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  • Jurek
    Basic premise:

    A new batch of prisoners have arrived in the prison. Whether they are slaves, PoWs, criminals or innocents is not of your concern; Your job, as a guard is to keep them contained and under control at all times. However, many have smuggled various weapons and rumors of a riot never cease circulating. 
     
    Your boss is the warden, a veteran in all aspects of prison management. He will go through the standard schedule, rotating the prisoners around the prison and do his best at maintain order. You are authorized to kill anyone disregarding his order, however any unjustified kill will be punished with you being dishonorably discharged and thrown in the next batch of prisoners, so be careful!
     
     
    [GUARDS]
    -Punching and kicking guards or destructible items is not a punishable offence.
    -Guards may not kill prisoners for past crimes (this includes past and current rounds; if a prisoner hides his weapon for example, he is not to be killed).
    -Guards may kill prisoners on a direct path towards the Win Point. However, prisoners cannot be killed for delaying orhiding, unless the Warden has ordered otherwise.
    -During non-live rounds, guards cannot kill prisoners freely. When the Warden calls for a free day, however, prisoners can be killed under the normal rules.
    -Guards may not camp Win. They cannot kill prisoners who have reached the Win point.
    -Guards must state a reason after killing a prisoner for any reason. No reasons are required to be given during or after an Order 66
    -Guards may not stab, punch or kick prisoners at random.
    -Guards may not destroy any defenses.
    -Visible weapons on the belt or the hip (not currently being held) aren’t KoS unless the guard warns the player by typing in chat “drop [weapon name]’’. If the prisoner doesn’t comply within approximately 5-10 seconds, he is KoS.
    -You can NOT warn multiple people at once. ‘’Drop all weps’’ at the start of the round doesn’t apply.
    -Orders like ‘’drop wep’’ or just ‘’drop it’’ are invalid as they don’t mention the weapon’s name.
    -Guns are automatically KoS, even if they are carried on the back.
    -Guards may not exit the prison or use boats except in the case of an escape.
    -Guards may not kill any prisoners in spawn before 59:30.
     
    -Cane is a disciplinary melee weapon available to guards. Cane hits do no damage. As such it can be used freely to hit cocky prisoners. Detouring, kicking, fisting guard, destroying door, not following orders, possessing visible weapons, hiding, playing dead etc, etc. In 99% cases hitting with cane is NOT RDM HIT and should be treated very lightly as it indeed does no physical harm.

    -However, setting no restrictions would result in crazy guards slamming with canes everyone, everywhere, repeatedly in a psychotic fit. For such guards admins should issue a warning, and then eventually slay if individual does not comply soon. 
     
    Basic Terminology:
    -KoS = Kill on Sight
    -O66 = Kill all prisoners
    -RDM = Random Deathmatch (unjustified kill)
    -Detour = Not going/Going to the wrong direction
    -[SLAVE] = Rank ‘’awarded’’ to punished players, who now have limited access to game features
    -Warden = The person giving orders to the prisoners
    -CW = Community Warden, a person trusted by the admin team who has been allowed to use admin chat
     
    Valid Reasons:
    "Out" = Outside of designated area
    "wep (warned) [1]" = Weapon (hidden on belt/hip) [hid within 1 second-see below]
    "Order" = Direct order from the warden (such as "fire once")
    "Running"/"Escaping"/"Not going" = Self-explanatory
    "Rioting", "attacked me", "killed another guard" = Non-valid, use one of the reasons provided above.
    A legit kill without the appropriate reason is still considered RDM

     
    [PRISONERS] 
    -Any prisoner holding a weapon may be killed if it is drawn. Visible weapons on the belt or hip have to be warned for before killing.
    -As ‘’weapons’’ we classify anything that can deal damage. As such items like spyglasses aren’t considered weapons.
    -Any prisoner carrying a gun, even on his back, may be killed without warning.
    -All players are to listen to and follow the admins' orders. Their decision on a matter is final. If you have an issue with that decision, report it on the forum.
    -If a prisoner is killed within 1 second of dropping/hiding a weapon the kill is allowed. Any time after and the kill is to be consider an Accidental RDM.

