STEAM GROUP
Wolves Community Servers WolvesCom
STEAM GROUP
Wolves Community Servers WolvesCom
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Spanj 26 Sep, 2017 @ 5:02am
EGS - Alpha 7 - Server Rules (MUST READ)
1 General Rules
Anyone playing on the Wolves EGS server:
- Please be on TeamSpeak if you are connected to the Wolves EGS server.
- Please contact one of the community leaders if you have any problems. Or post on the discussion forum.
- Please do not post any gripes you have with the community/rules/leadership on any public forum/social media before talking to one of the community leaders first. (so that we might be able to help you)
- If you encounter technical issues/bugs/glitches that result in you losing stuff or getting stuck, please contact a admin in game or on steam for assistance.
- Game admins and community leaders are listed in the Community leaders thread.
- ATMs are illegal and can only be used at official trade hubs.
- Don't be a Ass!


2 The Solar System
The solar system design has been carefully put together to ensure balance and fairness to all factions and to support each factions play style.
Each Faction has an Origin homeworld that they will start from.
There are 4 asteroid field in an uncharted sector of space rumored to be rich with resources.
In the centre of the system are a number of planets each with a variety of resources.
A PVE trade sector also exists in the middle of the system.
Finally there is a GW sector in the middle for planned server events. This sector is otherwise off limits unless agreed with an admin or community leader.

Resources are distributed throughout the solar system so each faction must go out and get resources for themselves and put themselves at risk of running into Pirates.

Each Asteroid field will contain some but not all of the following resources: Erestrium, Zascosium, Promethium, Pentaxid, magnesium.

The planets in the centre will play host to Cobalt, Copper, Silicon, Sathium, gold and neodynium deposits.

A number of playfields in the Solar system have their own set of rules that can override faction specific rules.
2a Specific Playfield rules
- The resource worlds cannot be owned by any faction, all factions can mine on those worlds.
- Any attack on other faction bases on the resource worlds must be carried out as either an invasion or raid depending on your faction rules. (see invasions / raiding).
- Asteroid fields cannot be owned. Can be mined by any faction. Can also be defended/attacked by any faction against any faction (all out war/PVP zone).
- Open space playfields - faction rules apply.
- Homeworld space - faction rules apply.
- Homeworld moon - faction rules apply.
- Homeworlds - faction rules apply.

3 Faction Rules (All Factions)
The following applies to all factions except where faction specific rules otherwise specify
- All members must follow the following faction rules unless otherwise stated in the faction specific rules.
- All Origin factions can exist of multiple factions.
- PVP combat is only permitted in Asteroid fields or on the titan world unless otherwise specified in faction specific rules.
- Factions are free to enforce their own rules within the context and principles of that origin faction providing they do not conflict with the rules of the server.
- No faction can steal another factions ship.
- Salvaging abandoned ships with no core is permitted.
An abandoned ship is a ship that has been clearly abandoned for a reasonable amount of time after it was disabled/destroyed.


4 Faction Rules (Specific Factions)
Military Police
- Must not contain multiple factions. The Police are one faction.
- Must immediately respond/rally to any distress call from any faction except Pirate factions.
- Cannot openly attack any faction except pirate factions unless in self defence.
- Have no CV size limits and no limits to the number of CVs
- Can Raid pirate bases (See Raiding)
- Can invade other faction worlds
- Can impound pirate ships.
Freelancer
- Can be multi faction
- Cannot invade other faction worlds
- Cannot hunt other players / commit to PVP unless in self defence
- Benefit from a 25% discount (use a calculator you scrubs) in trade with other factions
- Limited to a single Arty turret on ships size 8 or above, no arty turrets on ships below 8.
- Have no CV size limits and no limits on the number of ships.
- The freelancer homeworld is protected by an energy shield and cannot be invaded. The space above their homeworld remains unprotected.
- Are the only faction that can trade outside of the trade sector.
- Can be hired by other factiosn to haul cargo for a maximum cost equivelant to 20% the total value of the cargo being hauled.
Nomads
- Can be multi faction
- Can only build one base on or in orbit of their homeworld.
- Are the only faction that can mine with HV without having to place a mining base first. On any planet.
- Have no CV size limits or limits on the number of CVs they can have
- Nomads can raid (see raiding)
- Nomads can use CVs as mobile mining facilities and can place auto-miners under or near these CVs
- Nomads can take over NPC bases but not player bases. (See Invasions)
- Nomads cannot invade (see invasions)
Mercs
- Can be multi faction
- Can only build bases on home world and in space.
- Can only mine asteroids or deposits on home world, cannot mine off titan world unless contracted to do so by other factions
- Cannot attack any faction unless in self defence or contracted to do so.
- No limits in CV size or number of CVs they can have.
- Can be contracted by any faction to carry out a range of contracts such as escort attacks (See escorted attacks), mining, trade escorts, guard detail, invasion assistance/defence. Mercs have the right to reject any contract as they see fit, except after the contract has been agreed.
Pirates
- Can be multi faction
- Are limited to CVs size class 12 or less (Except their flagship, see flagships).
- Are limited to a maximum of 10 ships above size 12 across all Pirate factions.
- Must pay a 10% levy on all trades with other factions (Hazard Pay)
- Can be openly attacked in space by other factions (where faction rules allow it).
- Can attack any faction at any time except freelancer home world.
- Can raid (see raiding)
- Can invade (see invasion)
- Faction leadership can be challenged by ritual combat to the death. The winner will become the faction leader and cannot be challenged again for 1 month.
- Pirates can steal other factions ships.

