RPG Policy
With the reboot of the RPG (3.0), this policy is no longer valid! New (brief) general rules and quick start guides will be made to replace this policy!The Mars Mission Wiki RPG (Role Playing Game) is open to any and all member of this site (learn more about joining). However, to keep the game running smoothly and to make sure everyone feels comfortable playing here, we would ask that everyone using the RPG would abide by the rules below. |
Please Note - All rules in the Site Policy apply to the RPG as well. Please observe them. If you prefer it shorter, read this version. It has all you need, in an easier format. |
Also Note - The rules, regulations, and policies below are described in default nature and are for the current RPG scenario. Certain research may change time values for certain rules, and some policies may change for certain scenarios. If you have any questions, feel free to PM any moderators who look after the RPG. |
1. Recruiting [√]
2. Changing Factions [√]
3. Your Essentials [√]
4. Training [√]
5. Roles [√]
6. Rank [√]
7. Money and Mining [√]
8. Personal Belongings [√]
9. Main Base Building [√]
10. Statistics [√]
11. Places [√]
12. Buildings and Garrisons [√]
13. Vehicles and Weapons [√]
14. Battle [√]
15. Player Health [√]
16. Research [√]
17. Energy [√]
18. Biological Units [√]
19. Upgrades [√]
21. Amending the Policy [√]
23. Time and Travel [√]
24. RPG Modes [√]
25. Miscellaneous [√]
- You need an account to play in the RPG (sorry anonymous people, but everyone needs to know who you are). Signing up for a WikiFoundry Account is easy enough.
- To join a side in the RPG, go to the Official Joining Thread and make a new post, telling which side you wish to join. You are considered a player after a Leader from that side approves your post.
- You can't do anything until your application post is accepted, and any actions you take before being approved will be promptly deleted.
- Signing up for both factions is not allowed, and you can't make your own faction. (Unless explicitly stated otherwise, notably "Anarchy" scenario.)
- Keep to one application post, as any extra posts will be deleted (save for bumps).
- Be patient after posting your application. You may bump your post (make another post that says "bump" or the like) if your application is neither accepted or rejected within 24 hours.
- If the RPG mode is set to Running (Closed), you cannot join the RPG at this time. However, check back in a week, and the mode will likely have changed by then. If not, make a post requesting a mode change.
- For Commanders Only: No player snatching, which means do not sign someone up with your side without their consent.
2. Changing Factions [√]
- Don't switch sides just so your side fails or to hurt another player, that's no fun for anyone.
- Don't switch sides solely based on how your faction is doing.
- Try not to switch sides too often so you don't confuse anyone.
- Use the same method as recruiting for the first time, except make sure you give a reason in your post as to why you are changing factions.
3. Your Essentials [√]
- Once you have been approved to join your side, go to the census page and add an entry for yourself.
- You must keep track of your own information (nobody else will), and keep it up-to-date.
- There are seven (7) slots for you to put information:
- Name: Put your RPG name here (if it is something other than your username, put your username in parentheses)
- Rank: This is a number from 0 to 12 which signifies your overall RPG class. If you are new, this number should be 1. (More info on Ranks in section 6)
- Roles: List your jobs or positions here. You can sign up for roles on the main base page. (More info on Roles in section 5)
- Health: This is a fraction with the first number being your current health and the second being your maximum health. (More info on Health in section 15)
- Money: This is the number of crystals (symbolized by ©) that you have. Your weekly income is based on your rank. (More info on Money in section 7)
- Inventory: Here you list your personal belongings and things you have acquired. (More on Personal Belongings in section 8)
- Stats: This slot is where you list your training levels. (More on Training Levels in section 4)
- Don't lie about any of your information. We can understand misunderstandings, but if you try to cheat with your information, you will be punished.
- Don't change anyone's information but your own. Even if there is a glaring issue with their information, it is better to notify your superiors than to try to fix the problem yourself.
- Again, keep your information up to date. Try to update once a week or at least once a month.
4. Training [√]
- The training system is described on the Breeding Pit and Training Camp pages (Alien and Astro, respectively), the following rules apply to that system.
- All players get 12 free points to start the RPG. Place them wisely.