     
    [ALL PLAYERS]
    -No players or admins are allowed to use the chat in a way that disrupts the server. This includes spamming, trying to antagonize players, trying to mislead others into breaking the rules, and so on.
    -Regiments may post a recruitment message every 1 map.
    -Glitching or abusing bugs/flaws in the game or any map is prohibited. Mods are allowed as long as they are cosmetic and do not impact gameplay. Examples of such permitted mods are the cheer and dab mods.
    -Trying to evade punishment by leaving the server will result in a permanent ban.
    -Wardening priority goes as follows: Admins-> Community Wardens-> Selected Players (from an admin/CW)-> Players
     
    Other Gamemodes:
     
     
    JailRun

    Scenario: 
    The prisoners have been thrown into an obstacle-course type arena by their captors to die by musket fire or drowning, for the amusement of the guards. Who are tough enough to win in a challenge with all the odds stacked against them?
    Rules:
    • Guards may not pick the rifle class.
    • Guards may not fire into the spawn.
    • Guards may not enter the track.
    • Guards can fire at the prisoners and prisoners can fire at the guards.
    • Guards may not shoot prisoners who have entered the win point.
    • Glitching from either team is slayable.
    • Prisoners may not delay to reload or hide.
     
    Jail Arena
    • Nobody may enter the arena unless told to by an admin.
    • Nobody can shoot / throw throwables.
    • No fighting outside the arena.
    • Fights only begin with the admin’s order and end when one side has lost all its players.
     
    Jail n Seek
    Scenario: 
    The guards have kidnapped a prisoner and are holding him as collateral in their prison. A band of brave prisoners decide to assault the prison, to free their poor comrade. Will they make it before the guards decide to execute him?
    • A player (usually a trustworthy player or admin) is to be selected as the VIP.
    • The VIP cannot give away their location or they will be banned.
    • The VIP cannot use weapons (even during his escape).
    • The VIP can’t attempt to disrupt its guards. Punching, kicking, running around and making noise via voice commands may result to an early execution.
    • The VIP cannot attempt to escape on their own. He needs to be constantly escorted by at least 1 prisoner.
    • Guards may not reveal the location of the VIP at risk of a ban.
    • The VIP is to be beaconed once he starts making his escape.
    • Guards cannot leave the fort under any circumstances.
     
    Hunger games

    • Prisoners must fight each other to the death - alliances are allowed providing they don't delay (like allied prisoners being the last left).
    • Only admins are allowed to be guards.
    • Delaying is not allowed. Hiding is allowed providing it isn't delaying.
    • At as specific time, the admin will enable access to the armory, where prisoners can be supplied with better weapons.
    • At regular intervals, the admins will activate a deathwall, after warnings on admin chat. Being in the wrong area will result in death.
    • Admin is allowed for use of GOD MODE in order to avoid early round end if some prisoner sneaks into admin zone due to map flaws. He is absolutely NOT allowed to fight/kill while using it.
     • The bridge in the center is always safe from the deathwall.
     
    Jail Race
    Scenario: 
    The prisoners have secured the help of a few, collaborative guards, who have promised to give them horses and open the main prison gates during their escape. However, there is only limited space on the escape boat. Hence, the prisoners have to race each other to it, with the first few prisoners who manage to board it securing their freedom.

    Procedure

    • Prisoners spawn in a prison-like, walled off spawn.
    1. In the admin horse version, they spawn as naked sailors.
    2. In the non-admin horse version, they spawn as cavalry from Team 2
    • The prisoners get into a paddock each. All prisoners are therefore level at the gate/starting line.
    • The admins step onto the platform above the gate, and spawn one admin horse in each paddock. The prisoners each mount a horse.
    • An admin raises the gate, and the players race through the map.
    • The first player who enters the victory boat has to close the gate onboard as soon as possible. This will prevent any further prisoners from boarding.
    • Any prisoners who are in the boat before it is shut have won. The rest have lost, and are forever trapped.
    • Admins will at a specific point in time attempt to run down and kill struggling prisoners.

    Rules:

    • Damage should be disabled for all players. Killing another player or their horse is slayable, then tempbannable the second time round.
    • Players are allowed to anything within reason to impede their competitors. This could be running in front of their horses (so as to halt them), or forcing them off a bridge or ledge.
    • Players are not allowed to troll other players by blocking deliberately, for any period of time, in a way that would stop the flow of the race. For instance, players are not allowed to block tunnels or other key narrow points in a map.
    • Admins are only allowed to teleport players who are stuck. No teleporting for other reasons is allowed.
    • Only two or three players should play as guards. These should ideally be admins. Any other players should be swapped. 
     
