04-29-2012, 01:03 PM
Righto!
Isle of Conquest is ready to go. Below is a short guide to how I have rigged up the island to work ICly.
Not sure which BG I'll be working on primarily next.
I direct any questions into the replies below!
EDIT: This all should be available shortly-- I'm not certain if it has been added to the teleporter yet.
Isle of Conquest is ready to go. Below is a short guide to how I have rigged up the island to work ICly.
Not sure which BG I'll be working on primarily next.
Spoiler:
Right, so;
Back on Thursday night I was asked to build up the battleground areas for RP use, and I've already begun to get pretty far underway with that build. The first on the list was the Isle of Conquest, mostly because I like the area and believed there was a lot that could be done with it.
With each of these areas I'll be giving a bit of a rundown as to the scenario I'm using for them, as I did previously with the Horde Strongholds in the barrens.
So, first up!
The Isle of Conquest
General: The Isle of Conquest is an unnamed island off the coast of Northrend, formerly used as a mutual staging ground for the assault upon Icecrown by the two factions. Because of this two Horde and Alliance bases were erected on either side of the isle, and both salvaged resources for use in the war effort. A neutral port was constructed upon the isle, to prevent any misbehavior amongst the mixed ships coming through the bay. As the war in Northrend has died down though, tensions are escalating intensely due to the close proximity of the fortifications. Conflict broke out multiple times upon the isle until intervention was made by the nearby Argent Crusade, seeking to placate the factions and continue a steady supply of resources to the ongoing efforts in Northrend. Under the watch of the Argent Crusade, much of the military forces formerly stationed on the isle have been drawn back, leaving behind a sizable force to keep the peace in the various fortifications and ensure their respective faction's interests in the island are not tampered with.
At current the forces of each side are still intensely wary of one another. The commanding officers of the existing encampments have issued a call to welcome any unofficial contingents into their walls, seeking to strengthen their numbers in case of an attack by the other side.
NOTE: The guardsmen of either faction are very wary of the other faction, and will not think twice about charging an enemy race approaching their position. Clear visual indicators of a faction's land have been set up on most paths, and the guardsmen consider this ample warning to ward off interlopers. If you approach an enemy guardsmen they will attack, both OOCly and ICly. You will more than likely be escorted out though, but those brandishing weapons to the guards may be slain on impulse.
Alliance Fortress: An Alliance fort is atop the southern end of the isle. It is populated by a division of Skybreaker marines and a contingent of the 7th Legion, including Commander Halford Wyrmbane himself. Staffing their allowed contingents chiefly with Alliance zealots, it is perhaps no surprise that the cannons and sniper's rifles train upon any Horde figure seen remotely near the base.
The Fortress contains two homes, a small market and a camp for units stationing within the region.
Alliance Fortress Ascent: On the path up to the fortress lies a small collection of homes constructed by some of the previous settlers to house a work force-- since called home, thus leaving these structures uninhabited. A staffed guard tower lies within this array of fortifications, as well as the Alliance side of the dividing line from Horde lands.
The Quarry: A mining operation of the Alliance, staffed by miners residing upon the ship at dock here. A prime source of cobalt, the Alliance keep the area under lock and key with guardsmen at the ready and a guard tower constructed to watch over the area.
The Airfield: Just above the Quarry lies an airfield complete with a large hangar, used for Alliance air transport back and forth between the mainland. Largely staffed by a Gnomeregan contingent.
The Western Reach: The path west of the Alliance Fortress, leading into the neutral port of the island. While this region was too difficult to perform efficient construction of fortifications the Alliance has staffed multiple soldiers along the Western Reach, using it for supervision of the coastline and the path leading into the core Alliance territory.
-----
No Man's Land: On the main trail between the Horde and Alliance Fortress is a strip of neutral territory, carved out after the standstill was declared and reinforced with barricades and soldiers. A workshop has been put back into commission right between the barricades, used for production of war machines upon contract as well as other engineering products. While originally a common producer of siege engines and demolishers for either side, vehicle production has been halted after land mines were sewn upon the ground between the barricade lines just prior to the signing of the treaty.
