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    Progress and termination of fortress combat

    [GM]EDGE
    [GM]EDGE


    Posts : 131
    Join date : 2009-10-04

    Progress and termination of fortress combat Empty Progress and termination of fortress combat

    Post by [GM]EDGE Wed Nov 11, 2009 1:06 am

    Progress of fortress combat

    Progress of a fortress war is made in the order of intrusion into the exterior castle, destruction of the guard towers, and destruction of the heart of the fortress.

    Intrusion into exterior castle

    [img]Progress and termination of fortress combat Fortre37[/img]

    Destruction of guard towers

    All of the guard towers in the exterior castle shall be destroyed. It is not allowed to attack the heart of the fortress unless all of the guard towers are destructed. A notice is circulated to all of the participants of the fortress war indicating that the heart of the fortress can be destroyed only when all of the guard towers are destructed.
    Please note that it is not allowed to attack the heart of the fortress immediately after destroying all of the guard towers. Attacking the heart of the fortress is allowed three minutes after destruction of the entire guard towers inside the fortress. The tool-tip of the fortress war situation icon or a notice indicates the time for attacking the heart of the fortress.

    Destroying heart of fortress


    [img]Progress and termination of fortress combat Fortre38[/img]Once the heart of the fortress is destructed, guilds and alliance guilds most consumed durability of the heart become the defending guilds, and other guilds do the attacking counterpart. Then, the game proceeds as follows:
    * At the moment of destruction of the heart of the fortress, a notice is circulated to all of the participants of the fortress war indicating temporary occupation of the fortress.
    * Once the heart of the fortress is destroyed, all of the attacking guilds are forcibly moved to one of the three fortress gates outside the fortress.
    * The attacking guilds are not allowed to enter the fortress for five minutes after temporary occupation.
    * Upon temporary occupation of the fortress, the grade of the structures is decreased by one degree. The maximum decreases is one degree.
    The decreased grade is not recovered until completion of the fortress war. (Structures subject to degree decrease: The heart of the fortress, the castle gate and the guard towers)


    * Once the fortress is temporarily occupied, durability of the castle gate is recovered to 100%, and kept closed.
    In addition, durability of the heart of the fortress and the guard towers is also recovered to 100%.
    * The defense camps is not subject to grade decrease; however, durability is not recovered.
    * A new fortress-occupying guild eliminates all the existing commanding post tents.
    * All of the flags and the mobilized monsters disappear.
    * A guild temporarily occupying the fortress is not allowed to use NPC, and all of the existing guards are laid off.
    * All of the obstructs installed by the defending guild disappear.
    * The decreased grade of the structures is not recovered upon completion of the fortress war.
    * The grade of all of the structures is reset to first degree once a guild succeeds in attacking the castle after completion of the fortress war.

    War positions for fortress war

    Temporary war positions are provided to the guild members dependent upon number of PK enemies at the fortress war, and the positions generate buff effects. The war positions and the buff effects are allowed of use within a fortress during a fortress war only, and applied immediately after escalation of the positions.
    Once a member escalates to the next high position, the member loses the buff effects of the previous position, and obtains new buff effects for the new position.
    The buff effects are kept intact even if the member is killed. The war position and the buff effects are eliminated upon completion of the fortress war.
    The war positions and the buff effects are as follows:
    * Charging infantryman: Buff effects of increase of hit rate by 5% for ten minutes
    * Senior charging infantryman: Buff effects of increase of hit rate and avoidance rate by 5% respectively for ten minutes
    * Chief of hundred-corps: Buff effects of increase of HP/MP recovery rate by 100% for ten minutes
    * Chief of charging infantrymen: Buff effects of increase of physical/magical damage by 10% for ten minutes
    * Elite guard: Buff effects of increase of physical/magical damage and HP by 10% respectively for ten minutes
    * Commander: Buff effects of increase of physical/magical damage and physical/magical damage absorption rate by 10% respectively, and
    movement speed by 20% for 30 minutes

    Termination of fortress war

    A guild occupying a fortress upon completion of the fortress war becomes the owner of the fortress.

    Succeeding in occupying the fortress

    When attacking the fortress succeeds in, and the owner is changed, all of the structures are reset to first degree, NPC is laid off, and items and COS under production and training are cancelled.
    Succeeding in defending the fortress

    The degree decreased during fortress defending is not recovered. Further, the destroyed structures are not automatically recovered.
    However, NPC, items and COS under production and training and the fortress position are kept intact.
    Common

    PK number of characters participated in the fortress war, war records including buff, and fortress monsters disappear upon completion of the fortress war.
    Further, all of the obstacles, the command post tents and the flags installed during the fortress war disappear.
    The losing guild is forcibly evacuated to the nearest village, and the winning and the alliance guild only remain in the fortress

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