5 Building rules
Bases (BA)
- There are no limits to how big a base can be.
- On your factions origin homeworld, there is no limit to how small a base can be.
- On the resource planets, a mining base must be powered have at least one medi bay and a hanger big enought for a HV.
- Invasion (see invasions) bases must be a minimum of a landing pad to ‘dock’ your landing CV to and/or a hangar bay to house your attack vessels.must be powered, have a medi bay and at least 4 turrets.
- The core on all bases must be ‘findable’, either in plain sight, behind glass or transparents devices or clearly placed in a defended ‘Core room’ for example.
- Any base can be captured by other factions during invasions, except where faction rules prevent it or during a raid (see raiding)
Capital Vessels (CV)
- Turret count limit is in force. A Military CV is allowed twice the size class number in turrets or mounted weapons. Utility ships are only permitted to have the equivelent number of turrets to size class.
- Only a military (see CV classification) vessel is permitted to equip arty (size 6+), rocket, plasma or laser turrets
- ALL thrusters must have exposed nozzle ports (there must be clear space between the end of the thruster and open space, Shutter Window blocks are fine).
- Ship builds must be aesthetically viable - Cubes or Pyramids of death will not be permitted.
- NO Constructors allowed on Military Vessels
Small Vessels (SV)
-Builds must be aesthetically viable - Cubes or Pyramids of death will not be permitted.
-Thrusters must be exposed same as CV rule
Hover Vessels (HV)
- Builds must be aesthetically viable - Cubes or Pyramids of death will not be permitted.

6 CV Classification
During build or purchase of a CV, it must be classified. Ask your faction or community leaders for help if you are unsure. The following rules will help you classify your CV
Military ships.
-Only built from Combat steal or Xenu Steal
-Are fitted with either or a combination of:
Rocket Turrets
Plasma Turrets
Laser Turrets
Artillery Turrets
Cannon Turrets
Flak Turrets
Minigun Turrets
- Can carry more than 5 SVs
- Cannot land on planets.
Utility Ships
-Can be built from any grade of steel.
- Are fitted with either or a combination of:
Cannon turrets
Minigun turrets
Flak turrets
- Can carry up to 5 SVs or HVs (total)
- Can land on planets.
Flagships
- A faction can have one flagship
- A flagship is a military ship
- Flagships can have constructors
- Flagships have no size limits
- Flagships Can have the maximum turret count (60)
- Mounted Weapons do not count towards turret count.
- Flagships can be captured by other factions where faction/playfield rules allow it.

7 PVP General Rules
- Except in Space, PVP encounters must not be overly one sided. Attacking another faction should be done with no more than double the enemy players (of that faction) on that playfield, for example, 2 defenders should only be attacked by a maximum of 4 players. Use teamspeak to find out numbers.
- Turrets must be configured to target turrets, mounted weapons and thrusters only.
- Destroying an enemy core must be done by hand (using C4 or small arms) unless it was otherwise unavoidable (chain reaction explosions).
- Manually firing turrets, mounted weapons at a ship that is disabled is considered a ‘♥♥♥♥ move’ and could result in pissing off admins - don't do it. If you have disabled the ship, try boarding it. Same goes for bases. But i don't care about HVs/SVs.
- Combat Logging (exiting the game during combat or just before combat) is a bannable offence, is only acceptable in RL emergencies.
- In space, if you are in combat, you cannot warp away the moment you start loosing, you must escape your attacker, once contact is broken you can warp away.

8 Invasions
- Invasion is declaration of war from one faction to the other.
- Invasion is a planet based engagement.
- An invasion starts the moment the attacking faction places a Base core.
- The attacking faction must build an invasion base (see building rules).
- Once the invasion base is complete the attacking faction can start attacking the defending factions bases.
- The attacking faction can use any number or combination of HVs or SVs in the attack.
- The defending faction can attack the invading faction the moment their enter atmosphere.
- The attacking faction can defend from defending faction forces while building their invasion base.
- Either party can surrender and discuss terms, during which time a ceasefire is in order.
- The attacking faction is victorious once the defending faction is destroyed and can no longer re-spawn using a planetside medi/clone chamber.
- The defending faction is victorious once all attacker bases and vessels are Disabled/destroyed.