    JailSiege

    Scenario: 
    This mode plays in a more realistic setting of a constantly occupied prison; new batches of unarmed prisoners arrive at regular intervals and need to hoard weapons from around the prison. They need to riot collectively in order to overpower their armed opponents. Inevitably the prisoners will stage an escape, at which points the guards have to defend key chokepoints to prevent them from reaching their spawn and capping their flag.

    Rules:

    • Regular Jail Break rules apply.
    • Visible weapons are KOS, even if hidden.
    • X areas are KoS.
    • Prisoners closing the spawn door will be banned.
    • Guards may not open any of the three gates unless the admin tells them to.
    • Guards are obligated to abide by the warden’s commands. Should they not, they can be slayed
    • Sappers are enabled for the guard team; however, they are disallowed from spamming defenses in a way that disrupts gameplay (for instance they are allowed to build walls on the bridge, but not spam the gate-house with chevaux de frises). Plank spam is also disallowed.
    • Guards must take any guard weapons on the floor to the armory, as such multiple firearm carrying will be enabled.
    • Guards may not pick the partizani class.
    • In the event of a mass riot the warden may order all prisoners to return to their cells (referred to as a ‘’lockdown’’), anyone outside or not going is then KOS until control is retained.
    • In the event that the mass riot pushes the guards back to the wall the admin may call 'o66’. The guards must then push the prisoners back to spawn and close their spawn gate.
    • Cannons can be used only during o66.  No need to ask admin for permission. (fail to do so = temp-slave)
    •  In order to place/ignite TNT, players must first request admin permission to do so. (fail to do so = temp-slave)
    • Guards are encouraged not to blob around wherever the prisoners are, after all they are mostly unarmed, guards should patrol the prison and defend out of bounds areas and key points like doorways.
    • If a riot is called guards are to divert their attention to that location.
    • The cavalry guards are to patrol around the prison and not to clog up doorways or paths with their horse.
     
     
    Jail Purge

    Scenario: 
    The prisoners have taken control of their former prison and turned it into an autonomous educational center. The guards, still bitter over their humiliating defeat, send forward the equivalent of a space marine to take them out in a surprise attack. 
    Rules:
    • The guard-exterminator has a buffed healthpool, resistance to musket and rocket fire and a 1-hit-kill banhammer. He is however slow, vulnerable to being rushed by a large group and takes significant damage from rockets, and especially, melee attacks.
    • The guard must not delay, but keep advancing. 
    • There is only 1 guard, whose slot changes hands every round.
     
    Fortnite RP(FRP)

    FRP is a variation of Hunger Games mode. Players objective is to kill each other to become the last survivor. Most differences originate from its unique map. 
    FRP map is divided on 4 circles. Green, grey, pink and the very middle of map marked with red. First 2 zones contain plenty of places filled with loot. Last 2 zones are designed to hold a final struggles of remaining alive players.
     
    -Admins will ensure short and action packed rounds by "gassing" the zones one after another, till only red middle remains safe. Admin may decide to finally kill everyone, if last alive participants do not comply and fight.

    -It is a responsibility of wardening admin to ensure that round does not take too long. Time until gassing green zone should be no more than 2 minutes, grey zone should take max 1 min, while pink and red zone should take max 30 seconds. Depending on situation it should be even less (for example when majority of players decided to flee green zone anyway and now just waiting). 

    The  "gassing" is executed by using death wall command (/dw).
    /dwr values for each zones are below:

    -green zone ---> /dwr 50
    -grey zone ---> /dwr 19
    -pink zone ---> /dwr 1
    -killing everyone ---> /dwr -1
     
     
    Jail Forts (Minecraft RP)
    Scenario:
    The prisoners have escaped from their prison and tried to escape. However, the guards have managed to catch up with them and they now need to survive the guards' assault by using the terrain and materials they scrapped from the prison.

    Prisoner Rules:
    •Prisoners have until 57:30 to construct a fortress
    •Prisoners must have a minimum of 3 players to start a fort, any less is ramboing
    •Prisoners outside of a valid fort after 57:30 are to be slain for rambo
    •Prisoners trolling/destroying sapper defenses are to be slain
    •Prisoners are allowed to leave a fort after/during it falls to retreat to another (if another is available)

    Guard Rules:
    •Are to group up on the admin/team leader at the beginning
    •Do not charge before 57:30, if they do it is a slay
    •Generally should stick with their team

    Special Rules:
    •Towering is allowed (The building of high, near impenetrable sky fortress). Once guards have secured the base (The general area surrounding the tower), the inhabitants are given a warning and allowed time to evacuate. After the allotted time expires you may bomb/slay the towering prisoners.
    •As stated above an Admin Weapon is allowed, the grenade is to be used ONLY for destroying warned towers and nothing more, and sheathed immediately afterwards.
     
