Welcome to the in-game rules of VitalityRP! By engaging in VitalityRP, you are acknowledging your commitment to abide by all the rules outlined here, in addition to our Community Guidelines. Take a moment to familiarize yourself with the following regulations, as they apply universally, including to administrators and staff members. If you come across any instances of non-compliance with these rules, please don't hesitate to open a ticket using the ticketbot in our Discord and report the issue.
Thank you for your cooperation, and we appreciate your efforts to maintain a positive and enjoyable gaming environment on VitalityRP.
We highly suggest anyone participating in any PvP interaction follow the documentation rule, to avoid any discrepancies, or errors in staff judgment.
To declare a siege, the attacking party must have a substantial RP reason to besiege the targeted tribe. They must have a clear list of demands that they wish to receive. Sieging because your character is a bad person or simply to troll is not a valid reason.
The targeted party may now counter the attacking party’s demands, or make their own demands of the attacking party; they must then present a clear list of demands.
If the two parties come to a mutual agreement the siege declaration is considered resolved. The agreed upon solution must be fulfilled immediately to the satisfaction of both parties for the siege to be concluded. When a siege is concluded by way of concession the matter is considered resolved, neither party may lay siege in future as retribution for this siege.
When the two parties cannot come to an agreement the siege will move into the planning stage.
Examples of Valid RP Reasons:
Tame Claim Challenge
Territorial Dispute
Religious Differences
Ideology Differences
Harboring a Fugitive
Retribution
Sieges are initiated with valid RP reasons.
Trolling is not allowed.
The attacking party must present a list of demands.
The defending party presents counter offer or presents a list of demands
If resolution is found, the siege is resolved, and the complying party must abide.
If resolution is not found, work with admins to plan the siege.
The planning of the siege will be completed OOC in a ticket, with both parties as well as an admin. This is meant to create a fair competition. The ticket will be opened by the leader of the attacking party. Admin will add the leader of the defending party as well as any other players requested for planning. The parties will need to agree on the start time and date of the siege, each party’s list of demands given during the declaration, the rules of engagement, as well as a list of all who will participate on each side. Both parties have the option to hire mercenaries to assist in the siege; these mercenaries must be present at the start of the siege and be listed in the planning ticket to participate.
Planning is completed OOC
Attacking party opens the ticket
List of demands
Start time and date is set
Rules of engagement are agreed upon
Participants are identified
The siege camp and the besieged location should not be attacked or harassed by either side during the planning and construction period prior to the start time.
The attacking party may begin construction of their siege camp no more than 24 hours before the start time. The siege camp may be constructed using settler building tier and wooden spike walls to divert incoming projectiles and repel hostile charges. Honeycombing is not allowed.
The defending party can continue with their daily activities and reinforce their base for the upcoming battle. However, defenders may not build additional walls or gates during the preparation time. The only exception is the use of spike walls.
No harassment of the camp or location under siege.
Attackers set up a siege camp no more than 24 hours before the siege.
Defenders can reinforce their base but no additional walls or gates except spike walls.
3-life limit, meaning each participant has three lives before being considered too injured to continue. After losing three lives, they must respawn at the admin tent, which is provided to prevent any accusations of misconduct.
The siege camp may have two sleeping bags per participant, and if all are destroyed before the 3-life limit is reached, the attacking party is defeated. In the event that either party wishes to concede after staging begins, the other party has the option to revise their list of demands to include compensation for time and materials used during staging.
Tier 1-3: Sieges are only allowed when attacking settlements that are tier 4 and 5. To attack lower tiers, please see raid rules.
Tier 4: Cannons can not be used on tier 4 settlements.
Tier 5: Settlements can be sieged with all available siege weaponry.
Siege equipment, such as the ballista, catapult, and cannon, must be used to break down RP defense walls/fences or gates. Burning oil can be used to defend against melee or tame counterattacks.
You may not build during a siege however repairs to existing structures can be made.
Tames may be used during the siege; any tames not stored during a siege may be killed including passive tames.
Traps may only be placed during the staging phase of the siege, this is the 24 hour period before the start time.
Capturing and jailing players is allowed for the duration of the siege.
Captured players can only be released by another player; they cannot break themselves out of the cell. If a captured player gets glitched out of the confinement system, they must still remain in a captured state.
Soul balls cannot be used during a siege for any reason.
A three-life system is in place; players respawn at the admin tent after three lives are lost.
The siege camp can have two sleeping bags per participant.
When a party concedes during staging the other party can add compensation to demands.
No new structures can be built during the siege, but repairs are allowed.
Tames are allowed.
Killing of tames is allowed including passive tames.
Traps may only be placed during the staging phase.
Capturing and jailing players is allowed.
Soul balls cannot be used during a siege.
When a party loses all of its players they are defeated and the siege ends. The victors may loot the bodies of the slain party. The losing party must immediately meet the demands laid out by the winning party. The victors may choose to determine the fate of the defeated party and their tames within the already established server rules. If the attacking party is the victor and chooses to eliminate the defending party, each participant from that party will gain 1 conflict wound. If the defending party is the victor and chooses to eliminate the attacking party, each participant from that party will gain 2 conflict wounds. Following the resolution, the remaining siege camp, spike wall defenses, and any remaining traps from both parties must be removed. In case of suspected rule breaks during a siege, the admin staff will handle them during the cleanup phase and make any necessary adjustments.
The first party to lose all participants, loses the siege.
The losing party meets the demands of the victors.
The victor decides the fate of the defeated group within established server rules.
If the defending party is eliminated, participants gain 1 conflict wound.
If the attacking party is eliminated, participants gain 2 conflict wounds.
After the resolution, siege camps, spike wall defenses, and traps must be removed.
After the siege concludes, a one-week cooldown goes into effect. The defending settlement can not be sieged during the cooldown period. The defending party can choose to siege another party during this period. The attacking party can not lay siege during the cooldown period. The attacking party’s settlement can be sieged during the cooldown period.
A one-week cooldown is applied.
The defending settlement can not be sieged during cooldown
The defending party can lay siege during the cooldown.
The attacker can not lay siege during the cooldown.
The attacking party’s settlements can be sieged during the cooldown.
Admins address rule breaks during the cleanup phase.