The Faction System - Scoring, Points, Combat
Dec 6 2000 12:39PM CST
The Faction System - Scoring, Combat, and Points
Combat Related Interactions
Faction Scoring and Rank
Death at the Hands of a Faction Enemy
Looting Interactions
Faction Credits
Credit Income
Silver use
Faction Craftable Items
Faction Floor Traps
Faction Credit Interface
Faction-Allied Monsters
The Monsters
Faction Friendly Kills
Part 2: Faction Scoring, Combat and Points
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
There are no faction wars on the Trammel facet, however all guild wars still apply.
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" 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" 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.
Player's killpoints will atrophy in the morning time local to the shard. The atrophy amount is listed below.
Atrophy works on a 10 day cycle:
Day 1: Players with 90 killpoints or more lose 1 killpoint
Day 2: Players with 80 killpoints or more lose 1 killpoint
Day 3: Players with 70 killpoints or more lose 1 killpoint
Day 4: Players with 60 killpoints or more lose 1 killpoint
Day 5: Players with 50 killpoints or more lose 1 killpoint
Day 4: Players with 40 killpoints or more lose 1 killpoint
Day 3: Players with 30 killpoints or more lose 1 killpoint
Day 2: Players with 20 killpoints or more lose 1 killpoint
Day 1: Players with 10 killpoints or more lose 1 killpoint
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).
Titles: Once per day, all faction player scores are recalculated in order to assign faction rank. Titles vary within each faction as described below.
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 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).
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 craftable items addition
In order to craft a faction item other then a floor trap, the player doing the crafting must be in a town under the control of that faction. They must also be in the appropriate shop that normally makes or sells those types of items.
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: 200 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
Horse Breeder: 5,000 silver
Craftable Items
Floor Traps (tinker crafted): 1,000 silver
Other
Faction War Horses
A "Horse breeder" Sells war horses for that particular faction that purchased it. War horses have the following properties:
War horses are hued with their faction's color.
War horses cannot be ridden by players in opposing factions.
War horses have a high strength, dexterity, and natural higher fighting ability.
War horses have no rank requirement to ride them.
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
Primary Color
Secondary Color
Minax
Blood Red
Black
Council of Mages
Blue
Blue-white
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-1000 silver, 50 ingots, 1 spring. Can be placed in a town the placer's faction controls.
Saw Trap-100 silver, 50 ingots, 1 gear. Can be placed in a town the placer's faction controls.
Gas Trap-1000 silver, 10 ingots, 1 deadly poison potion. Can be placed in a faction stronghold.
Explosion Trap-1000 silver, 10 ingots, 1 greater explosion potion. Can be placed in any faction town.
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.
Traps placed by one's own faction can only be removed by the faction commander. The Faction Commander is able to remove their own Faction's traps without any skillcheck.
Faction Credit Interface
Silver is represented as silver coins.
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.
Silver gain from enemy kills
When a faction member kills someone from an opposing faction, they are eligible for up to 40 killpoints based on the following rules:
The killer must not already be in the slain player's "silver given" list
Players decay from the "silver given" list in a first-in, first-out order
The decay time is 3 hours from the time the player was entered into the "silver given" list.
The silver given list can only contain 5 players. If a playter already has 5 players in their silver given list, then no silver will be given.
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.
Aggression toward a friendly monster will cause the monster to attack the aggressor.
Enemy Faction-allied monsters provide silver to their killer.
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.
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