Crossfire Roleplay

 

 

ASF/CSF Roleplay

 

The Map:

 

CSF Systems:

New London, Dublin, Leeds, Manchester, Cambridge, Edinburgh, Hyperion, Tau 23, Tau 29, Tau 31, Tau 37, Omicron Alpha, Omicron Beta, New Tokyo, Kyushu, Hokkaido, Chugoku, Shikoku, Honshu, Sigma 19, Magellan, Omega 3, Omega 5, Telosis, Enyo, Helios, Enigma, Wheel of Sirius, The Corridor, Inner Cloud

 

ASF Systems:

California, Colorado, Texas, Oasis, Kepler, Sea of Shadows, Galileo, Bering, Hudson, Cortez, Hamburg, Wanderer's Pond, Frankfurt, New Berlin, Midpoint Rift, Stuttgart, Dresden, Sigma 13, Sigma 17, Omicron Gamma, Omicron Theta, Omicron Minor, Omega 11, Omega 41, Omega 7, Sekar, Regalis, Vespus, Alaska, Quantos 

 

Neutral:

New York, Hiruga, X-2043, Far Point, Coalition systems, DK systems, Nomad systems, Server Clan systems, Arena systems

(NOTE:  This are only the initial systems, the roleplay factions can gain control over enemy systems, the current ownership of the systems can be found on the Crossfire News Network)

 

The Factions:

 

CSF:  {LP}Lost Prophets, DC_Dragon Corps, {UAC}Union Aerospace Corp., [MW]Most Wanted, (Fallen), (HC)Hell City, (VIS) Vereinigte Imperial Schmuggler

ASF:  [CFPD]Crossfire Police Dep't., (IOC)Independent Operators' Consortium, BG_Blood Guard

 

The Rules:

 

  1. Server RP is 24/7/365, the same as all clan RP on the server.  Both RP types run concurrently.

  2. All server clans are eligible for the ASF/CSF, and are expected to participate as much as possible. All characters of all players in the participating clans must have their faction's license mounted at all times. Failure to comply with this requirement is tantamount to violating the server rules on fake characters.  Only server clan members may mount ASF or CSF licenses for the server RP.

  3. ALL licensed ships are fair game (open to attack) anywhere in the contested systems.

  4. Players may dock, but not "camp", their characters in enemy territory.  There will be occasions when a player cannot return to friendly space during their online session, such as unexpected server restarts, but as a rule, players are not allowed to leave ships in enemy territory. No ship left behind enemy lines will be allowed to initiate an attack until it returns to its own faction's space and dock there, but may defend itself en route to home systems.

  5. Raids may be carried out against any contested system, provided the invaders survive long enough to reach it.  Players may use any scheme they choose to create a pretext for combat, and just play it out.

  6. Faction members are required to at least attempt a defense of a system invaded by the enemy, and engage irrespective of the odds against them. Defenders have the perogative to call for reinforcements prior to making a defense, and if the defenders are still outmatched in skill or numbers, they may abort the defense once they are outscored 5 kills by the attackers. Once a defense has been aborted, the defending players may not be attacked again in the same system for at least 1 hour during which time the vanquished defenders must leave the system.

  7. Kills will be scored by the "AutoReferee", the new RP stat tool. This will sort PvP kills in each contested system by faction licences, and report these stats daily. The daily results will enable factions to plan attacks and bolster defences.

  8. The AutoReferee will tally the kills, and determine the winner of each system once per week; system control to be decided by a 5-kill margin over the opposing faction. The 1-week period required to capture a system allows for more coordinated actions, and for players in all time zones to make a contribution to the battle over each system. All system wins and losses will be posted together; for example, ASF may win 4 systems and CSF 3 different systems in the same week.

  9. The revised political map gives each faction control of 30 systems. When one faction captures 20 of these systems, it is declared the winner of the campaign, and the map is reset. A running campaign score will be kept on the roleplay board, like a sports rivalry.

 

 

Open Roleplay

 

Additional to the ASF/CSF Roleplay which is only for the serverclans of Crossfire we still run an open roleplay for ALL players on Crossfire. ALL players which want to take part in this roleplay will have to mount a roleplay licence on their chars. You can find those roleplay licences on every House Planet in Sirius. ASF and CSF members have the right to do this kind of roleplay aswell. They have to wear their ASF or CSF licence and their clan has to announce the clans type of roleplay on the Crossfire forum.

 

Pirates:
All pirates must have a pirate licence mounted on their ship. Only exception is if an ASF or CSF licence is mounted and the whole clan is known to be
pirates.

Pirates life is a though one, they have to tax other players to earn their daily money.
They may not open fire on a player without asking for tax and receiving an answer no matter if this reply is written word or an action. If the player does
pay then the pirate can be happy. If the player does not pay the pirate may destroy him.
Pirates may not tax more than the listed amounts (see "Taxes, Fines, Bounty").
Pirates may attack police without any warning and may hire mercenaries if needed.

If a player has been taxed he may not get taxed again within the next 2 hours.



Police:
All police must have a police licence mounted on their ship. Only exception is if an ASF or CSF licence is mounted and the whole clan is known to be police.

Police duty is to maintain law and order all over Sirius.
They may not open fire on a smuggler without informing them that they are being fined and receiving an answer no matter if this reply is written word or an
action.
The police may scan all players for illegal goods (such as cardamine, alien artifacts or black market goods).
If the smuggler does not pay the fine the police may destroy him.
The police may fine pirates aswell or attack them without warning and hire mercenaries if needed.
Police may not fine more than the listed amounts (see "Taxes, Fines, Bounty").

If a player has been fined he may not get fined again within the next 2 hours.



Mercenaries:
All mercs must have a merc licence mounted on their ship. Only exception is if an ASF or CSF licence is mounted and the whole clan is known to be mercs.

Mercs are allowed to accept "jobs" from any other roleplay faction (including Freelancers).
Jobs are escort services, assasinations, deliveries or anything else that is worth paid for.
The amount of money a merc can get for a job depends on his "customer" but it should be less than a min. amount (see "Taxes, Fines, Bounty").
Mercs may not ask for fines or taxes.



Smugglers:
All smugglers must have a smuggler licence mounted on their ship. Only exception is if an ASF or CSF licence is mounted and the whole clan is known to be
smugglers.

Smugglers are specialized in trading rare illegal goods all over Sirius.
They can make high profits this way but live in high danger getting taxed by pirates or fined by the police.
Smugglers can hire mercs which will protect them.
Smugglers may not ask for fines or taxes.



Taxes, Fines, Bounty:
Rank 40-50: max. $500k
Rank 51-60: max. $1mio
Rank 61 and more: max. $10mio

Bounties shouldn't be below $500k.

 

 

A player which does not wear one of the aboves licences is not allowed to do the roleplay mentioned above. All players not wearing roleplay licences are considered "Freelancers" which does not mean that a pirate will not try to tax them or that the police will not scan them for illegal goods.

 

NOTE: ASF/CSF Roleplay has highest priority and must not be disturbed by the Open Roleplay or Freelancers.