Atlas Combat

01

Step one

Initiation | Demand

Prior to combat, you must state a clear demand that is reasonable to meet and would not be overly detrimental to the roleplay experience. This demand must also include a consequence, even if only to say “or else”.

02

Step Two

Response | Consequence​​

You must allow the player ample time to respond to your demand, even if that response is to do nothing. After being given ample time to respond, if the player has not yielded to the demand, you may engage them in combat.

1. No Death Matching

A death match (“random death match” or “RDM”) is the act of attacking another character without sufficient warning, reason or prior roleplay interaction, simply for the sake of killing them, often before the player notices or is able to react. All combat must follow the server combat initiation rules. RDM and “Kill on Sight” (or “KOS”) is not allowed, unless agreed to by both parties, except during official events and in the designated event zone.

2. No Combat Logging

Logging out during a ‘scene’ in order to keep your character safe, avoid repercussions, or escape a situation. If you cannot finish a scene due to IRL circumstances, you must contact the other parties and arrange. You must deal with the consequences of the scene on your next log-in.

3. No Tames in Combat

Tames are not allowed to be used in combat, and all tames should be kept on passive during general RP. The only exception to this rule is during ‘Formal War’ when written into the war terms. For more in depth information and additional regulations for Tames in Combat, please visit out Tame Rule page.

4. No Touching Sleepers

You may not interact with offline player bodies or “sleepers” as they would likely awake if touched, moved, their pockets are accessed, or their clothing is removed. These offline players are seen as “sleeping”. You may not remove loot from their bodies and you may not take their offline form hostage unless you have an OOC agreement with the individual. Never intentionally kill or fatally harm offline or unconscious players.

5. Player Robbery Limits

When robbing an active player, if they submit to demands, you must abide by robbery limits. (Robbery at sea is considered Piracy but holds the same limits.)

Each player involved in the theft may only attempt to steal as much as they can naturally carry on your character in “one trip” to your vehicle or means of escape. You may not return to take additional items. Additionally, if your group chooses to take a PvP Quest item, you may not perform additional robbery at that time. Remember: Theft is for roleplay, not greed. Respect your fellow community.

Due to their weight, Pirates may only steal up to “5 paper items”. This limit doubles if you are stealing from the Royal Navy. Paper items include:

  • Player Notes
  • Player Letters
  • Journal Items
  • Skill Tomes
  • Treasure maps
  • Crafting blueprints

Due to their weight, players may only steal up to 5 cargo crates total. This limit doubles if you are stealing from the Royal Navy.

You may not attempt to steal, knock out, or harm passive tames or NPCs. Passive tames are not allowed to be touched. Additionally, you cannot rob someone of their mounts or tames unless they offer them in exchange for safety, and you are not allowed to coerce them into doing so.

When robbing an active player, if they comply to the theft and/or are subdued, you must still leave them with a reasonable chance of survival and may not perform more damage to their vessel. This means leaving them with weapons, clothes, food and water if not near a source. 

6. Hostage & Prisoner RP

Hostages may be taken within RP only with a proper initiation (see ‘How to Initiate PvP’) or when they have committed a crime and have been detained (no initiation required).

Players are able to keep a captive prisoner for a maximum of 30 minutes, unless otherwise agreed to by the captive or appropriate to the RP.

Prisoners must be roleplayed with during their captivity. If you must leave the player alone for excessive amounts of time while taken captive, they should be given reasonable means to entertain themselves, or a way to attempt escape, thus turning the hostage time into a mini-game. 

Hostage takers are responsible for the safety of their prisoner until their release or execution. They are expected to ensure they do not die of thirst, hunger or by wild creatures during their time held captive.

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