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Kerk Geoglossum

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Posts posted by Kerk Geoglossum

  1.  

    SCOPE

     The outpost mechanic has long been coveted by the staff as a usable feature, and this serves as our roll-out to bring that feature to the players of OGG. 

    As such, the GMs have constructed 1 outpost site per region (Hammer, Tong's, and Forge).  An inaugural event will be held to "open" each of these sites and whichever claim wins this event will be entitled to place the first outpost within it (see details below). 

    After a few days, random events can occur at these sites (events will be posted at least a 4 days in advance).  Owning claims must participate in these events (and win some others) to retain control of their outposts.

    Claims/Groups may fight over control of these sites, using the "contest" mechanic we've introduced below - these will be treated like server PVP events (King of the Hill) and event posts will be generated according to Para 5 below.

    HOW IT WORKS

    1. Search the map for the outpost events
      • GM T1 Monument reading "Hammer Outpost Event - Date"
    2. Win the Outpost Events!
      • The First event will be a "King of the Hill" PVP event.   See Para 4 for more details on subsequent events!
    3. Use the Outpost!
      • The winning side will select a claim to build an outpost within the fortifications (GM provides materials)
      • Slaves will be provided (twice what the outpost can hold)
      • The owning claim then protects and uses the outpost (it provides materials every game day)
        • normal Server PVP rules apply (the Outpost has a claim template, and counts as a claim for the purposes of PVP)
    4. Fortify the Outpost!
      • No Terra-forming is permitted within render range of the outpost (the exception to this is building a road to the outpost site)
      • only unmovable structures made via the  "Construction" skill (the simple construction context menu) may be placed on the outpost template to fortify it. (anything else will be deleted)
      • Only "Construction" skill (the simple construction context menu) structures may be placed WITHIN render range of the outpost site.
      • Movable structures are permitted.
      • The Bridges leading to the outposts may have NO unmovable structures placed. Moveable structures MAY be used for fortification of the bridges (Exception to the normal server rules: bridge may be completely blocked by moveable objects (I.E. Palisade shields, tables, crates, barrels etc.)
    5. Outposts are Vulnerable!
      • After 3 RL days, the outpost owned by a claim becomes vulnerable to "calamities"
      • For all events, ALL players are eligible to participate, this specifically includes the "CONTESTING" events. 
      • There is a possibility that the outposts will fall victim to some of these calamities, in the form of events at the outpost.
        • If the owning claim/group loses these events, or doesn't participate, or another claim/group wins in their place, they will LOSE their outpost, and the winning claim/group may place their own (in accordance with Para 3 above).  If no one participates, the outpost will fall into disrepair and be inoperable until the next event time-frame (weekly)
      • The types of calamities may include:
        • Viking Raiders! (RP/PVP event) - Viking NPCs will assault the stronghold throughout the time-window, if they are able to control the fortifications by the end, the outpost is destroyed!
        • Natural disasters (RP event) - keep the outpost repaired and walls repaired fully during the disaster window or the outpost will burn down, be swept away!
        • Slave Revolt! (RP/PVP event) - slave NPCs will attempt to escape the outpost site and attack anyone trying to prevent them escaping - if enough escape, the outpost collapses!
        • Slave Market! (RP event) - there may be a slave market at the trader district, claims owning an outpost MUST participate in the slave market.
        • Slave caravan (RP/PVP event) - a slave caravan will attempt to deliver a shipment of slaves to the outpost, the claim owning the target outpost MUST attempt to escort the caravan
        • This means war! (PVP event) - a claim that has contested another claim's ownership of a node must control the fortifications by the end of the window to win
    6. Contest the Outpost!
      • Claims/Groups may attempt to wrest control of outposts from their rivals.
        1. A claim will post their "intent to contest" in the "War's" Thread https://old-guys-gaming.com/forum/index.php?/forum/120-wars/ (see example in that thread)
        2. A GM will acknowledge the contest in the same thread.  This notification "seals the deal" and initiates a contesting event.
        3. A GM will post a contesting event in the same manner as the "calamities" - a date will be selected (the subsequent weekend if possible)
        4. The contest will occur IAW the event post, whichever claim/group control the outpost fortifications at the end of the window will be declared the winner, and may place their own outpost down in the same manner as para 3 above (Use the outpost!)