- Don't give yourself more points than you earn. If you are cheating in this way, you will be punished.
- You get three (3) free points per week (7 days) of active service to place in the training fields of your choosing. Don't ask for special assignments to get more for free.
- A week of active service is a week in which you make one (1) post for your side. Only in weeks of active service are you awarded your free points.
- You may consult your commander for training during a vacation (in real life in which you are unable to visit the site), but it is their decision.
- For Commanders Only: Don't grant excessive vacation training contracts. If the vacation is in excess of two weeks, then only allow two (2) weeks worth of training points to be earned.
- Extra training is not free. If you don't pay for it, you don't get the points, end of story.
- You are limited to three (3) extra training sessions per week. Do not exceed this limit.
- Don't forget to add your training points to the census page. Points don't expire, but if you can't prove you had them, then you don't get them.
5. Roles [√]
- You must be an RPG player to sign up for a role.
- The Role selection sheet is on the main base page.
- Each role has factors that limit the number of people that can have the role; these are found in the Requirements column.
- Positions Taken is the number of players who currently have that role. If it is a fraction, that means there is a limit to how many players can have that role.
- If a maximum is reached, don't force yourself onto the list. Consult your leader or commander about either raising the limit or looking at other, similar roles.
- Requirements are what you need to have to get that role. Requirements are usually based on rank and training point levels, but can sometimes have other needs (i.e. special votes).
- If you sign up for a role and don't meet the requirements, you will be removed from that position.
- There currently is no limit to the number of roles you can have.
- Roles dictate what kinds of things you can do as a player. For example, if you are a miner, you are permitted to use tools for mining and are granted access to the mining fields.
- Roles can also have bonuses, such as control over other players, access to secret areas, etc..
- Don't forget to add your roles to the census page and keep them up to date.
6. Rank [√]
- Rank is a scale of your overall RPG status. You can find the Rank list and a description of each Rank number on the main base page.
- Rank is a limiter, meaning it will dictate your access to some weapons, secret areas, and the like.
- Rank ranges from 0, which is for dishonored players, to 12, which is for superior, senior players.
- Your Rank number is based on the total number of training points you have earned, and sometimes promotions, votes, and other requirements.
- Your Rank number governs your weekly paycheck. The higher the Rank, the greater the pay.
- All players automatically start at Rank 1.
- Lying about your Rank is a major crime. You face heavy punishment if you are found guilty of this.
- Don't forget to keep your Rank up-to-date on the census page.
7. Money and Mining [√]
- Be advised, this is a tricky and confusing system. We understand mistakes, and we will be forgiving, but do not take advantage of this.
- The currency of the RPG is Crystals (abbreviated ©).
- Crystals are gained through mining in crystal fields, or by other means of physically acquiring them.
- The Crystal reserve for your side is the big number near the top of your main base page.
- Each side has four (4) of its own unconquerable crystal fields, which can be mined to add to your faction's crystal reserve.
- Additional crystal fields can be conquered from any one of the Mars Battlegrounds. Mining from these zones can be either corporate or given to players for personal mining. Commanders decide which.
- The crystal output ("Producing" stat) of a field or group of fields is determined by the Crystals per Day stat of a miner.
- The productivity stat of a crystal field dictates what percentage of the field can be continually mined.
- Crystal Mines automatically regrow their crystals, but a field can become depleted, and therefore produce less, if it is over-mined.
- Over-mining occurs when more than 1000 crystals are removed from the field in one day.
- Fields lose 25% productivity for each consecutive day of over-mining. 25% of productivity can be regained by ceasing to mine on over-mined fields.
- Each player gets a weekly pay according to their Rank (to be payed for a week, it must be a week of active service).
- Unlike training points, payment cannot be collected on vacation weeks.
- On a corporate scale, money can be used for building weapons and vehicles, funding research, constructing bases, and other grand scale projects.
- Rank levels 10 through 12 do not receive weekly pay because they have the power to use corporate money in what ways they choose.
- On a personal scale, money can be used to buy weapons and vehicles, extra training, and fund other smaller scale projects.
- Money for payroll of players does not come out of the corporate total.
- Armies, drones, troopers, and the like have needs that must be addressed, and this expense does come out of the corporate total (more on Army Needs in section 18).