    Jail Assault:
     
    Scenario: Prisoners have freed themselves and now they occupy a big fort. The guards dispatch an amphibious assault to re take that fort.
     
    Guard rules:
    -Only current warden or appointed ( beaconed ) guard may sail the ship and give orders. /slay
    -Once the docks are reached and charge order is given - no more reloading /slay
    -No turning back /slay

    Prisoners rules:
    -No fort leaving /slay
    -No hiding or delaying /slay
     
     
    Admin is allowed for use of GOD MODE in order to avoid early round end if some prisoner sneaks into admin zone due to map flaws. He is absolutely NOT allowed to fight/kill while using it.

    Emil
    Our community has hosted several servers throughout the years, but this will be the longest duration as the MC server already been pre-paid for a year and may be continued if continuously popular, and as ZAP-Hosting decided to sponsor us with a server useful for various purposes. Thus a set of clear guidelines are to be written so everyone can enjoy the game on equal ground. We experienced one earlier launch with plugins being a mess and a recent with the server being laggy. Both of these issues should now be fixed and any future issues will quickly be solved by our friendly server hosts.
     
    The initial ruleset is as following (Last updated 9th Aug 2020):
    Do not exploit commands or tricks unknown to us, rather report directly prior to using it for your own benefit.
    This is so we don't have to delete the map due to someone getting a very unfair advantage at launch. Do not x-ray. It will only lead to an unfair play, will bore you out as the point with the game is lost.
    X-rayed loot will lead to a ban if used in combat against other players. Items gained may be removed if the behavior is continued.
    Admins will keep track of players inventory and their (hidden) chests and see if everything makes sense with tunnels. Do not go building walls or moats around others buildings without their permission.
    Do not touch the closeby environment unless you plan to live next door. Do not ruin the environment with lava casting/half-cut trees.
    This diminishes the natural beauty of the server and will make newcomers less likely to establish themselves. War/rivalry is only allowed between two agreeing parts, and lasts for the duration of the players being online with a 10 minute cooldown if someone quits prematurely. This is up to the warring factions to keep track of with screenshots. OPs words are law. They reserve the right to remove claims which might be unconventient, unused or remove items.
    These guidelines are subject to change. Do not launch boss fights without announcing it in the #games channel, and use the same channel to invite other players in general.

    Emil

    Bannerlord Gamemodes

    By Emil, in Player Information,

    These game modes are written with the premise that Bannerlord will feature the same basic dedicated server functions and configs as Warband in terms of unit limits, map change and one life mode, with the addition of modded scripts (beacons, individual banners, overhauls, advanced admin tools, etc). The multi-player is still being tweaked, thus our game modes may also be tweaked. Our guides are always portrayed as if there's 200 players in total on the server, 100 in each team. Let's begin with the backbone game mode of the Napoleonic (Bannerlord) Role Play server.
     
    Battle
    Random nation versus random nation.
    There are several types of infantry, thus each type should follow their group (1).
    Archers and cavalry should be limited to around 20% (2).
    It's allowed to kill surrenders if they're melee infantry. Archers may be taken hostage, and executed if not rescued.
    Team balance should be even.
     
    (1). No beacons/leader role might force us to wait with using the game mode until TW or modders' solve it, unless VOIP would offer an alternative temporary solution with voiced leaders.
    (2). This is battle game mode after all. Not supposed to be any archer or cavalry spam. Focus on teamwork, strategy and formations. 20 archers, 20 cavalry and 60 infantry per team.
     
    Volley
    Random nation versus random nation.
    Everyone must go archer (May equip any bow, arrow, but no javelins/spears).
    Walk in line towards the opponent forces and follow admins commands. (Halt, Present, Fire).
     
    Infantry versus Cavalry
    Random nation versus random nation.
    Admins force either infantry or cavalry on the teams (This is a scripted function in NRP today, likely won't be in BL).
    Infantry prepare a square or line formation at spawn.
    Cavalry line up at spawn and wait for the charge command from the admin.
    There are no sappers in BL so the last rule related to barricades was removed entirely.
     