    CLOSE

    We sincerely hope you enjoy this feature on our server, and look forward to your feedback and suggestions. 

    Please note that we are working on some additional functionality associated with this mechanic, so stay tuned for evolution to it going forward.

    May the odds be forever in your favour!

    OGG staff.

    • Like 1
  2. Good evening everyone - please find below the details for an event taking place this Saturday, 23 Mar 2019    1500 UTC -7

    Scenario

    She gazed out over line of mournful, weeping slaves, letting the smells and sounds of their misery wash over her - she relished it so.  She wiped her brow, slick with sweat, and gazed up at the cold sunlight in the crisp air of a virgin winter, wondering if any of the slaves would die en route to the outpost.

    She surveyed her caravan, horse-carts with cages bolted to them, packed to the brim with slaves of all demographics, in various states of horror, resignation and defeat.  She passionately whipped an erstwhile slaver whose pathetic visage caught her eye.  The man collapsed, and she chuckled appreciatively, as she whipped him to death for his laziness.  She regained her composure, remembering that she had to get moving, the owners of the outpost needed her human grist for their mill....provided she survived the journey.  The realm had never been safe, never been open for good honest people to trade in human currency - she intended to correct that, and in opening up slaving routes in this land, usher in a new era of prosperity and bury even further the desolation and bloodshed of the previous decade - underneath the detritus of good, strong-backed, slaves.

    But she needed to make it to the outpost intact.  She had watched the meek and powerful sparring in the arena, she knew that there were heroes and warriors alike in the land, she hoped that when she drove her slaves onto the roads and into the wilds, she would be protected by financially motivated individuals.

    But the road is long, and the night is dark.

    Full of terrors.

    She needed to make to the North.

    SEQUENCE

    1. At 1500 UTC -7, 23 Mar 2019 - a slave trader NPC will announce their arrival on the map - they will begin a rather lengthy journey to deliver slaves to the sleeper's forge or hammer outpost.
      • the slave trader will describe their whereabouts as they travel - queuing players
    2. If the slave trader caravan makes it to the sleeper's forge or hammer outpost, then the claim owning the outpost will get another shipment of slaves!
    3. If the slave trade DOES NOT make it to the sleeper's forge or hammer outpost, there will be no slaves delivered.
    4. No later than 1700 UTC -7 , 23 Mar 2019 - the slave trader will catch her boat at the outpost and depart the lands (if he survives)

    DETAILS

    • There will be Blood! Normal rules for server PVP apply.
    • Investment Insurance! The claim that owns the outpost MUST escort the slave caravan, they are invested in it of course.  Failure to attempt an escort will result in forfeiture of outpost ownership.  
    • Keep what you kill! The Caravan will be loaded with loot, and the slave-trader will have full equipment. 
    • Payment delivered on completion!  In order to claim the slaves, the slave-trader MUST arrive at the outpost.  If it does not, no slaves will be granted to it.
    • A change of ownership!  Should a DIFFERENT claim/group complete the escort and gain control of an outpost zone, they will gain ownership of the outpost, and may place one of their choosing.

    CLOSE

    May the odds be forever in your favor.

  3. SCENARIO

    The architect toed the loose rocks amidst the ruins of the port town.  About the masonry was strewn the wasted remnants of its former occupants and defenders, shriveled now, their parchment flesh encasing brittle bones.  Whatever had happened here was long finished, though the winds screamed through the skeletal remains, as paying tribute to the souls buried so long ago.

    He chuckled to himself....they are naught but mortar upon which a new horror will be built.

