Combat (PVP)

Death
  • NO tampering with sleepers, no killing, moving without permission, no stealing, etc.
  • If you die during PvE content. you may revive right away and rejoin the interaction.
  • If you die during PvP content, you may re-spawn when the bed timer allows.
  • If your whole crew is dead at the same time you may re-spawn when the bed timer allows, however, this is a forced surrender the fight is over and RP will ensue, there is no escape from this rule.
  • Your character should have no memory of events that are seen on the screen while you are “dead”, your character at this point is essentially unconscious until res-pawn.
  • If you are injured and knocked out and other players board your boat, you may RP be knocked out and tending to your wounds. You may not restart the fight.
Hostage & Jail
  • Can be taken hostage for a maximum 20 mins without OOC confirm for longer.
  • Must not be left alone in prison unless some way to escape is available to them.

Navy Jail

  • Can be held captive for 20 mins with each level of infamy adding 20 mins on top.
  • Level 3 infamy captors will be held until trial and 24 hours after for chance to escape.
  • Must not be left alone in prison unless some way to escape is available to them.
Robbery & Theft
  • Theft is the act of taking something that does not belong to you either with or without them knowing. When committing theft you must leave a note or Badbox with a clue that can be traced back to you.
  • Trying to Rob someone enables that person to defend themselves by any means necessary.
  • When robbing someone or committing theft you can only take 50% of what they have with out becoming encumbered. A max of 5 paper goods may be taken.
  • Have to leave them with enough stuff to survive.
  • Theft or Robbery must have a RP reason for it. Someone who is unlawful or desperate.
Naval Engagment

A max of 3 ships may sail together outside of your home grid. Only 1 of those ships can be a Galleon or Freighter.

The Flare System

A flare must be used to engage in naval combat. The aggressor.

FLARE INDICATORS:

               Red =  Hostile if you do not stop/comply you may be fired upon. (ships with closed sails should not be fired on)

               Green =  Neutral-Verbal: Initiator wishes to speak, RP will ensue and can escalate depending on the conversation. (no immediate boarding or firing)

Note: Depending on the outcome of discussion/events a red flare may be fired to escalate the event.

NO MORE THEN 2 FLARES MAY BE SHOOT IN A 1 MIN INTERVAL!

DO NOT SHOOT FLAIRS AROUND KNOWN LIGHT SENSITIVE PEOPLE!

FLARES ARE MEANT TO BE SHOT IN THE AIR, NOT AT PEOPLE!

If a targeted ship does not have flares, they may use the Local Chat option to say they surrender.
Once surrender is rendered; the aggressors may board the targeted ship with no retaliation from the target. The targeted ship is required to open all doors/chests that the aggressors request. Please see below for the looting rules.

Once a naval battle starts, you may not travel through shimmers or push opponents through shimmers unless fleeing, if you are fleeing and cross a shimmer you cannot “go back” to re-engage.

Naval Loadout
Must adhere to the standards listed in the Ship Construction section. Torpedos, liquid flame, explosive barrels, and flame bolts may not be used for PvP.
No shooting explosive barrels out of cannons during PVP!

Anchored Ships
  • Unmanned anchored ships will not be attacked.
  • If conflict starts for a manned anchored ship, land raiding rules will apply.
  •  Small arms and melee weapons may be used.
  •  Bed/spawn timers apply as outlined in section 1. Death.
  •  If you take quarters within your ship, the aggressors may attack your cabin structure.
  •  Surrendering/losing loot rules apply.

In addition to these rules, ZZGaming staff reserves the right to implement and enforce any additional rule as they deem fit needed for the improvement of the community or services.