- Remember to pay for things you buy. If you cheat in this way, it is considered stealing, and you will be punished.
- Don't forget to keep your money up-to-date on the census page.
8. Personal Belongings [√]
- Personal belongings are pretty much anything you own or have control over. They can be weapons, vehicles, supplies, raw materials, and virtually anything that you can get.
- There are several ways you can get your own possessions, like buying them from your base store, making deals and trades with other players, and plundering enemy bases.
- You have exclusive rights to your own property, meaning you can use them any way you want. However, if used in a destructive or detrimental way, your possessions can be confiscated.
- You may use stolen items, but you must document them on the census page, and if you are found out, you may be subject to punishment.
- Stealing from other players (especially players on vacation) is frowned upon. If you must steal, steal from corporate supplies of things.
- Don't forget to list your personal belongings on the census page.
9. Main Base Building [√]
- These are the descriptions of the buildings inside of both bases.
- Training Camp/Breeding Pit
- Building where training points can be earned and extra training can be bought.
- Location for NPC biological units.
- Astro Armory/Alien Armory
- Where all of the weapons, vehicles, and anything else that is corporately owned are listed. Here you can find stats on each item, and the overall quantity present.
- Items can be bought from special sections of the armory.
- Astro Player Census/Alien Player Census
- Database that stores information on players.
- Research Corridor/Research Facility
- The tech tree as well as projects in progress are found here.
- Also has information on scientists.
10. Statistics [√]
- Please note, this is where everything in the RPG comes together, and this is a very big, very confusing topic. Most mistakes made by players are in this area, so read carefully.
- Statistics in a nutshell tell us who beats who. They decide the outcome of battles, the strength of weapons and vehicles, crystal production, everything.
- You can find stats for just about everything if you know where to look.
- Player stats are listed on the census page.
- Weapons, tools, vehicles, and building mod stats can be found on the armory page.
- Building stats are typically found on the page of that building.
- Army stats can be found on the Armory.
- Different types of statistics are tracked for different things.
- For players, we look at Health and the 3 training skills and one attribute: Strength, Agility, Intelligence, and Luck (SAIL for short)
- Strength is used for the ability to handle heavy weapons and objects
- Intelligence is used for magic, research, perception, and tactics
- Luck is to determine how nice the RPG moderator will be to you and cannot be trained.
- For weapons, we look at things like: Damage, Limiting Factors, Costs, and Stock.
- For tools, we track: Use, Use Factors (like CP/W)[Clarification Needed], Costs, and Stock.
- For vehicles, the stats are: USI, Attack, Defense, Speed, Special Factors, Costs and Stock.
- For mods, we concentrate on: Bonus, Costs, and Stock.
- The interactions between different stats can be quite complex, so it is imperative that you don't just guess on things. Take the time to gather the correct information.
- Certain statistics are compatible with some and not with others.
- Building stats and vehicle stats are compatible, meaning their attack and defense points are worth the same amount.
- Player and weapon stats are semi-compatible.
11. Places [√]
- Practically every page in the RPG represents a location. There are some exceptions, namely the Census pages and other documentation pages.
- The bases in the RPG are usually uncaptureable. You can't take over them, but you can attack and damage them.
- Mars Battlegrounds are locations on Mars that are fair game for conquering, battle, and all other actions.
- Mars is divided into 8 sectors, and those sectors are further divided into sub-sectors.
- To capture and claim a location, you must destroy any enemy bases, camps, or armies that occupy the area.
- Once you have control of a location, you can set up bases and camps, exploit resources in that area, and use that base in any way you wish. Remember the enemy can attack you to try to reclaim the land.
- You must take control of all sub-sectors in a sector before you attempt to take over the main section of that sector.
12. Buildings and Garrisons [√]
- Buildings and Garrisons are sometimes represented by a page, and sometimes groups of them are instead. Not all places have buildings.
- Note that Buildings and Garrisons are not the same thing.
- Buildings are normal size structures that carry out specific functions (like the Training Camp and Battle Foundry)
- Garrisons are multifunction centers that are all inclusive. They operate much like the main bases, except on a smaller scale.
