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ATLAS RP RULES

ATLAS RP RULES: FAQ

GENERAL RULES

Please remember this is a RolePlay First server, as such your character must value their life and act as they would if the situation was in real life. This server leans on PVP as a focus also, but this does not mean that the rules below are to be Rule-played to achieve maximum advantage in any given encounter and RP should remain as the main focus. Respect the community and focus on having fun in a ROLEPLAY>pvp environment. 

Exploits
Use of game exploits and any action that is decided by staff to be an exploit, is therefore an exploit and you will be notified to cease and desist. If you are found by staff to have utilized a game exploit, regardless of the reason, you will receive one warning. If you are found utilizing it again, it will result in an immediate 72 hour ban from services.


Rule breaks will result in staff action and can result in different levels of bans depending on the severity and previous actions. These bans can range from 24hr/72hr bans up to being permanently banned from the server.

ROLE PLAY

Character creation

Any player that is planning on captaining a ship MUST be tall enough to clearly see over the wheel. (Full head shown above wheel level). Any character that is not tall enough to see over the wheel may not have protecting half walls surrounding the helm.

There are no enforced mind wipes between seasons, however, do not assume that a player's character knows you from a previous season or server.
Grudge wipes are mandatory. Remember the good, not the bad.


Must be 18+ years of age (No child RP).


Fantasy based characters are fine but no immortality or god powers are to be used.


Vandalism

Vandalism of any kind is not allowed unless OOC consent has been given. This includes painting of sails, canvas, company advertisements, players and so on.


Sleeping players

No player will attack or loot sleepers under any circumstance. 


Inactivity

Any structures and ships left for 10 days of inactivity may lose their claims, structures & ships to assist in server performance and space. (A ticket can be made for an extension)
This rule also includes Any company/individual deemed to be land grabbing, IE, claiming an island and then not being active on the server and only showing sporadic activity may be subject to Admin removal following investigation.


If you want to take over an island claim or clean up litter a ticket must be submitted beforehand.


Bed Hopping

Under no circumstances are players to use a bed to transport from one to another to gain an advantage in any form. Beds are to be used as respawn points not as quick transportation, anyone found breaking this rule will be investigated.

Allowed Meta

Players can use all posted Lore information as in game knowledge and refer to it at any time.


All players may use “War Bells” or ‘’Port Bells’’.


War/Port bells is sending a Discord ping to alert players to login. Basic information is to be used in these messages and the rest is expected to be found out verbally in game.


Leave a Trail
When providing aggressive/threatening letters or notes to others involved in your RP it is required to leave behind evidence leading back to your character.


Stating that you are coming for someone without the possibility for that person to figure out who is after them is unacceptable. Adequate evidence is required that leads the person to you or your whereabouts.


This rule also applies to RP threats anytime no matter how big or small.

Death

All players are reminded this is a RP server and as such people should value their own life and act accordingly.

Players that are killed in a PVE situation can re-spawn immediately and do not need to permanently kill off their character and can be classed as “knocked down/out”


All players killed in any type of activity must use the closest bed respawn point to their death location. 


All players killed in Land PVP combat must wait 5 minutes to re-spawn.


All players killed in Ship PVP combat can wait out the on-ship bed timer to re-spawn and must return to the vessel they were killed on. If the beds are destroyed, then they can not return to that ship until another is placed.


If players are killed in a boarding action they must act as injured and cannot participate for 5 minutes. 

COMPANIES

Company member limit

Company member limit is set at 15 members.

NPC Limits (AKA Mutes & Tames) 

All players will set NPCs to passive on ships, or neutral on land, when not engaged in player vs environment (PvE) content. 

Tames Cannot be used in Player Vs Player (PvP) combat at any time. 

Tames are limited to 3 per person outside of the Stable structure. 

The company maximum of 80 tames in total including farmers and tamers stock. (This includes stock within the stables.)

Breeders are to label their Tames to ‘’For sale’’ or ‘’Breeding’’ and can have up to 15 extra tames as their stock. These animals are allowed to be out of stables for the purpose of being sold or breeding.