    Cavalry versus Cavalry
    Random nation versus random nation.
    Admins force both teams to go Cavalry.
    Balance adjustments towards cavalry-oriented nations (Not too many horse archers delaying the rounds with Parthian shot tactics).
    Both teams line up at spawn and wait for the charge command from the admins.
    Unleash havoc.
     
    Other original and easy to convert game modes include assassination, hostage and town.

    Emil

    Server Rules

    By Emil, in Player Information,

    Player Rules for Chatting
    Read the role play rules as the admins announce them in the admin chat. Do not spam the chat with similar or unnecessary messages. English only. Keep other languages to a minimum, or via external chat programs. Always try to use proper capitalization, spelling and sentence structures. Regiments are allowed to recruit once per 3rd round. Complain about decisions on the forums, not in the chat.
    Player Rules for Playing
    Always follow the rules for the current role play on the server. No ramboing. You should always follow a regiment unless you're an artillerist. Sappers and naval troops should still follow officers or artillerists. No surrender-killing. You should always wait for admin/officers command before killing a prisoner. You may only kill prisoners if they still have weapons on them. No delaying. You should be playing to win, not to run around like a fool. No BP/TNT spam. You should never waste buildpoints or spam explosives. No teamhitting. Never stab, shoot or throw grenades at friendly soldiers. No hacking, cheating or modding. Never use files that modifies the game online. No trolling. Never block artillery or take control of boats without permission. No intentional impersonation of an admin, nor unauthorized usage of their tags.
    Admin Rules for Chatting
    No deviating from or circumventing the Player Rules for Chatting.  Thus admins must still follow the Player Rules for Chatting. No leading regiments via the announcements unless the specific RP requires it. No recruiting for regiments via the announcements. No participating in everyday conversation with the players via the announcements. No random or irrelevant sentences via the announcements. No spamming via the announcements. ~1 message per minute. Write using proper capitalization, spelling and sentence structure. Only warnings, RP instructions and punishments should be told via the announcements.
    Admin Rules for Playing
    No deviating from or circumventing the Player Rules for Playing. Thus admins must still follow the Player Rules for Playing. Admins should be in our Teamspeak or Discord while they are admining. Admins may not spawn tools such as admin weapons or admin horses. Admins may teleport stuck players if it's possible, the player will get slain if not. Post in the admin group on Steam when the server requires another admin. Admins should use their tag while on duty. eg, ServerAbbreviation_Rank_Username. Admins should announce their name change, unless temporary in the admin steam group.  
    Clarifications
    If a rule isn't written down, it's most certainly not forbidden either.
    Eg, acting tri-hard in chat is not forbidden, nor is it forbidden to be named Stalin in-game.
    However, it is forbidden to spam in chat or to impersonate an admin in-game.
    The recruiting rule gives every regiment or clan permission to make one informative recruitment message per 3rd round, also containing a link to a steam profile, website or forum thread. This isn't done to harm or discriminate against regiments or clans, but to keep the chat open for conversations, orders and memes instead of it being filled with advertisements.
     
    Player Consequences
    Admins use common sense when determining punishment, but they also use certain guidelines. 
    They look at previous behavior, if it's a regular player and if there was a valid reason to bend a rule. Breaking a rule once and regularly breaking them everyday may lead to different punishments. Examples:

    Spam in chat 🠚 Warning, kick then temporary ban.
    Ramboing 🠚 Warning, slay then temporary ban.
    Delaying 🠚 Warning, slay then temporary ban.
    Hacking, cheating, ddosing and modding 🠚 Instant permanent ban.
    BP/TNT spam 🠚 Temporary ban.
    Forbidden usernames 🠚 Warning, kick then permanent ban.
    Trolling 🠚 Warning, slay then temporary ban.
    Surrender-killing 🠚 Warning then slay.
    Teamhitting 🠚 Warning then slay.
    Anything may lead to a permanent ban if the bad manners continues after a temporary ban or after acting in a bad manner during several days.
     
