deployed assets may not restore their own AP.
  170. Deployed asset AP may be restored only by infantry. Vehicle operators may not repair their own vehicles.
  171. Deployed assets may not directly damage combatants for shooting at them.
  172. C. Deployable Limits
  173. Each combatant is limited to 5 deployed assets. Mines and teleporter entrances do not count against this limit.
  174. Each combatant is limited to 5 mines.
  175. Each combatant is limited to 1 teleporter exit.
  176. Each combatant is limited to 1 turret.
  177. Each side is limited to 5 total teleporter exits or 1 teleporter exit per opponent, whichever is lower.
  178. Each side is limited to 1 vehicle per 4 opponents.
  179. D. Vehicles
  180. Aircraft are not permitted.
  181. Vehicles may only be rezzed in spawn. An area just outside of the spawn room is provided for rezzing larger vehicles.
  182. Vehicles must have a non-phantom hitbox that encompasses the majority of the visual model reasonably well under lag.
  183. Drones must be controlled directly by a combatant outside of the spawn room.
  184. Drones may not be smaller than 0.5 x 0.5 x 0.5m.
  185. Drones may have no more than 10 AP and may not have a damage cap.
  186. return to top
  187. VII. Group-Specific Provisions
  188. This section lists special provisions that apply to entire groups.
  189.  
  190. Chaos Decretum is on the two-strike combat infraction policy.
  191. Chaos Indivisvm is on the two-strike combat infraction policy.
  192. Chaos Indivisvm - Militia is marked "kill on sight."
  193. T'koi Imperial Armed Forces members are welcome to visit and raid, but in doing so offer their surrender.
  194. return to top
  195. VIII. Disciplinary Action
  196. While all individuals are responsible for following the rules, the Defense OIC and the Administration are responsible for enforcing them. We may choose to not enforce every rule upon attackers, but we will document every infraction that we catch. Minor non-combat infractions will typically receive at least one warning before a strike is issued and action taken.
  197.  
  198. All rules are enforced on an individual basis. Every infraction is reported to the attacker OIC if present. The action taken depends on the frequency and severity of infractions. To appeal a ban, please contact the Administration.
  199.  
  200. A. Combat Infraction Policy
  201. Warning only
  202. Violator is teleported home
  203. Violator is ejected from the region
  204. Violator is banned for 30 minutes or until combat ends, whichever is longer
  205. B. Two-Strike Combat Infraction Policy
  206. Warning only
  207. Violator is banned for 30 minutes or until combat ends, whichever is longer
  208. C. Non-Combat Infraction Policy
  209. Violator is banned for 24 hours
  210. Violator is banned for 7 days
  211. Violator is banned for 30 days
  212. Violator is banned for 90 days
  213. Violator is banned for 180 days
  214. Violator is banned for 270 days
  215. Violator is banned for 360 days
  216. Violator is permanently banned
  217. return to top
  218. IX. Vos Imperium Information
  219. The Defense OIC should be the first person you contact to resolve an issue within the region before reaching out to the Administration. If you have questions about our region, equipment, or rules, or wish to appeal a ban, contact the Administration.
  220.  
  221. A. Administration
  222. Hokusai Otsuka (C-1) - Leader
  223. Thunder Rahja (O-1) - Technology Officer
  224. Wolf Glendale (W-2) - Diplomat
  225. Hurwyn (W-2) - Diplomat
  226. B. Titles and Ranks
  227. Pavēlniecība - Commander: C-1
  228. Amatpersona - Officer: O-1 to O-3
  229. Ierēdnis - Warrant Officer: W-1 to W-2
  230. Mičmanis - Non-Commissioned Officer: E-4 to E-7
  231. Kareivji - Enlisted: E-1 to E-3
  232. return to top
  233. X. Additional Information
  234. A. Objectives
  235. While you are free to partake in combat for any or no goals, we offer optional objectives that you may take in order for us to admit defeat. In the present build, there are three points that may be captured. Each point may be captured by standing on the point, which will change its color from blue to white to red when an attacker takes control. After capturing all three points, you may declare victory.
  236.  
  237. Control point locations:
  238.  
  239. Center: Third floor of "City Hall," the tall building in the center of the region.
  240. Southeast: Third floor of the office building.
  241. Northwest: Bottom level of the basement of the Forge, accessible from the sewers.
  242. B. Escalation
  243. Depending on the conditions of combat, the Defense OIC may authorize higher tiers of equipment for Vos Imperium. The current authorization level can be seen from the red banner just outside of the base perimeter wall.
  244.  
  245. Authorization levels:
  246.  
  247. Light Authorization: Basic equipment that do not provide significant combat advantage
  248. Medium Authorization: Specialized equipment designed to breach hardened positions
  249. Heavy Authorization: Final solution to impenetrable positions or relentless forces
  250. Extreme Authorization: Limited use equipment usually authorized only on an individual basis
  251. C. Systems
  252. Vos Imperium uses a number of automatic systems to reduce the management overhead so that the Defense OIC may focus on more pressing matters. The most prominent system employed during combat is the Combat Enforcement System. During combat, a combatant may be temporarily snared for the following reasons:
  253.  
  254. Hover violation: holding spacebar to slow one's fall
  255. Hard fall violation: moving normally after a hard landing when one should have become stunned instead
  256. Prejump violation: jumping instantly when one should have experienced a slight delay first
  257. A combatant may be teleported home for the following reasons:
  258.  
  259. Flight violation: entering avatar flight mode
  260. Ratio violation: entering combat when doing so would exceed the 1.5:1 combatant ratio
  261. The Ratio Enforcement Board is an extension of the Combat Enforcment System prominently displayed above the spawn room exits and displays the number of combatants next to the allowed number of combatants for each side. The allowed number of combatants for each side is based on the number of combatants participating on the opposing side. A combatant is an individual who is or was:
  262.  
  263. In the combat zone, outside of spawn in the last 30 seconds, and
  264. In mouselook in the last 10 minutes
  265. A combatant is considered to be a Defender if one of the following groups is active:
  266.  
  267. Vos Imperium
  268. Vos Imperium - Civilians
  269. Vos Imperium - Training
  270. If a combatant does not have one of the above groups active, the combatant is considered to be an Attacker.
  271.  
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