    He turned then, to the whimpering line of slave labor being whipped into the construction site.  He saw one of the weaker ones fall to their knees, nodded at an overseer.  The giant ogre strode forward and caved in the skull of the fallen slave dismissively.  The rest shuffled all the more concertedly for their work sites....progress, at least.

    The Architect knew that that would not be the last slave to die rebuilding this northern outpost, nor the last body to be incorporated into its walls.  He grinned with avarice as he contemplated the gold coins soon to be filling his wagons, as the machinations of the lords and ladies of this land came to a bloody head to decide who would own this outpost first....for however long that would last.

    SEQUENCE

    1. At 1900 EST, 10 MAR 2019, the monument protecting the outpost area will be deleted.
    2. Players are then free to move to and control the objective.
    3. At 2100 EST, 10 MAR 2019, the GM will end the event via "green text" from RCON.
    4. Whichever group "controls" the center of the outpost area will be declared the winner.
      • The "winners" will be able to choose an outpost to template in.
      • The adjudicating GM will spawn in Q80 mats and the winning claim will build their outpost
      • The adjudicating GM will spawn in 2x the complement of slaves and leave them in a horse-cart at the outpost site.
    5. If the objective area is still contested, the event will be considered a draw.
      • If the event ends in a draw, no outpost may be built, and there will be another event organized for control of the outpost site.

    DETAILS

    • Once more unto the breach! To "win" the scenario a claim/group MUST control the center of the objective area uncontested.
    • Incoming! Siege equipment is encouraged
    • Uncontested! One side must be unopposed (no enemy within the walled area of the objective) to be uncontested.
    • Contested! If there is still fighting, or enemy within the walled objective area, it is considered contested.

    CLOSE

    Hope to see you all out there - for as long as you all are able to last.

    May the odds be forever in your favor!

    OGG STAFF

  4. Good evening everyone - please find below the details for an event taking place this Saturday, 02 Mar 2019

    Scenario

    She gazed out over line of mournful, weeping slaves, letting the smells and sounds of their misery wash over her - she relished it so.  She wiped her brow, slick with sweat, and gazed up at the cold sunlight in the crisp air of a virgin winter, wondering if any of the slaves would die en route to the outpost.

    She surveyed her caravan, horse-carts with cages bolted to them, packed to the brim with slaves of all demographics, in various states of horror, resignation and defeat.  She passionately whipped an erstwhile slaver whose pathetic visage caught her eye.  The man collapsed, and she chuckled appreciatively, as she whipped him to death for his laziness.  She regained her composure, remembering that she had to get moving, the owners of the outpost needed her human grist for their mill....provided she survived the journey.  The realm had never been safe, never been open for good honest people to trade in human currency - she intended to correct that, and in opening up slaving routes in this land, usher in a new era of prosperity and bury even further the desolation and bloodshed of the previous decade - underneath the detritus of good, strong-backed, slaves.

    But she needed to make it to the outpost intact.  She had watched the meek and powerful sparring in the arena, she knew that there were heroes and warriors alike in the land, she hoped that when she drove her slaves onto the roads and into the wilds, she would be protected by financially motivated individuals.

    But the road is long, and the night is dark.

    Full of terrors.

    She needed to make to the North.

    SEQUENCE

    1. At 1800 EST, 02 Mar 2019 - a slave trader NPC will announce their arrival on the map - they will begin a rather lengthy journey to deliver slaves to the sleeper's forge outpost.
      • the slave trader will describe their whereabouts as they travel - queuing players
    2. If the slave trader caravan makes it to the sleeper's forge outpost, then the claim owning the outpost will get another shipment of slaves!
    3. If the slave trade DOES NOT make it to the sleeper's forge outpost, there will be no slaves delivered.
    4. No later than 2000, 02 Mar 2019 - the slave trader will catch her boat at the outpost and depart the lands (if he survives)

    DETAILS

    • There will be Blood! Normal rules for server PVP apply.
    • Investment Insurance! The claim that owns the outpost MUST escort the slave caravan, they are invested in it of course.  Failure to attempt an escort will result in forfeiture of outpost ownership.
    • Keep what you kill! The Caravan will be loaded with loot, and the slave-trader will have full equipment. 
    • Payment delivered on completion!  In order to claim the slaves, the slave-trader MUST arrive at the outpost.  If it does not, no slaves will be granted to it.
    • A change of ownership!  Should a DIFFERENT claim/group complete the escort, they will gain ownership of the outpost, and may place one of their choosing.