- Building anything is a process and it has a few requirements:
- To build a general building somewhere, you must first have a presence there (army, troop, group of vehicles, or other buildings)
- To build a garrison somewhere, you must be officially in control of that area.
- Buildings cost 3,000 © to construct each.
- Garrison cost 20,000 © to construct each.
- Once the cost is paid, construction can begin as soon as the "Construction Head" is added to the page where the building or garrison is to be constructed.
- It takes one (1) week to construct a normal building and two (2) weeks to construct a garrison.
- Fill out the form on your page. Leave the "Workers" section blank for now.
- Once you have saved the page, any players who have roles that have to do with construction can add themselves to the "Workers" section.
- For every two (2) workers that sign up, the end construction date is reduced by a day.
- Once your building or garrison has finished construction, you should must replace the "Construction Head" with a "Building Head".
- Both buildings and garrisons have a few stats that need to be addressed in the building head.
- Attack is your structure's ability to combat enemies that aren't attacking it.
- The default attack level for a building is 0. Default garrison attack level is a modest 50.
- The default attack level does not apply if the building is modded or made specifically for this purpose, in which case the attack level is dependent on the technology used.
- Defense is essentially your structure's Hit Points. This is the number of attack points the building can take before it is destroyed.
- The default defense level for a building in 2,500. Default garrison defense level is 10,000.
- The default defense level does not apply if the building is specifically designed for this purpose, in which case the defense level is dependent on the technology used.
- Buildings and bases can do specific things and have unique characteristics, but Mods can help further those.
- Mods are basically attachments or add-ons. You add them to your structure to gain Bonuses.
- Bonuses can be anything from increased attack and defense to accelerated production and increased crystal output.
- Adding mods to a building or base is also a process:
- To add a mod, you must first find a mod. Mods are on the Armory pages, where their bonuses and stats are located. There aren't any mods at the start of the game, so researchers must invent them.
- Purchase a mod and place its name and stats under the mods section of the Building Head.
- There is no installation time for a mod. Its bonuses should be added to the building statistics.
- You can also purchase or use pre-built buildings (such as a defense turret) from the armory.
13. Vehicles and Weapons [√]
- All vehicles and weapons in use by your team can be found on the Armory page.
- As a member of your team, you are allowed to use any idle weapons and vehicles in the armory.
- Weapons and vehicles both have stats connected to them.
- Weapon stats are as follows:
- Damage is the maximum number of hit-points a weapon can take away from a target in an action.
- This stat is the combination of damage per shot and rounds per minute.
- Clip describes how many shots you can take before reloading, and what type of shot it uses (bullets, laser shots, plasma rounds, etc).
- Overheat yes or no tells you whether the weapon needs to cool down after firing (and if so how long).
- Accuracy is a value from 1-100 and is taken as the best possible rolled number.
- If a weapon has 10 accuracy and it rolls 0 for a roll from 0-100, it does not hit a single shot and no damage is done. If it rolls 10, 10% damage is done. If it rolls 100, all damage is done.
- Note that this is just the maximum values as the RPG Moderator ultimately decides the final damage done; He may set damage taken to be less than the maximum calculated damage from the rolls done.
- Costs tell you how much it takes to: buy the weapon, produce it, upgrade it, and buy ammo.
- Finally, Stock is the number of that specific weapon currently in the Armory.
- Vehicle stats are as follows:
- USI: This stat is the unit's size, only used in how long it takes to build in factories.
- Attack is the maximum hit point deduction experienced from a full blast of the vehicle's weapon systems.
- Defense is how much damage it can withstand (hit points essentially).
- Speed is a value from 1-100 for land vehicles, aircraft and spacecraft (Warp speed is included if the vehicle is capable of deep space warp).
- Performance is like Accuracy but for vehicles. It is also Reliability.
- It is a value from 1-10
- Extras are stats that may be specific to some vehicles (such as stealth, harvest rate. etc.).
- Costs tell you how much it takes to: buy the vehicle, produce it, upgrade it, and repair it.
- Finally, Stock is the number of that specific vehicle currently in the Armory.
- You can build weapons, vehicles, and tools in the Battle Foundry / Vehicle Factory.
- Building weapons is a process:
- You must first decide what class of weapon you want to make: Basic, Heavy, etc..