    Admin Consequences
    Admins can make mistakes, but certain measures may be taken if it appears that they have deliberately broken the rules. Admins are the representatives of the community and should therefore be extra aware of the rules, show extra patience, restraint and respect.
    Common mistakes are often forgiven by the management and the players as long as the incident is reported. Eg, if an admin accidentally permanently ban a player and immediately report it on the Admin Steam Group or directly to someone with access to the ban list so the player quickly gets unbanned. However, if an admin has deliberately broken the rules, acts out as a threat against the existing hierarchy or if a valid complaint has been filed, then the admin can expect three possibilities; removal from the team, a warning or a demotion.
     
    Napoleonic Dictionary
    Trolls are acting contra-productively.
    Rambos are running alone. 
    Delayers are not participating in the fight.
    Teamhitters are shooting or stabbing mates on purpose.
    Surrenderkillers are killing surrenderers without lining up for execution.
    Spammers are abusing buildpoints or the chat.
    Hackers are using scripts to alter the game experience.
    Officer Aim means intentional aiming for the officer.
    Fire in Charge means firing whilst engaged in melee.
    Reload in Charge means reloading when the line you are part of is charging.
    Fire out of Line means firing when you are not in formation.

    Emil

    JB Gamemodes

    By Emil, in Player Information,

    JailArena (JArena)
    The guards and prisoners spawn facing each other.
    Both teams stay in their spawn areas.
    The Warden (acting as a referee) takes his position.
    He calls one or more fighters from either team to join the arena. They fight. Each team should have an equal no. of fighters chosen at the beginning of the fight.
    After 58:00, the fighter who is killed in combat loses.
    The Winner of the duel goes to the back of the line, and one or more new fighters enter the arena to create a new 1v1, 2v2, 3v3 etc.
    This goes on until a team (Guards or Prisoners) loses all of its players. That team has been defeated.
    Prisoners and guards may use any weapons they wish to.
    Shooting is not allowed.
    Interfering with duels in any way is an offense worth a ban.
    Anyone attacking anyone from the other team out of turn will be slain.
    Anyone entering the arena while it is not his/her turn will be slain.
    Fighters unwilling to leave the arena and go back to the back of their line after winning a duel will be slain.
    If a prisoner or guard surrenders, the Warden decides if they are to be spared or executed. His word is law.
     
    JailRun (JRun)
    Guards and Prisoners spawn in their respective areas.
    The aim of the Prisoners is to get to the Win Point and thus escape the arena.
    The aim of the guards is to prevent them from doing so, in killing all the prisoners.
    The prisoners initially move to the gate, which acts as the starting point.
    The guards take positions, ready to shoot the escapees as they emerge.
    The Warden (and only the Warden) shouts "3... 2... 1... Go!" before opening the gate and releasing the prisoners.
    The prisoners have to get to the Win Point by running through the obstacle course, while the guards are shooting at them.
    The first prisoner to reach the Win Point has beacon and offered the choice to either swap to guard or stay a prisoner. He is the winner.
    The round ends when all prisoners are at the Win Point area or when all are dead.
    Glitching outside the map and camping the spawn as either team is slay-able.
    The guards are not allowed to enter the obstacle course under any circumstances. Doing so is slay-able.
    Prisoners can do anything they would like to impede the progress of their fellow runners. It's a race between the prisoners as well.
    Guards can use any weapons and attacks they would like to attempt to kill the prisoners, including firearms and melee attacks.
    Guards may not enter the course themselves in order to misuse these weapons.
    The prisoners who win are to stay at the Win Point.
     
    Jail Assault (JAss)
    Prisoners spawn inside the prison.
    Guards spawn some distance away from the prison, in a locked spawn room.
    Guards have 30 seconds to spawn any weapons they wish to obtain from the weapon chests before the room is opened by an admin.
    Guards are then expected to charge towards the island, with the intent of killing all the prisoners.
    Both sides are hostile to each other, and are free to attack the other faction whenever they wish to.
    Keep in mind that the prisoners are not able to deal damage until 58:00.
    The defending team (the prisoners) are not allowed to leave the prison under any circumstances!
    Guards who camp excessively instead of charging and attacking will be slain after a warning.
    Ratio of guards/prisoners should be around 2:3.
     