9 Raiding
- Raiding is only permitted if your faction rules allow it.
- A raid is quick hit, loot and run attack
- Factions can raid other faction bases, ships without needing to build an invasion base first.
- The raiding faction must only destroy enemy turrets and the enemy core if necessary.
- No other destruction is permitted unless otherwise unavoidable (chain reaction explosions).
- The raiding faction must force entry to the enemy base or CV and loot as much as they can carry. Multiple trips are not allowed. Get in, loot, get out.
- Destroying the core is allowed if reasonable to do so, to gain entry to containers, fuel tanks etc.
- destroying/disassembling blocks/devices other than to gain access to the base/ships or parts of the base/ship will result in you pissing off admins, don't do it.
- If the defending faction start arriving in force, get out. Do not stay and fight.
- Do not take over the enemy base or ship.

10 Escorted Attacks.
The Merc faction can be contracted (if they agree) to help you attack other factions. These attacks can be invasions, raids or anything in space.
The mercs must accompany the hiring faction on the attack so the defending faction can identify who has attacked them.
Mercs do not attack other factions unless contracted to do so or unless in self defence.

Using mercs does not negate pvp general rules

11 Offline attacks
Attacking a factions assets (BA,CV,SV or HV) while they are offline is not permitted. Unless given express permission from a server admin.

12 Trading
- All trades must take place in the trade sector at the trade station.
- All trades in the trade sector must be done to the stated value of the comodities being traded.
- See the Trade prices thread for pricing.
- Trading outside of the trade hub will result in a kicking.

13 Blueprints
- Use of blueprints and blueprints factory is permitted except for Bases.
- Blueprints can only be spawned on your factions homeworld or in orbit of your faction (does not include the moon)
- Base blueprints must be purchased with Gold from an admin in the trade sector.
- Any Blueprint can be purchased from the trade sector instantly.
- CV's built in the Factory must be spawned on an equivelant size Base/Pad

14 Buying Playfields
With enough Gold it is possible for a faction or individual to buy a new playfield from the server admin.
To buy a playfield, you must contact TheeWolf to make the transaction. Transport the Gold to the trade sector as with other trades. The gold will be absorbed into the admin account.
- 100,000,000 Gold will get you and/or your faction an asteroid field with a random resource layout.
- 250,000,000 Gold will get you and/or your faction a moon to call your own.
- 500,000,000 will get you and/or your faction a volaltile planet to call your own.
- 1,000.000.000 will get you and/or your faction a random habitabal planet to call your own.
- 2,000,000,000 will get you and/or your faction a bespoke planet to call your own.

15 Rogues and Bounties
Any player can go rogue for a number of reasons:
- Self declared Rogue, must be declared in TS with witnesses and with reason.
- Declared rogue by origin faction leader, again must be declared in TS with reasons.
- Breaks faction rules and is caught doing so. Each faction is free to enact their own justice system.
- Rogue players cannot create factions or join other factions.
- If a player wishes to defect to another faction, they must first serve term as Rogue before they can reset to a new Origin faction.
- A player is Rogue for 7 days (RL days not game days) unless a bounty is collected.
- A former rogue player con rejoin thier origin faction at the descretion of the faction leaders.
- A bounty can be placed on a rogue player by their origin faction only. This is optional and at the descrition of the origin faction.
- Rogue players can be attacked by any faction but bounties can only be collected by Mercs.

16 Mining
-A mining base (See build rules) must be built on the planet you wish to mine on.
-There are no restrictions to mining in space.
-Only Nomads can Mine on planet without placing a base first.


Last edited by Spanj; 28 Dec, 2017 @ 2:16pm
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Showing 1-3 of 3 comments
StaticHair 10 Oct, 2017 @ 5:24am 
I have been revamping an old CV for the new server (shes a beast now), but i wanted to clarify. Is the "size limit ×2" a hard number for turrets? I know it used to say: "could be more after inspection". Did we do away with that?
Spanj 10 Oct, 2017 @ 6:09am 
Me or Wolf can still inspect your ship if it doesn't quite marry up to the rules, exceptions can be made on a case by case basis as we see fit. It really depends on the design and layout of the ship and so if we feel the turret count is justified that way it might pass inspection.
TheeWolf 11 Nov, 2017 @ 8:56am 
All weapon limits are perm no exceptions unless changes at a later date due to balance issues.
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Showing 1-3 of 3 comments
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