- All weapons take 1 day to put together.
- Next, make your weapon's stats (damage, RPM, etc.)
- Then you can determine your weapon's cost.
- Each damage point costs 1 ©.
- Take 1/10 of the RPM and add that to the cost (if it turns out to be <1 © then it is free).
- Each 5% of accuracy costs 1 ©.
- Finally each 10 m (~33 ft.) on the range costs 1 ©.
- Once you add all of that together, you have your weapon cost.
- Building vehicles is a process as described below:
- First determine the size of your vehicle in terms of USIs (Unit Size Increments).
- USI is a number from 1 to 5, with 1 being small (size of a Crystal Hawk) and 5 being very large (size of an intergalactic starship)
- The USI determines how long it will take to build your vehicle.
- USI 1 takes 3 days to build, USI 2 takes 5 days, USI 3 takes 1 week, USI 4 takes 2 weeks, and USI 5 takes 3 weeks.
- Next you have to determine what characteristics you want your vehicle to have.
- These characteristics are Attack, Defense, Speed, and any Extras.
- After deciding your vehicle stats, you need to determine the cost.
- Each attack and defense point costs 5 ©.
- Each 1 km/h (~0.6 mph) on your vehicle's speed costs 2 ©.
- Any Extras' value costs 1 © per point.
- After you add all of that together, you have your vehicle's cost.
- You can sell weapons and vehicles and set the upgrade and ammunition costs at any reasonable value. You cannot change production cost.
- If you decide to upgrade your weapons or vehicles or change their stats in any way, you may need to recalculate their production cost.
14. Battle [√]
- Here is the fun stuff. Make sure you understand statistics before you start battling.
- Battle is done on a Battle Thread. Battle Threads can be put on almost any page except for data pages (like the census page; basically pages that don't represent a physical location).
- You may only attack locations that are physically accessible by your forces. No cross-universe attacking.
- Directly attacking the opponent's base is discouraged, as is attacking secret locations (unlisted pages).
- Battle is done between players or groups of players, and uses weapons, vehicles, buildings, and just about anything else.
- To start a battle:
- Choose the location for the battle. This is where you will post the battle thread.
- Start a new thread on that page with a suitable name. Your thread name should have "Battle:" before the name (i.e. "Battle: Battle of the Ridge").
- In your first post, you need to state what units are attacking (including the numbers of those units), and from which direction.
- Make sure you are attacking with units you have. If you are attacking with nonexistent units or units that are busy elsewhere, then your battle thread will be deleted.
- List any specific actions that are taken by your attacking force (this can be movements to locations, attacking specific targets, setting up bunkers, etc.).
- You are allowed to add any commentary or anything like that if you wish.
- Wait for a reply from the defending team before doing anything else.
- The Defending team's reply:
- Usually you have two choices if you are attacked: (1) Fight, or (2) Retreat.
- If you choose to (1) Fight, then post a reply consisting of a Battle Head, specific actions, and any commentary.
- Important: If you are defending, then you can only use what units are stationed at your location to start. You can send for reinforcements, but for the first post and all others until reinforcements arrive, you have only your stationed units.
- If you choose to (2) Retreat, then clearly describe what units are leaving. Here, speeds matter. You may leave a small force to protect the retreating group, in which case you must describe that defending force.
- All replies following:
- Any player from any team can join the fight after the first two posts.
- Attackers and defenders must both describe clearly what they are doing in each thread, and with what units they are doing it with.
- Try your best to keep track of units, what units are damaged/destroyed/wounded/killed.
- Injured or Dead players cannot join the fight until their health is satisfactory (more on health in section 15).
- Battle outcomes:
- There are several possible battle outcomes, including: Win, Loss, Cease-Fire, Truce, Draw.
- You win by either destroying the other team's army, forcing them to concede, forcing them to retreat, etc..
- If the attackers win, then the defenders that are unable to escape/retreat are taken captive, and any gains (like land or crystal reserves) are transferred to the winners.
- If the defenders win, then the attackers that are unable to escape/retreat are taken captive, and the defenders retain control of the area.
- If a retreating party is defeated, all members of that party are taken captive.