    Jail 'N Seek (JNS)
    Prisoners spawn at the win point outside the prison, where they can arm themselves and organize their attack.
    Guards spawn near the main gates of the prison.
    The leader of the prisoners is teleported to the guards.
    Prisoner leader has to surrender all of his weapons, and follow the guards peacefully to wherever they wish to imprison him.
    Rest of the guards who are not escorting the prisoner are meant to adopt defensive positions and begin firing at the prisoners.
    The prisoners have 7 minutes to rescue their leader. After 7 minutes (at 53:00), he will be executed by the guards.
    The leader of the prisoners should ideally be an admin or a trustworthy player (a VIP).
    The guards are not allowed to harm the leader in any way while he is in the prison. If he escapes and is outside it, they are free to try to kill him before he reaches the Win Point.
    Deliberately killing the prisoner leader as a guard results in a temporary ban.
    Admins can freeze and teleport another prisoner to act as the leader until a new one is formally chosen. This is to prevent unnecessary resets if the prisoner leader dies halfway through the round.
    Guards must execute the prisoner leader after 53:00. This will mean that the prisoners have lost the round.
    Prisoner leader is not allowed to try to escape on his own!
    One sapper is allowed, with 100 build points, to build defenses for the guards.
    Guards win if all prisoners are either killed or surrender, or if the prisoner leader dies.
    Prisoners win if they find their leader, and escort him back to the Win Point, before he is executed by the guards.
    Prisoners can still win even if there are still guards who are alive.
    Prisoners can also win by killing all the guards.

    Emil

    NRP Gamemodes

    By Emil, in Player Information,

    Battle
    Random nation versus random nation.
    Infantry follow their officers and cavalry follow their general.
    It's not allowed to kill surrenders. Line up in front of them and wait for the fire command from an admin or officer. Surrenders must announce it, drop their weapons and keep their hands up.
    Anyone refraining from doing so may be killed. (G then P)
    Team balance should be even.
     
    Bastille
    France (Defenders) versus Russia (Attackers).
    The defenders (Infantry) need to hold their ground inside the palace.
    The attackers (Partizani) need to kill every last enemy.
    Balance should be in favor of Russia.
     
    Line Battle
    Random nation versus random nation.
    Infantry follow their officers. There may or may not be cavalry.
    Only light infantry and skirmishers are allowed to crouch.
    Infantry may only fire while in formation.
     
    Assassination
    Random nation versus Russia. Protect the General against Russian Spec-Ops.
    All Russians must go Partizani class and try to kill the General.
    All defenders must protect the General until the time runs out or the enemy team is dead.
    Cavalry should be deactivated.
    Grenadiers may or may not be allowed.
    Team balance should be in favor to the Russians.
     
    Town
    Russia versus random nation. Maintain control of the Russian village.
    Maps should contain Village in their names.
    All Russians must go Partizani class and do commoner work with their tools.
    All players of the other nation must guard the village, suppress violence and maintain order.
    Russians may not revolt before the designated time has passed.
    Non-violent Russians may not be killed before being rounded up in the city center 
    to be executed by admins / officers orders.
     
    Hostage
    Random nation (Defenders) versus random nation (Attackers)
    One hostage will be brought to the defenders where s/he will be imprisoned.
    The hostage has to be rescued by the attackers. 
    Victory if they safely get the hostage out of enemy territory or kill all the defenders.
    The defenders win if the attackers are eliminated, if the hostage die during a escape or if the time runs out.
     
    War & Peace
    Random nation versus random nation. The preferable game mode is Battle.
    The Generals may be handpicked by the admins before the round goes live.
    Officers are responsible for their respective regiments.
    All officers are expected to listen to and follow their Generals orders. 
    The game starts with a truce between the nations which may not be broken 
    until both teams are in their fortresses and prepared to receive further orders.
    War can only be declared by the Generals. 
    Traitors and disobedient soldiers may expect serious punishment.
    Sappers are allowed to build fortifications. 
    Artillery is allowed, but may only fire after war is declared, just like all other troops.
    Admin may order a charge if there's little to none fighting.
     
    Infantry versus Cavalry
    Random nation versus random nation. 
    Admins force either Infantry or Cavalry on the teams.
    Infantry prepare a square formation at spawn.
    Cavalry line up at spawn and wait for the charge command from the admins.
    Sappers / barricades may or may not be allowed.
     
    Cavalry versus Cavalry
    Random nation versus random nation. (Except UK since they don't have lancers)
    Admins force both teams to go Cavalry.
    Both teams line up at spawn and wait for the charge command from the admins.
    Unleash havoc.
     
    Capture the Church
    Random nation (Defenders) versus random nation (Attackers)
    The defenders have to keep the attackers from reaching the church and using the bells.
    The defenders may not pass over the bridge.
    Sappers may or may not be allowed.
    Artillery is allowed for both sides.
     
