Draft of Revised Version of Invader Rules

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frattastan
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Draft of Revised Version of Invader Rules

Post by frattastan »

Around May 2004, Neutered Sputniks, posted the original rules for invaders to follow.

Original source: http://z7.|invisionfree|.com/CDi_Forum/in ... t&p=661210
As posted in the Naivetry Reference Library.
Draft of Revised Version of Invader Rules wrote:Rule of thumb definition of a native:
Someone in the region before your invading group arrived that is not a confirmed part of another invading group ('defenders', other invasion groups, etc). Note that 'spies' planted in a region do not count as natives. (Then again, a good spy does not get caught as such.)

Regarding ejecting and/or banning people in a captured region:
-Non-natives may be kicked and banned.
-Natives may NOT be banned for longer than ONE system update. (In other words, about 24 hours.)
-An invader delegate may eject a 'small number' of tactical natives to try and maintain power. This number is roughly determined as 10% of the region's population OR 20 people, whichever value is smaller, at any given time. Note that this is not a concrete value- each complaint of griefing must be handled on a case by case basis.

Regarding password protecting a captured region:
-The password MUST be telegrammed to ALL natives within one system update of the password being set. The invader delegate and his or her group is responsible for ensuring the password is sent out. Passing it out to some of the natives and instructing them to 'pass it on' is not an acceptable excuse in the event of the password not going out.
-The password must be CLEARLY stated when handed out to the natives. If the password has ''s or ""s on the ends, be sure that this fact is clear. Setting the password as a swear word that is filtered by the censor is no excuse, either.
-If a native loses the password (for instance, it accidentally gets flooded out of their TG box), and they request it again, it must be given to them.

Misc. Information:
-An invader who endorses a delegate that then griefs the invaded region is not automatically slated for deletion UNLESS evidence is found that the endorser was aware of the invader delegate's intent. They will be given a warning, however. An invader who accumulates three such warnings will be ejected from the UN.
-Invader delegates who deliberately try to push the envelope/abuse loopholes/flagrantly break these rules will be deleted. Invader delegates who are determined to simply not have been aware will be warned and/or ejected from the UN
-As always, using UN multies, spamming the regional happenings or civil headquarters will be treated as it always has been. Multies get ejected from the UN or deleted; spammers get warned once, deleted on a repeat offense; really bad spammers get deleted ASAP.
-If you are planning an invasion and are uncertain the legality of any particular aspect of your plan, telegram a mod about it first. We will keep such information confidential (in other words, we won't go giving the target region or defender groups any warning that it's coming), and can help ensure that your plan is not in violation of any of the rules.


Alright, that's what we've got thus far. We want some input from you guys, particularly on the numbers. We're fairly confident that an invasion force can hold a region with a maximum number of ejections of around 20, unless the counter-invasion or defending group is particularly well organized, in which case, tough cookies.

The revision also gives a solid timeframe in which an invader has to get the password out, which should prevent players who are just flat out anti-invasions from crying to the mods as soon as an invasion occurs that "Oh no! They just took over and passworded Region A an hour ago and didn't send me the password yet!". The revision also includes that natives can be banned long enough for them to lose their endorsements, which should even the odds out for invaders a bit.

You'll also notice that endorsing an invader delegate who then griefs is no longer a deleteable offense. This is primarily because it would be far too easy for Griefer Joe's Throwaway Puppet to trick Invader Jane into endorsing him by swearing he'll follow the rules, and then break them just to get Invader Jane deleted. As for the three strikes and then UN ejection... well, if Invader Jane ends up supporting Griefer Joe, then Griefer Smith, and then Griefer Betty, should Invader Jane really be trying to play at invasions anyway?

In theory, this will also make less work for the mods, rather than more, because many of the grey areas have been more clearly defined, which should make griefing complaints easier and faster to investigate.

In any event, please comment. Preferably constructive commentary. It's fine if you just want to say "I like it/hate it/OMG U MODS DON'T KNOW WHAT THE EFF UR TALKING ABOUT!", but we would really prefer comments that will help us make sure these are as fair as possible to both invaders and to the invadees.

Revised Ruleset:
Ok, in response to the...responses...to this thread, a few of the Mods (all who were online at the time) sat down and came up with this draft:


1. Native is defined heretofore as any nation residing in a region at the time of invasion with the exception of those that are there primarily to assist an invasion (spy claus...i.e., spies are not natives). Defenders are considered invaders.

2. Non-UN Natives are not allowed to be ejected, unless for spam/flame/etc.

3. A limit of 20 ejections of UN Natives per invasion.

4. A 12 hr ban limit for UN Natives

5. The password must be distributed to every native prior to it being set. The delegate may change the password as often as he/she likes, as long as it is performed in this manner - telegrams containing mass password lists are allowed as long as they specify what time each password will be in use.

6. Any action not addressed here is subject to Moderator discretion.
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