    CLOSE

    May the odds be forever in your favor.

    • Like 1
  5. We are pleased to introduce version 2.0 of our server war rules!

    ACTION

    Warfare within OGGs LIF:YO server is the "end-game" of competitive PVP between warring claims/groups/coalitions. 

    It is a feature that we see as being a method for "concluding" hostilities between groups of various types and provide some closure to an on-going debate, dispute, skirmishing etc. This can take the form of a pitched battle that leads to a siege, or could be a duel between champions, or material reparations, or number of slaves taken - imagination is the only limitation.

    It is a mechanism whereby potentially the losing claim can be obliterated from the map.  This is a deliberate decision, and it has long been a feature of our community, though not oft utilized.  It serves to add some "pressure" to the machinations of groups on the server, as you are never "truly" protected and your decisions "could" have irrevocable consequences.

    Life is Feudal after all.

    WARFARE RULES

    1. From whence the blood flows... ALL claims that have formally declared participation in the war will be subject to the Thunder-Dome rule - in that all RP requirements are suspended on their claims for the duration of the war. (GMs will update the appropriate discord channel)
    2. Wave after wave of my men! For all claims declared to be part of the war, there is no 24-hr raid timer for the duration of the war.  Claims may raid each other as many times as they choose (though individual raids will still end according to existing rules).
    3. Its not the size of the army, but the fury of its assault! For Pitched battles and Judgment Hour (JH) siege events, a ratio of no more than 3:1 will be permitted to participate.  Ie - if one side has 2 fighting a pitched battle, the other may bring no more than 6 players. 
    4. What happens in OGG...stays in OGG! After the war is concluded, all claims/players formally participating may request alignment resets back to 0.
    5. Pitched Battle Event - separate 'King of the Hill' PVP event hosted specifically for the warring factions. The winner of this event is eligible to siege their opponents according to the terms of war.
    6. Siege Battle Event - a JH Siege event that takes place at the claim who LOST the Pitched Battle event.

    SEQUENCE

    1. The Claim declaring war makes a post in the "WAR" forum thread. (insert link here) - use the example in the forums...if you don't have the info, your dec won't be recognized
    2. A GM will contact the claim lead receiving the declaration and confirm they are aware. *note* they do not need to consent to the war declaration.
      • If the receiving claim cannot be contacted within 24hrs - the war will be formally acknowledged by the GM anyway.
    3. The GM will formally approve the war declaration in the original thread - this initiates the 24hr period for allies to declare themselves and their rosters.
      • Allies must declare themselves for either side in an RP post to the original thread.  This declaration MUST INCLUDE YOUR ROSTER.
      • After 24hrs the GM will post again indicating the window has closed, only allies/rosters submitted prior to this are eligible to participate in the war.  As well only allies/rosters submitted here will be subject to the WARFARE RULES above.
    4. The GM will post in the original thread that the War is now Live - as of this post - FIGHTING MAY OCCUR
    5. The governing GM will organize a discord conversation between the two claim leads to discuss "The Terms of War" - this is an opportunity for the two sides to discuss the following:
      • If no conversation can be organized within 24hrs from the time the war is declared live, the default "Terms of War" will be activated.
        • Terms of war Definitions
          • Terms of surrender (material compensation, RP requirements, etc)
          • Terms of victory [pitched battle victory, siege victory (Judgment hour), reparations]
          • Duration of the war (not longer than 14 RL days from the moment the GM declares the war live)
    6. If an agreement can be reached between the two sides, the GM will post in the original thread "The Terms of War" - this will serve as the "road-map" for the war.
    7. If no agreement can be reached, the GM will post a default set of "the Terms of War" - which will be the following:
      • Default Terms of War
        • Terms of Surrender - Nil
        • Terms of Victory - Must win Pitched Battle event, Must win JH Siege Event.
        • Duration of the War - 14 RL Days
    8. If the terms of war include a pitched battle - a separate event will be organized and posted in the events thread by a GM 
    9. If the terms of war include a JH Siege event - a separate event will be organized and posted in the events thread by a GM.
    10. If the terms of war include an alternative agreement for ending the war and declaring victory (a duel between claim leads/champions for example, a degrading RP event) - a separate event will be organized and posted in the events thread by a GM.
    11. Once the conditions for victory have been met according to the player or default Terms of war, the GM will formally declare the war finished.
    12. The two original claims at war are NOT PERMITTED TO DECLARE WAR OR participate in another war for a period of 14 RL Days.