    Russian Revolution
    Russia (Imperialists) versus Russia (Communists)
    Team 2 (Communists) must go Partizani class.
    Map should preferably be European City.
    Team balance in favor of Team 2 (Communists)
     
    Storm the Palace
    Random nation (Defenders) versus Russia (Attackers)
    Defenders need to hold their ground inside the palace by using any means necessary.
    Attackers need to kill every last enemy.
    Balance should be in favor of Russia.
     
    Stalingrad
    Russia (Soviet Union) versus Prussia (Nazi-Germany)
    Map should be Landshut (Night)
    Both teams may use sappers to build barricades.
    Admins may decide if one team should try to push.
    Red day every third round. (Melee only)
     
    Volley
    Random nation versus random nation.
    Everyone must go Infantry. (No grenadiers, sappers, sailors or cavalry)
    Two officers are decided to lead each team by the admins.
    Everyone must walking with their officer in formation.
    Follow admins commands. (Halt, Present, Fire)
     
    D-Day
    Change game mode to Siege and select map Fort Al Hafya (Night)
    Prussia (Defenders) versus UK (Attackers)
    Both teams are allowed to have Artillery and Grenadiers.
    Prussia may also use Sappers.
    UK must either capture the flag behind the enemy bunkers or kill the enemy commander.
    Team balance in favor of UK.
     
    Trench
    France versus Prussia. 
    Map should be German Village (Morning)
    Each round start with a peace period so everyone can get into their trenches.
    Admin declares war after a certain amount of time.
    Admin orders either of the teams to assault afterwards.
     
    Western
    Random nation versus random nation.
    Everyone must choose the officer class. (Officer limit to 100%)
    Map should be Spanish Farm (Day)
    Cavalry may or may not be allowed.
     
    Ambush
    Random nation versus random nation.
    The first team should try to reach a destination, eg. ship or fortress.
    The second team should try to cut them off before they reach the destination.
    The first team may not start fighting before the second team has arrived.
    The first team win by getting ~5 players to the destination.
    The second team wins by killing all enemies or by stopping them from reaching the destination until the time limit is up.
     
    Naval
    Arabian Harbour (Night) above 100 players and Naval Battle (Day) below 100 players.
    It's not allowed to start steering the ships before admins command.
    Everyone should go ship crew class. (Depends)
    Grenadiers are deactivated.
    Artillery may or may not be allowed.

    Emil

    NARC Gamemodes

    By Emil, in Player Information,

    Kingdoms
    Players have to group up into factions and claim one of the bases on the map.
    After some time those fractions may declare wars against others or make some diplomatic moves.
    The goal is to defeat other kingdoms and rule the land.
     
    Frontiers
    You need to settle this wild land.
    Like in Kingdoms RP you need to form groups, but in this you have to construct your settlements and try to survive.
    Later you may fight against other settlements or try to cooperate.
     
    Town
    Town RP is basically a sandbox, where you can play as town guard, mayor, bartender, priest, hobo, or maybe cult leader. Just have fun.
     
    Northgard
    Your town is cut off the rest of the world. You have to survive the harsh winter and strange occurrences.
    Make expeditions, fortify your town and don't get sick.
     
    Dictator
    One of the players is the Dictator, who has loyal guards.
    He may do anything he likes, but if he cross the line there may be revolt against him.
    The goal of dictator is to rule as long as possible being very abusive in the same time. Guards have to help him achieve this goal.
    The rest of the citizens may try to help him or revolt against him. They may also just try to survive.
     
    Papers, Please
    One of the teams are guards. They have to protect their town and it's borders.
    Second team are refugees who want to enter the town.
    Some of them are terrorists who want to see the World burn.
    The goal of guards team is to protect the town but they have to let in the refugees at the same time.
    Second team has to enter the town in legal or illegal way. The terrorist have to blow up some of the constructions inside the town.
     
    Murder Boat
    You are on a steam ship, but it has no coal anymore. Suddenly some armed crew members are going crazy.
    One team has to hide at the beginning and later escape with small boat or fight back.
    Second team has to mercilessly murder the first team.
     
    Assassin
    One of the players is high priority target. He has his guards, but they don't know who is the assassin.
    The second team are guests, recruits, depending on the story. Among them there's at least one assassin.
    First team has to keep the target alive. Second may help the guards if they see the assassins attacking.

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