Gameplay
One)
This event requires the launching character to be moving around. A victim
will be chosen from somewhere on the grid based on if they are considered an
enemy of the launching character's society. This is determined by if
they're a member of a society in a different alliance. Many factors are
involved in determining the viability of the target, with enemies who
are also on warfare patrol the most likely to be selected. Once the
target is selected they fall asleep, their spirit appearing deep
in the nightmare with their weapons and arrmor.
The attacker and anyone with them will also fall asleep and appear
as spirits in the nightmare. Members of both opposing alliances with
the warfare habit will get an alert, allowing them to also join the
conflict with patrol engage.
The nightmare is intially particularly chaotic, and the fight
cannot begin for some time as the attackers search for the victim inside it.
Both sides are free to RP during this period, they cannot see each other but
will be able to hear each other. The attacker can also pause in the search
to prolong the RP period and the victim can force the fight to start at any
time.
Individuals wounded during the ensuing conflict will have some of their
lifeforce transfered to all other combatants and wake back up.
Patrol Habits
Warfare Patrol Events
One)
This event requires the launching character to be moving around. A victim
will be chosen from somewhere on the grid based on if they are considered an
enemy of the launching character's society. This is determined by if
they're a member of a society in a different alliance. Many factors are
involved in determining the viability of the target, with enemies who
are also on warfare patrol the most likely to be selected. Once the
target is selected they fall asleep, their spirit appearing deep
in the nightmare with their weapons and arrmor.
The attacker and anyone with them will also fall asleep and appear
as spirits in the nightmare. Members of both opposing alliances with
the warfare habit will get an alert, allowing them to also join the
conflict with patrol engage.
The nightmare is intially particularly chaotic, and the fight
cannot begin for some time as the attackers search for the victim inside it.
Both sides are free to RP during this period, they cannot see each other but
will be able to hear each other. The attacker can also pause in the search
to prolong the RP period and the victim can force the fight to start at any
time.
Individuals wounded during the ensuing conflict will have some of their
lifeforce transfered to all other combatants and wake back up.
See Also
PatrolPatrol Habits