    CLOSE

    Good hunting as you work your way through diplomacy to its ultimate expression via war, and as ever:

    May the odds be forever in your favour!

    OGG STAFF

  6. SCENARIO

    The outpost was the only thing keeping our settlement going.  Its daily production provided all the essential wealth to pay the merchant fleets, and if the merchants had a particularly lucrative run, they would bring specialties from across the ocean!  The townsfolk would flock to the outpost docks at the sight of sails, eager to see what they had.  That all changed with the raiders.  The Villagers gathered for the sails as usual, but instead of riches and good it was blades and blood.  The settlement was annihilated and the outpost and its dock destroyed.  Merchant vessels stopped coming, and the people moved on. 

    Today, the remnants of that outpost are ripe for rebuilding, and the fortifications securing it a first stab at re-igniting trade.  Should the outpost become active, any claim that can keep it operational and protected will reap the benefits of its slave-fuelled production.

    SEQUENCE

    1. At 2000 EST, 24 Feb 2019, the monument protecting the outpost area will be deleted.
    2. Players are then free to move to and control the objective.
    3. At 2200 EST, 24 Feb 2019, the GM will end the event via "green text" from RCON.
    4. Whichever group "controls" the center of the outpost area will be declared the winner.
      • The "winners" will be able to choose an outpost to template in.
      • The adjudicating GM will spawn in Q80 mats and the winning claim will build their outpost
      • The adjudicating GM will spawn in 2x the complement of slaves and leave them in a horse-cart at the outpost site.
    5. If the objective area is still contested, the event will be considered a draw.
      • If the event ends in a draw, no outpost may be built, and there will be another event organized for control of the outpost site.

    DETAILS

    • Once more unto the breach! To "win" the scenario a claim/group MUST control the center of the objective area uncontested.
    • Incoming! Siege equipment is encouraged
    • Uncontested! One side must be unopposed (no enemy within the walled area of the objective) to be uncontested.
    • Contested! If there is still fighting, or enemy within the walled objective area, it is considered contested.

    CLOSE

    Hope to see you all out there - for as long as you all are able to last.

    May the odds be forever in your favor!

    OGG STAFF

  7. Good evening everyone

    ACTION

    Find below the example text and format that you will use to contest ownership of one of our Regional Outposts.

    EXAMPLE

    I, Lord Farquat (Claim lead) of Farquat's Fabulous Faction of Fabulousness (Claim name), hereby declare the following:

    For numerous transgressions against the people of my claim, and the audacity of Shrek and his village of swamp creatures to monopolize the sweet sweet resources of the swamp outpost in Sleeper's Forge, I formally declare my intent to annex his outpost for my own use. (RP Rationale)

    • Contesting Claim - Farquat's Fabulous Faction of Fabulousness (Contesting claim)
    • Outpost being contested - Sleeper's Forge Outpost (Outpost being contested)

    Signed,

    Lord Farquat the fearsomely fabulous.

    CLOSE

    This is the only acceptable format for a contest to be recognized, but please put in as much of an RP rationale as you choose, the more the better!

    Good hunting,

    OGG Staff

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