The Anchorage: A neutral port town constructed along the western bank of the isle, as a joint effort between the Steamwheedle Cartel and a few collectives of engineering guilds which have taken a stake in the isle, notably its production of oil. The port serves any party passing through for the right price, and has ample accommodations for groups seeking to base themselves out of the isle with the many bunks they have constructed.
-----
Horde Fortress: A Horde fort is atop the northern end of the isle. Staffed by a force of Ogres and the Kor'kron Elite, the fort houses a campground, communal bonfire, and a training ground for troops stationed there.
Horde Fortess Ascent: Down the trail from the Horde Fortress lies an array of watchtowers and campgrounds used by the Horde. Largely built to keep watch upon the nearby Alliance structures, the Horde has largely refrained from building many structures here out of fear of it being bombarded by the nearby Alliance tower. The barricade line for the Horde's side of the neutral field is located here.
The Eastern Shore: The shore east of the Horde Fortress is a mass of fortifications which make up the largest concentration of Horde buildings upon the isle. Housing a zeppelin tower for air transportation, a barracks for troop housing, a meeting hall retrofitted into an inn and dining hall, and a pair of stables, the eastern shore was formerly the main housing grounds for all of the Horde's forces upon the isle. Due to the recall much of it has been left in disuse though, and is open for use by any unofficial contingent which pledges loyalty to the Horde.
The Oil Field: A volatile territory teeming with black oil, the Oil Field and its refinery are an important source of resources and finances for the Horde upon the isle. Staffed by goblins serving under the Horde's banner, the region has been put under use for production of siege machinery following the decline of work in the neutral workshop.
-----
NOTES: Basically this is a neutral RP zone, but one with great tension between both factions. When I was building around this area it was suggested to me that this be a good implementation towards areas that could be used as guild bases, and from there I followed up with construction with few NPCs inhabiting-- only guards where appropriate, for the most part. Players can inhabit any structure ICly, within reason (yes, the fortresses are fair game but these larger buildings may only be ICly used as a base by guilds, not single characters). See below for the rules for using these areas:
The rules for inhabiting these locations as a guild are:
-Guilds inhabiting a faction-based area must be aligned to that faction. This does not mean that they must be Horde or Alliance military groups, but they cannot consist of a mixed group of faction or, if they do, must only lodge those of one faction within the fortifications. Essentially they must be willing to fight or contribute for that faction should conflict break out upon the island and they are present.
-Guilds using a fortification will be able to enact minor use of the guardsmen WITHIN REASON: Guardsmen can be commanded to -escort- unwanted people from a room, but any requests of a more severe nature will result in either a lack of response or an actual eviction of the guild itself (Ex: asking a guardsmen to kill another player). Guardsmen will assist the victims of a fight if a conflict occurs, and will always throw the instigator out. This will be their reaction whether a GM is there to respond as them or not. They will not follow into battle, nor will they relocate their position at your command. Note that only the structure ICly used by a guild will have guardsmen who respond this way to you. Others have no reason to heed your orders, and will not.
Disclaimer: Guardsmen are considered elite forces due to their organization (Kor'kron and the 7th Legion), and will not lose a fight they are engaged in. By extension, further attempts to fight back with lethal force against a guardsmen will result in death.
-Guilds inhabiting the neutral port have no restrictions upon race or faction, but have no authority over the guardsmen stationed. These guardsmen follow the same disclaimer as above. The port will only allow occupation to groups perceived as 'good' to either faction; Ex: an Alliance or Horde based guild of any description would be allowed, but a group of necromancers or demon-worshippers would be cast out.
-Usual procedure with housing applies here. You cannot wholly claim a structure as your own, and must relinquish control of it if another group has beaten you there prior to your arrival.
-That other island you may see in the distance is not a location condoned for RP at this time. It is inhabited by purely hostile NPCs both OOCly and ICly. Do not go there. Kretol has agreed to this designation.
Back on Thursday night I was asked to build up the battleground areas for RP use, and I've already begun to get pretty far underway with that build. The first on the list was the Isle of Conquest, mostly because I like the area and believed there was a lot that could be done with it.
