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 Turf Mechanics

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PostSubject: Turf Mechanics   Sun Dec 11, 2016 4:25 am





This is where you can find information regarding the land-owning and conquest system of the site.

TURF OVERVIEW


The Turf System is a system that allows players to conquer territories across the sea by taking islands under their protection. The benefits of conquering territories are two-fold. Firstly, they give you a bonus income per completed thread while the territory is under your control. And secondly, they provide you with a base of operations which can be built upon further for various perks. It also provides grounds for staging important character-developing RPs, and is a good way to influence the world around it too. Keep in mind that you "owning" an island does not necessarily mean you are its ruler. It simply means that the island is under your protection while it is ruled autonomously by whoever you designated as its official ruler.



TURF DESIGNATIONS


Turfs are given varying designations based on their status, and the difficulty of conquest. There are five designations that each island is given: Owner, Status, Security, Economy and Improvements.


TURF OWNER


The owner of the turf is the person or group that the island is under the protection of. This means that when this turf is contested, the owner has the right to intervene in the thread using all of their assets, along with the island's local security. Even if the turf is not designated an owner, its inhabitants (if any) will provide resistance to any conquest unless dealt with diplomatically through the thread.


TURF STATUS


Uncontested: This island is currently not being challenged by any player groups and is open for conquest.
Contested: This island is currently being challenged by a player group, and the conquest threads can only be joined in if your group has an active thread here, or if the leader of the challenging group permits you to join. If you join a conquest thread, you have the chance to either stop the attacker, or share in the spoils. But, if you're strong enough and ballsy enough, you can also attempt to hijack the takeover and muscle the competition out. However, be careful when attempting the last option without warning, as it can lead to trust issues with your group in future threads.
Untouchable: This island can only be contested by player groups of Tier 5 or above.
Uncontestable: This island cannot be contested unless a World Event changes its designation.


TURF SECURITY


The Turf Security Designation lists important local  NPC bosses that the contesting group would have to defeat or pacify in order to successfully conquer the turf. The following is a list of designations you will see under security.
Boss (Level X): Each security designation will include varying levels of NPC bosses, which allow you to judge whether you stand a chance when contesting this territory.
Mini-bosses (Level X): This will mention up to how many mini-bosses you will be facing when contesting this territory.
Minions: This will mention how many throwaway troops the turf's defense has to place in your path.
Ships (Tier X): This designation will mention if the island has any ships defending it from naval attacks.


TURF ECONOMY


This designation gives you an idea of the potential rewards of conquering this turf. The economy reward system works rather simply. This designation will have a number anywhere between 0 to 25. This will be the percentage multiplier that will be added to your reward calculation after every quest you complete once you have captured this turf.


TURF IMPROVEMENTS


This designation will be a list of turf improvements that provide a basis for the turf's economy and security. But, certain buildings will provide additional IC benefits. Once you've captured a turf, you can improve it by purchasing turf improvements in the Shop of Dreams. The following is a list of all possible Turf improvements.

SECURITY IMPROVEMENTS
Officers I/II/III/IV/V: Provides the turf with 2/4/6/8/10 mini-bosses respectively.
Infantry I/II/III/IV/V: Provides the turf with approximately 250/500/1000/2000/5000 minions respectively.
Navy I/II/III/IV/V: Provides the navy of the turf with 2/5/8/12/15 notable ships respectively.
Leader Training I/II/III/IV/V: Makes the boss of a turf the lowest level of Tier 2/3/4/5/6 respectively.
Officer Training I/II/III/IV/V: Makes the mini-bosses of a turf level 10/30/50/70/90 respectively.
Infantry Training I/II/III/IV/V: Makes the minions of a turf level 1/5/10/15/20 respectively.
Naval Training I/II/III/IV/V: Makes the ships of a turf's navy Tier 1/2/3/4/5 respectively.

ECONOMY IMPROVEMENTS
Trade Routes I/II/III/IV/V: Improves the economy by +1/+2/+3/+4/+5 respectively.
Taxes I/II/III/IV/V: Improves the economy by +1/+2/+3/+4/+5 respectively.
Markets I/II/III/IV/V: Improves the economy by +1/+2/+3/+4/+5 respectively.

SPECIAL IMPROVEMENTS
Tariff Collection I/II/III/IV/V: Provides you with 2/4/6/8/10 percent of monetary rewards collected by any quest-takers on your turf respectively. (This income is not deducted from the quest-takers' rewards.)
Medical Services I/II/III/IV/V: Heals up to 10%/30%/50%/70%/90% HP of a character twice per thread (or two characters once per thread).
Secret Passages I/II/III/IV/V: Allows a roll-free escape of up to 1/2/3/4/5 turf-allied defenders from combat once per thread. The escape must still be appropriately roleplayed.
Weaponry Production I/II/III/IV/V: Allows you to repair any broken equipment up to tiers 1/2/3/4/5. Only one piece of broken equipment may be repaired for each character per thread and the repairing process must take at least 3 posts.
Shipyard  Services I/II/III/IV/V: Allows you to repair any damaged ships of tiers up to 2/3/4/5/6 that aren't completely sunk. Only one ship can be repaired per thread and the repairing process must take at least 5 posts.



HOW DO I CONQUER TURF?


To begin the contestation of a turf, you must apply for a quest in the quest requests thread, and mention in the summary why you wish to contest this turf, and what your plans are for it. For the difficulty, you must consider the highest level NPC (the Boss) of the turf, unless the island is player-owned, and the player owners are stronger than the NPC boss. In the latter case, the difficulty must then be calculated based on the player opponents' tiers.

All turf contest quests MUST at least be arcs, if not sagas, and in these arcs, you must face all of the opponents that the turf has to provide one way or another. You may deal with them diplomatically, or you may combat them. Any turf contest quests on Untouchable turfs, and turfs in the New World MUST be sagas. Do note, however, that the threads of these arcs and sagas do not all have to take place on the island you are trying to conquer. They simply need to have a single driving plot-line.

Once your turf contest quest request has been approved, the status of the island will be changed, and you may begin your first thread in the conquest. But, you must add the following tag in the title: ["Island name": contestation arc/saga].

Once you've completed the quest and have had it graded, if you successfully captured the island in the RP and most of your group members received a quality score of at least C, your group will become the new owners of the island. Once the island changes ownership, all turf improvements will level down one notch to signify instability after conquest. You may upgrade your turf improvements in the Shop of Dreams.



Note: Your crew/group may only own up to four islands as your turf. Once you have reached this cap, if you wish to conquer any other islands, you must sacrifice your ownership of one of the islands you already own.
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