- Cease-fires and Truces are negotiated by the leaders of both the battling parties.
- A draw occurs when there is no clear winner at the end of the battle, or some circumstance makes victory impossible for both parties.
- In the event of a draw, both parties can leave the battle without having to concede to the other.
- After a battle is finished, the total losses for both sides should be calculated. The armory and other information pages, as well as player census entries, should be updated accordingly.
- If all buildings in the defending base are destroyed or abandoned, the attacker can occupy the location.
- When all is finished, the battle thread will be locked by a moderator, so nobody can resurrect an old battle.
- Once locked, a battle thread can either be archived or deleted.
15. Player Health [√]
- Player Health is a number out of 100.
- Your maximum health can be increased by bonuses, inventions, and training.
- This system is fully compatible with weapon damage.
- On the scale 0 is dead, 10 - 20 is critically injured, 30 - 50 is sick or injured, 60 - 70 is satisfactory health, 80 - 90 is healthy, and 100+ is full health.
- Injuries can come from battle, training accidents, and other things of the sort.
- Different types of injuries cause different amounts of damage:
- Sprains, jams, etc. subtract 10 health.
- Cuts, hard knocks, etc. subtract 20 health.
- Gashes, major strains, etc. subtract 30 health.
- Concussions, broken bones, etc. subtract 40 health.
- Major injuries subtract 50 or more health.
- Sickness also decreases health. Any sickness can become very dangerous if it goes untreated. Damage points depend on the severity of the sickness. Poisoning/radiation, Ichor, and void corruption are considered forms of sickness.
- Your Endurance stat can reduce physical damage, however it does not reduce damage caused by sickness, corruption, etc.
- You regain 30 health every week.
- Injuries are a one time subtraction, whereas sickness is subtracted weekly.
- Every week a sickness goes untreated, its damage increases by 10.
- To heal injuries, cure sickness, and re-spawn after death, you must go to your side's sickbay page.
- Your sickbay has on it the time it takes to heal injuries, cure sicknesses. Re-spawn times remain constant.
- Medical research and advances can lower the amount of time it takes to heal and cure.
- To heal an injury or cure a sickness, you must put your player name in an open space and fill out the required information.
- Once your time is up, you may leave the sickbay. You can leave mid-treatment, but this is not advised.
- Re-spawning takes 24 hours from the time you post your name on the sickbay. You can buy an immediate re-spawn for 1000 ©.
16. Research [√]
- The research system is meant to be dynamic, provide for creativity, while still maintaining a fair balance. It is yet to be seen if it will meet any of these, so please be patient.
- The research branch of the RPG is mainly used to build new technology, improve wait times for certain things, and enhance areas of play.
- Research is broken up into different sections (i.e. War, Medicine, Energy, etc.).
- Your team's research division is made up of scientists and real players who get Research points for every active week.
- Research points produced per week is based on a number of factors
- A real player's Research point output is based on their Role.
- An NPC Scientist's Research point output is always the same; 5 points per week per scientist.
- Research points are used to make new technology and scientific breakthroughs. Your side's total can be found on your research page.
- Labs (except for the Experiment Lab) are where NPC scientists produce research points.
- There is a limit of 20 scientists per lab. The number of point-producing scientists you can have is limited by the capacity of your labs.
- You cannot build labs, you only unlock them as you progress through research.
- The opportunity to unlock a new lab comes with every 3 unlocked major techs.
- Labs cost money. The formula is 1000+500*n where n=the number of labs already built
- A tree starts with a trunk of major, yet basic, ideas. New ideas branch off of the others.
- A new major idea is unlocked by researching it.
- There are requirements that must be met to unlock a major tech. Usually, they are lab points, but sometimes can be other things.
- The first tech costs 25 points, the second costs 75, the third 150, the fourth 250, the fifth 375, and so on.
- Therefore the formula for major tech level cost is r+25n where r=the cost of previous major tech and n=the level of the major tech.
- You use research points to 'buy' new branches on a tech tree, so you can add a node (breakthrough/idea/technology)
- New branches must be related to their parent node in multiple ways.
- One idea per node. No doubling up.
- The Research point cost of each new branch is easily calculated:
- You must first decide which major tech node you wish to branch off of.
