Gameplay
Intercept:
All participating socities will arrive on the battlefield as well as a group
of adversaries. One of the adversaries will be holding the targeted item.
Every alliance has an extraction point which is the same point they spawned
in on. A timer will count down and when it's done, if any team gets the
targeted item and gets back to their extraction point they win.
To obtain the item you must kill the NPC with it, at that point it will go
to their killer if they're close by, or otherwise the closest elligble PC or
NPC. Being the carrier reduces your base speed to 10 + your stamina stat.
Shifted PCs cannot carry the item, not can people carry it flying. You can
use the handoff command to target another character to give the item to if
you end up carrying it.
The adversaries will be reinforced regularly with more soldiers. Should all
PCs on the field be defeated, the adversaries win. Characters can move
towards their extraction point with move extraction, but this argument won't
work for charging or jumping.
Extraction:
Extraction works similarly to intercept except one of the members of the
alliance who designed the operation starts with the item of value and there
is only one extraction point for everyone, set somewhere randomly upon the
battlefield. As in intercept teams must wait until the timer expires and
then have the item on the extraction point.
Capture:
All participating alliances will arrive on the battlefield as well as a group
of adversaries. There will also be a capture location placed somewhere upon
the battlefield at random. If a character gets to that point they can then
use the command capture, or attack capture to progress their teams control.
This uses their attack for one round and puts that point onto cooldown for
one round so nobody else can use the command. Once one team has progressed
far enough they will win the operation.
The adversaries will be reinforced regularly with more soldiers. Should all
PCs on the field be defeated, the adversaries win. Characters can move
towards the capture point with move capture, but this argument won't work
for charging or jumping.
Multiple Capture:
This works similarly to Capture except there are three capture locations,
each with independent cooldowns. So alliances can obviously win much faster
if they control all three, or at least two out of the three. Move capture
will move you towards your closest capture location.
Psychic Battles
Operation Fields
Tyrants
Operation Types
Intercept:
All participating socities will arrive on the battlefield as well as a group
of adversaries. One of the adversaries will be holding the targeted item.
Every alliance has an extraction point which is the same point they spawned
in on. A timer will count down and when it's done, if any team gets the
targeted item and gets back to their extraction point they win.
To obtain the item you must kill the NPC with it, at that point it will go
to their killer if they're close by, or otherwise the closest elligble PC or
NPC. Being the carrier reduces your base speed to 10 + your stamina stat.
Shifted PCs cannot carry the item, not can people carry it flying. You can
use the handoff command to target another character to give the item to if
you end up carrying it.
The adversaries will be reinforced regularly with more soldiers. Should all
PCs on the field be defeated, the adversaries win. Characters can move
towards their extraction point with move extraction, but this argument won't
work for charging or jumping.
Extraction:
Extraction works similarly to intercept except one of the members of the
alliance who designed the operation starts with the item of value and there
is only one extraction point for everyone, set somewhere randomly upon the
battlefield. As in intercept teams must wait until the timer expires and
then have the item on the extraction point.
Capture:
All participating alliances will arrive on the battlefield as well as a group
of adversaries. There will also be a capture location placed somewhere upon
the battlefield at random. If a character gets to that point they can then
use the command capture, or attack capture to progress their teams control.
This uses their attack for one round and puts that point onto cooldown for
one round so nobody else can use the command. Once one team has progressed
far enough they will win the operation.
The adversaries will be reinforced regularly with more soldiers. Should all
PCs on the field be defeated, the adversaries win. Characters can move
towards the capture point with move capture, but this argument won't work
for charging or jumping.
Multiple Capture:
This works similarly to Capture except there are three capture locations,
each with independent cooldowns. So alliances can obviously win much faster
if they control all three, or at least two out of the three. Move capture
will move you towards your closest capture location.
See Also
OperationPsychic Battles
Operation Fields
Tyrants