guards

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guards [2020/03/07 23:51]
aster
guards [2020/03/31 11:56] (current)
saph
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 <​h2><​span class="​mw-headline"​ id="​Law_Enforcement">​Law Enforcement</​span></​h2>​ <​h2><​span class="​mw-headline"​ id="​Law_Enforcement">​Law Enforcement</​span></​h2>​
-<​p>​Characters that are set as guards will auto-enforce <a href="​https://​www.marosia.com/​doku/​doku.php?​id=politics"​ title="​Politics">​laws</​a>​ when they are broken in their presence if the player of the guard is offline (for at least 15 minutes). When a guard is online, they are expected to manually enforce a law break when it is broken in their presence. <​b>​Once guards begin to attack, they will continue attacking until their target is <a href="​https://​www.marosia.com/​doku/​doku.php?​id=combat#​Subdued"​ title="​Combat">​subdued</​a>,​ until the appropriate leader orders them to stop, or if the criminal/​law-breaker in question surrenders which will call off the guards from attacking.</​b>​ Children under 14 will not be seen as breaking the law by guards and will not be automatically attacked. It is important to note that all automatic guard attacks fall under the same restrictions that normal attacks do, such as the one hour time limit between attempts. For more information on combat restrictions see <a href="​https://​www.marosia.com/​doku/​doku.php?​id=combat"​ title="​Combat">​Combat</​a>​. Guards which are hibernating will not contribute to an automated attack.+<​p>​Characters that are set as guards will auto-enforce <a href="​https://​www.marosia.com/​doku/​doku.php?​id=politics"​ title="​Politics">​laws</​a>​ when they are broken in their presence if the player of the guard is offline (for at least 15 minutes). When a guard is online, they are expected to manually enforce a law break when it is broken in their presence. <​b>​Once guards begin to attack, they will continue attacking until their target is <a href="​https://​www.marosia.com/​doku/​doku.php?​id=combat#​Subdued"​ title="​Combat">​subdued</​a>,​ until the appropriate leader orders them to stop, or if the criminal/​law-breaker in question surrenders which will call off the guards from attacking.</​b>​ Children under 14 will not be seen as breaking the law by guards and will not be automatically attacked. The only exception to this is the theft law, which will be enforced no matter the law-breaker'​s age. It is important to note that all automatic guard attacks fall under the same restrictions that normal attacks do, such as the one hour time limit between attempts. For more information on combat restrictions see <a href="​https://​www.marosia.com/​doku/​doku.php?​id=combat"​ title="​Combat">​Combat</​a>​. Guards which are hibernating will not contribute to an automated attack. Leaders are exempt from auto-enforcement of any kind.
 </​p><​p><​br>​ </​p><​p><​br>​
 </p> </p>
-<​ul><​li>​ <​strong>​Violence</​strong>: ​Guards will resort to enforcement ​if the weapon level is 2 or greater (meaning fists and junk weapons will not elicit attacks) enabling the ability to spar without concern. Leaders are exempt from auto-enforcement of any kind.</​li>​+<​ul><​li>​ <​strong>​Violence</​strong>: ​Enforcement occurs ​if the attacker'​s ​weapon level is 2 or greater (meaning fists and junk weapons will not trigger enforcement) enabling the ability to spar without concern.</​li>​
 <li> <​strong>​Eavesdropping</​strong>:​ Enforcement occurs when an attempted eavesdrop fails.</​li>​ <li> <​strong>​Eavesdropping</​strong>:​ Enforcement occurs when an attempted eavesdrop fails.</​li>​
-<li> <​strong>​Forced Entry</​strong>:​ Enforcement occurs when attempting to break into a place or vehicle with a crowbar, lockpick or battering ram, though laws can be set to what specific types are now allowed.</​li>​ +<li> <​strong>​Forced Entry</​strong>:​ Enforcement occurs when attempting to break into a place or vehicle with a crowbar, lockpick or battering ram, though laws can be set to what specific types are allowed.</​li>​ 
-<li> <​strong>​Theft</​strong>:​ Enforcement occurs when taking items from an incapable person, when an attempt at pilfering pockets fails (not when initially peeking), or when taking items out of public containers (meaning those on the ground), but again laws can be set specifically. </li>+<li> <​strong>​Theft</​strong>:​ Enforcement occurs when taking items from an incapable person, when an attempt at pilfering pockets fails (not when initially peeking), or when taking items out of public containers (meaning those on the ground), but laws can be set individually for each type. </li>
 <li> <​strong>​Dragging</​strong>:​ Enforcement occurs when dragging any person, where the dragger is not the parent of the victim - parents will not trigger law breaks when moving their kids.</​li>​ <li> <​strong>​Dragging</​strong>:​ Enforcement occurs when dragging any person, where the dragger is not the parent of the victim - parents will not trigger law breaks when moving their kids.</​li>​
 <li> <​strong>​Vandalism</​strong>:​ Enforcement occurs when attempting to destroy a building or an object on the ground.</​li></​ul>​ <li> <​strong>​Vandalism</​strong>:​ Enforcement occurs when attempting to destroy a building or an object on the ground.</​li></​ul>​
-<​p>​All guard functionality ​is maintained on the town tile. Guardianship ​is removed ​if a guard leaves the tile. This means that in order to follow a criminal, a <a href="/​web/​20190610162410/​http://​www.wiki.marosia.com/​index.php?​title=Groups"​ title="​Groups">​ group</​a>​ must be made, or only wakeful characters will be able to participate in pursuit. This is to prevent the ability to use group-like functionality while maintaining the ability to work on projects.+<​p>​All guard functionality ​only applies to the tile the town is located on, and if a guard leaves the tile their guard status is removed. This means that in order to follow a criminal, a <a href="/​web/​20190610162410/​http://​www.wiki.marosia.com/​index.php?​title=Groups"​ title="​Groups">​ group</​a>​ must be made, or only wakeful characters will be able to participate in pursuit. This is to prevent the ability to use group-like functionality while maintaining the ability to work on projects.
 </p> </p>
 <​h2><​span class="​mw-headline"​ id="​Commands">​Commands</​span></​h2>​ <​h2><​span class="​mw-headline"​ id="​Commands">​Commands</​span></​h2>​
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 <​h2><​span class="​mw-headline"​ id="​Enlistment">​Enlistment</​span></​h2>​ <​h2><​span class="​mw-headline"​ id="​Enlistment">​Enlistment</​span></​h2>​
-<p>If someone would like sign up to be a guard, they would need to be a citizenover the age of 14 and enlisted by a leader. The leaders with access to the menu can try to enlist the person. The person ​will have to consent ​to the enlistment before being added to the roster. ​They cannot be a guard and be part of a group at the same time. You can have up to 5 characters set as guards.+<p>Any citizen over the age of 14 can be enlisted ​as a guard by a leader. The character being enlisted ​will get a prompt asking for their consent, and they will only be added to the guard roster ​if they agreeA character ​cannot be a guard and be part of a group at the same time. A single town can have up to 5 characters set as guards ​at once.
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 <​h2><​span class="​mw-headline"​ id="​Roster">​Roster</​span></​h2>​ <​h2><​span class="​mw-headline"​ id="​Roster">​Roster</​span></​h2>​
  • guards.1583625118.txt.gz
  • Last modified: 2020/03/07 23:51
  • by aster