Cooks and farmers are allowed to have up to 15 ‘’Farm’’ animals outside of the Stable structure at any time to assist with cooking and fertilisation of crops, these include:

•    Chickens

•    Cows

•    Pigs

Stables are not to be used to ‘mature’ animals quickly and if found using this method you will be subject to admin action.

Company & Ship Roles

All players must create a company, even if solo.

The following colour indications are to be used with sails to identify the company's role.

  • ​BLUE: Royal Navy (Restricted to One Official Company)
    Role: to try and instill a law enforcement via fines, capture, sinking of pirate vessels and other means.

  • ​RED: Mercenary
    Role: Can be paid/hired for various activities, cannot freely engage civilians in PVP unless contracted with a substantial RP reason (I.E a bounty).

  • ​BLACK: Pirate
    Role Benefit: Can perform acts of piracy towards any vessel.

  • ​WHITE: Civilian
    Role: cannot engage in PVP combat unless provoked (i.e., a pirate trying to stop them for their items and they choose to fight them off.) 


Sail indicator colours MUST BE applied to the Rear most sail as a minimum.

The companies with the role listed above can also have white sail civilian vessels within its allowance, but these ships must not be Name Changed at any point and used purely for white sail civilian use, such as trading.


ANY ship wanting to commit acts of piracy MUST have the specified sail coloured beforehand. This ship MUST BE anchored to set the sails black and cannot change sail colours again unless given a pardon from the Navy Admiral or Commodore in writing.

SHIPS

Players will not travel in a fleet of more than 2 ships, with no more than 1 being a Galleon. This includes friends and allies that may be sailing alongside you.

Ship Litter

No player will leave an anchored ship outside of their claimed area(s) for longer than 3 days 


Ship Building

Company ship limit is 1 for every 3 members starting from 4 ships.


0-5 members 4 ships

6-8 members 5 ships

9-11 members 6 ships 

12-14 members 7 ships

15 Members 8 ships


Each Company can have 1 extra sloop for every 2 members it has outside the ship limits. (I.E company has 4 members it can have 2 extra sloops)

Each company can have a maximum of 1 galleon ship class vessels (to assist with server performance)

Ship Building Restrictions

All players will build ships in a RP mindset and purpose.

A maximum of 2 swivels can be used and must not be manned by NPC’s. These must be pointed inwards and classed as anti-boarding. The swivels are NOT included in the ship armament limits detailed below. Swivels are also exempt from being placed symmetrically.

Galleons, Brigantines and Schooners all have a top deck cannon limit of 10. A maximum of 4 of these armaments can be artillery pieces. Lower deck cannons are unrestricted. Sloops are restricted to 2 armaments of any type.


Artillery pieces are identified as large cannons, ballistas, and catapults.


Bar shot can only be used on top deck cannons


Ship armament placement MUST be symmetrical down the centre line of the ship as shown in the diagram. Single centre line armament can be used, but does not have to be balanced front to rear.


No player will build a ship that conceals the wheel or podium overhead, or around it at least ~180 degrees with anything larger than a railing.


No player will conceal a ship’s nameplate at anytime


No player will build a ship with “turtling” features. 

  • Turtling is identified as layering structures or decor on vital ship components like cannons, helm, planks and ship superstructure. 

LAND BUILDING

Each company is limited to 1 land claim or 1 built up area if they do not own a land claim.


Each company can have 1 of each type of automation building. These are only permitted on your home island/area and may consist of no more than 1 Farm, 1 Mine, 1 Lumberyard, 1 Quarry, and 1 Warehouse.


All player built structures must be built with a RP mindset and purpose.

You may not build permanent structures upon the navy island, freeport, or the mythical beast/nope island.


All companies will not build mega buildings or structures.


No player will “base block” other players, and access to the water for others outside of your company base must be always considered.


No player is to base block access to points of interest I.E yeti cave, Freeport access and so on. 


Build Litter

No player will leave build litter. If you are leaving the free-port or another island and do not plan to return please destroy all temporary buildings/shipyards before you leave.

  • Build litter is identified as any structure left unattended and built outside of a player’s claim area and is subject to instant Admin removal be removed.


Land Active Defences

All players who choose to use active defences within their claim will properly mark the base perimeter with warning signs or red buoys and ensure defences do not attack beyond the claim radius.