- Figure out what branch level the node you are building off of is (including major techs), and multiply that number by 10.
- Before you add a node to a tree, make sure you have permission to do so, and to use your team's Research points.
- Once you have paid for your new branch and added your node to the tree, you can implement the bonuses that node brings to whatever it applies to.
- For every engineering level, add 3 points to all the USI starting points.
17. Energy [√]
- The energy system is based on energy points.
- The energy system works in real-time, meaning there isn't a price for energy per week. If your energy demand is 30, then you need to have energy producers output 30 energy for there to be power.
- Different buildings have different energy requirements:
- A small building (has no sub-pages or is obviously small) has an energy demand of 1.
- A large building or base (has sub-pages or is obviously large) has an energy demand of 3.
- A garrison (or the main base) has an energy demand of 10, not including its sub-pages.
- To determine the energy demand for multiple buildings/locations, simply add their energy demands.
- To generate energy, you need to build energy generators. These can be either on site or off, but their connections must be clearly indicated.
- You can have both surplus energy or a lack of energy.
- You can have as much excess energy as you want.
- A lack of energy results in a burnout.
- A burnout means buildings without sufficient energy stop functioning.
- You may shut down buildings to stop burnouts. For example, shutting down your turrets when not in battle. Or shutting down generators to save resources used for function (See the generator you're using for such needs). Remember to clearly state the building is shut down and not operational.
18. Biological Units [√]
- A biological unit is any unit that is a living thing, such as foot soldiers, drones, mechanics, miners, etc..
- Most biological units are used to populate the RPG, because there aren't enough players to actually form armies. Think of them as NPCs (non-playable characters).
- Anyone with the proper authority can train biological units at the Breeding Pit / Training Camp so they can be added to your teams forces.
- It takes 1 week and 100 © to train a biological unit.
- You can find a list of populations on the census page.
- There are a few characteristics of biological units that need to be considered:
- Basic needs: food, shelter, and clothing
- Role specific needs: weapons, tools
- Training in specific areas
- Morale
- You can address these needs as follows:
- Basic needs cost 10© per capita (including real players). This is paid for weekly with the faction's money.
- You can arm and equip biological units with things from the armory.
- Training in specific areas is done on the training page too.
- Morale is the responsibility of leaders.
- NPC biological units that are killed cannot be respawned.
- You can be killed by an NPC, and you can kill them too.
- Under normal circumstances, an NPC will act in a predicable way (i.e. if attacked, will attempt to defend and/or attack its attacker)
19. Upgrades [√]
- Almost anything can be upgraded in the RPG.
- Upgrades for most things (i.e. Vehicles, Weapons, and Mods) are made by creating new technology to equip or replace older technology.
- To make an upgrade you must:
- Identify what you want to upgrade, and how you want to do it.
- Research and create the sufficient technologies (adding them to the tree if they aren't already there) for the upgrade.
- Equip the items to be upgraded with the upgrade.
- Upgrades are final, meaning you can't un-upgrade something you applied an upgrade to unless you didn't apply the upgrade to all of the items.
- You are allowed to produce an item with any of its previous upgrade levels, but you must clearly indicate which are which in the armory.
- You can upgrade an item you have already purchased, you just have to pay the amount specified as "upgrade cost" in the item's armory entry.
- For this RPG, the RPG Moderators are to act like Game Masters in D&D.
- In layman's terms, that means you are a god, and you decide the outcomes of battles.
- For escaping and flanking actions, the Agility or Speed stat is taken as the best RNG roll. (e.g if a vehicle that has 10 speed rolls 0 for a roll from 0-100, it fails to escape or flank, but if it rolls 10 it escapes or gets into a flanking position with no damage taken)
- For clarity, Agility and Speed rolls are from 0-100
- For clarity, if the roll exceeds the Agility or Speed stat, it is treated as if it hit the Agility or Speed stat.(e.g if a vehicle rolls and gets 11 but it has 10 speed, it succeeds as well as if it got 10)
- For any attacks, roll 0-100 for damage, and 0-100 for accuracy. Maximum damage%=(damage roll)*(accuracy roll)
- Roll 0-10 for Performance. Roll performance for every post that involves a vehicle. Roll performance for every attack a vehicle makes.
21. Amending the Policy [√]
- Bring up the issue in a thread on this page.
- If the issue is approved for consideration by a moderator of the RPG, it can be looked at by all factions.
- Once all factions agree to approve the amendment, the change can take place.
- Do not bring personal matters to the amendment process (such as: ban this member because he shot me).
- Disputes can and will arise in the RPG, especially with the research systems.
- Any problems can be taken to the Moderator Assembly, which is a group of senior/retired players who will attempt to settle the dispute.
- The process is as follows:
- If a dispute arises, do not take action by yourself, or you run the risk of being expelled. Instead, describe the problem on the Moderator Assembly page.
- The RPG moderators will then look over the problem. If a second opinion on the matter is needed, they will attempt to get that opinion.
- There will be a closed conversation on the matter, and a decision will be reached among the moderators, which will then be issued.
- It is expected that any direction or action given by the ruling is executed, and both parties will abide by the ruling.
- Appeals can be made only once.
- Majority rules in the vote between the moderators on an issue. In the case of a tie, then other neutral parties will be asked for an opinion.
- Moderators are expected to act separately from their faction, and the vote will remain anonymous to everyone but the moderators.
- If a moderator is involved in the dispute, the they will be removed from the discussion and vote, and a temporary stand-in will be admitted for that specific case, until its end.
- If a moderator must be removed, they will be given a chance to defend themselves against the remaining three and one neutral party. If they are removed, any rulings whose outcome may have changed will be reassessed.
- If a new moderator is needed (due to forcible removal or retirement of another), the RPG as a whole will decide on the member from the necessary party by way of popular vote.
- In the case of low population, there will be only 1 Moderator.
- When there are more players, more senior players can become moderators, up to a maximum of 4 moderators.
23. Time and Travel [√]
- Time and travel in the RPG are tricky things. Expect to be confused.
- Typically, periods of time in the RPG are rounded to real-life weeks (like the construction of buildings).
- As a rough estimate, one week in real life is equal to one month in the RPG.
- However, in dealing with real time events (like battle), RPG time slows to real life time.
- We would like to keep the time of the RPG the same throughout the whole RPG, meaning if it slows in one battle, everything slows.
- Even so, time is relative after all, so we can be flexible.
- Travel time should always be considered when moving anything. Don't be unrealistic with the movement of units.
- There is one exception: the Dimensional Door. This should remain unusable until both factions are capable of deep-space travel.
24. RPG Modes [√]
- The RPG has several different modes which warrant different activity by the players.
- The modes are:
- Running (Open): RPG is running, playable, and open to new players
- Running (Closed): RPG is running, playable, but no new players are to be admitted at this time
- Paused: Short-term freeze on all game-play, no RPG time passes, nobody can make plays or collect training or money
- Hibernated: Long-term freeze on all game-play, requirements need to be met before resume
- Restarting: Current RPG is over and RPG is being prepared to restart
- Off: RPG is not playable, there is no plan to start the RPG any time soon
- These modes have meaning beyond those stated above:
- Repairs or changes can be made to the RPG only during the Paused, Hibernated, or Restarting modes.
- The Paused mode can be used during brief outages or periodic errors with the site, or during holidays.
- Personal game data is only lost during the Restarting and Off modes.
- The mode the RPG is currently in can be found on the Lego Mars Mission RPG page, along with any additional information.
25. Miscellaneous [√]
- It is common courtesy to not share links to hidden locations, or passwords to pass code-protected pages, with the whole RPG. You can be executed for such a crime.
- Commanders will PM links and/or passwords to hidden/blocked locations to players who are a high enough rank to be considered "Authorized Personnel"
- The rank required to receive a link/password to a hidden page is up to the commander who created the page to decide.
- For Commanders Only: Do not be cruel and unusual to your players. Discrimination will not be tolerated on any level.
- Please don't use Google to try to uncover the other faction's hidden pages. This is a form of cheating. Same goes with any form of hacking or admin peeking.
- There is a disaster rewind possibility for the RPG. In the case of a rouge player or another major issue, the RPG can be rolled back to an LKGC.
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~For years of hard work keeping the RPG alive~
Last update: 7th June 2016