COMBAT

Ship Combat


We use a Flare Indication system to show intent during the start of an engagement or RP interaction at sea.

  • Green Flare = Friendly intent. You wish to talk or trade with the target. No pirating may occur.
               Note :– RP Escalations may sometimes occur that can lead to a PVP/aggressive situation. This increase is required to be actioned verbally and with the correct colour of flare. 

  • Red Flare = Aggressive intent. You intend to pirate, fight or capture the target. If the target ship responds with a white flare, they must stop and allow themselves to be pirated or captured without a fight.

  • White Flare = Surrender, an immediate cease-fire between the aggressor and target. (see surrender rules below)


No player will commit flare spam.


Surrendering

The ship that surrendered must standby and await any currently ongoing additional conflict to finish and may not re-engage in the combat. The ship that surrendered may be subject to pirating or looting by the aggressor and all members must be prepared for this and act as such. The surrendered ship must have its sails fully closed and not attempt to reopen them as this could be seen as trying to escape and the situation can be re escalated.


All players understand that if an ongoing conflict results in the aggressor ship pursuing another ship out of sight, the surrendered ship may take this as an opportunity to escape.


All players understand that a ship may not be sunk after it has surrendered. The aggressor does not need to assist in repairs or any other action to help the surrendered vessel but may not fire upon or hinder the surrendered ship in its attempts to save the vessel from sinking.


The crew of the surrendered ship must act as the subordinate and RP the situation as such. The surrendered ship must understand that a white flare does not mean they cannot be subject to another red flare if their on-board actions are still classed as aggressive.


Pirating & Looting

The Pirate role may commit piracy once a target ship has surrendered or has lost an engagement. Piracy may not occur on land or on a ship anchored that was not previously flared at sea.


A ship that is fully anchored may not be pirated at any point. 


A ship is classed as “fully anchored” if it has the green anchored symbol.


Pirating/Looting may be agreed upon by the parties involved or following the rules below if no agreement is made.

  • A maximum of 25% of general resources, goods, structure components, or gold may be taken.

  • A maximum of 10 blueprints/letters/armour/weapons or other weightless or non-stackable items may be taken.

  • A maximum of 4 items can be taken from any single person's inventory. 

Players who are looting may not become over-encumbered.

Blockade or Port Camping

No player or ship is allowed to blockade or camp a port, player or base at any time.

  • Camping is identified as staying close or continuous instigation of an unwanted combat conflict. 


Land Raiding

Raiding is only allowed via a War Declaration, and this is to be submitted via a ticket with a good RP reason and evidence.


No theft or stealing from player structures by the use of forced entry or breaking of items is allowed. 


If a workstation, box or resource box is left unlocked and accessible without forced entry or braking of said item this is allowed. 

Capture or detaining of players

There must be a RP reason to capture or detain a player.

Captured or detained players must always have concurrent RP and not be detained for longer than 1 hour without OOC permission.


Companies or friends of the captured or detained person may attempt to break the player free within the rules.


Prisoners may attempt to break out of captivity but understand that more severe consequences may be applied if recaptured and resets the 1-hour cooldown.


When released, the prisoners must be given transportation of a raft or sloop at minimum and supplied with water and food.


Bounties

Only mercenary companies can take on bounties.


Bounties should have a RP reason and be placed into a ticket with the RP justification for said bounty. Both parties will be made aware in regards to the character, company or ship, giving little detail other than “a bounty has been placed upon you”. The bounty once accepted will be active 24hrs after authority has been granted by staff for no longer than a 7 day duration.


Each Company may issue 1 bounty at a time (The navy is the only exception).  Bounties can be offered to multiple mercenary companies but only for the same person/ship/tame or item.


Players, companies or ships may only have a bounty placed against them once every 72 hours.


Item Restriction(s)

Liquid Flame can ONLY be used for animal culling and will be purchasable via the navy.


Shimmering

No shimmer hopping. (Repeatedly transiting through the shimmer to gain advantage.) If you choose to pursue another ship through a shimmer during an active combat situation, you do so at your own risk.

Staff have final say in all decisions and can take action without a player report.

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