With each of these areas I'll be giving a bit of a rundown as to the scenario I'm using for them, as I did previously with the Horde Strongholds in the barrens.
So, first up!
The Isle of Conquest
General: The Isle of Conquest is an unnamed island off the coast of Northrend, formerly used as a mutual staging ground for the assault upon Icecrown by the two factions. Because of this two Horde and Alliance bases were erected on either side of the isle, and both salvaged resources for use in the war effort. A neutral port was constructed upon the isle, to prevent any misbehavior amongst the mixed ships coming through the bay. As the war in Northrend has died down though, tensions are escalating intensely due to the close proximity of the fortifications. Conflict broke out multiple times upon the isle until intervention was made by the nearby Argent Crusade, seeking to placate the factions and continue a steady supply of resources to the ongoing efforts in Northrend. Under the watch of the Argent Crusade, much of the military forces formerly stationed on the isle have been drawn back, leaving behind a sizable force to keep the peace in the various fortifications and ensure their respective faction's interests in the island are not tampered with.
At current the forces of each side are still intensely wary of one another. The commanding officers of the existing encampments have issued a call to welcome any unofficial contingents into their walls, seeking to strengthen their numbers in case of an attack by the other side.
NOTE: The guardsmen of either faction are very wary of the other faction, and will not think twice about charging an enemy race approaching their position. Clear visual indicators of a faction's land have been set up on most paths, and the guardsmen consider this ample warning to ward off interlopers. If you approach an enemy guardsmen they will attack, both OOCly and ICly. You will more than likely be escorted out though, but those brandishing weapons to the guards may be slain on impulse.
Alliance Fortress: An Alliance fort is atop the southern end of the isle. It is populated by a division of Skybreaker marines and a contingent of the 7th Legion, including Commander Halford Wyrmbane himself. Staffing their allowed contingents chiefly with Alliance zealots, it is perhaps no surprise that the cannons and sniper's rifles train upon any Horde figure seen remotely near the base.
The Fortress contains two homes, a small market and a camp for units stationing within the region.
Alliance Fortress Ascent: On the path up to the fortress lies a small collection of homes constructed by some of the previous settlers to house a work force-- since called home, thus leaving these structures uninhabited. A staffed guard tower lies within this array of fortifications, as well as the Alliance side of the dividing line from Horde lands.
The Quarry: A mining operation of the Alliance, staffed by miners residing upon the ship at dock here. A prime source of cobalt, the Alliance keep the area under lock and key with guardsmen at the ready and a guard tower constructed to watch over the area.
The Airfield: Just above the Quarry lies an airfield complete with a large hangar, used for Alliance air transport back and forth between the mainland. Largely staffed by a Gnomeregan contingent.
The Western Reach: The path west of the Alliance Fortress, leading into the neutral port of the island. While this region was too difficult to perform efficient construction of fortifications the Alliance has staffed multiple soldiers along the Western Reach, using it for supervision of the coastline and the path leading into the core Alliance territory.
-----
No Man's Land: On the main trail between the Horde and Alliance Fortress is a strip of neutral territory, carved out after the standstill was declared and reinforced with barricades and soldiers. A workshop has been put back into commission right between the barricades, used for production of war machines upon contract as well as other engineering products. While originally a common producer of siege engines and demolishers for either side, vehicle production has been halted after land mines were sewn upon the ground between the barricade lines just prior to the signing of the treaty.
The Anchorage: A neutral port town constructed along the western bank of the isle, as a joint effort between the Steamwheedle Cartel and a few collectives of engineering guilds which have taken a stake in the isle, notably its production of oil. The port serves any party passing through for the right price, and has ample accommodations for groups seeking to base themselves out of the isle with the many bunks they have constructed.
-----
Horde Fortress: A Horde fort is atop the northern end of the isle. Staffed by a force of Ogres and the Kor'kron Elite, the fort houses a campground, communal bonfire, and a training ground for troops stationed there.
Horde Fortess Ascent: Down the trail from the Horde Fortress lies an array of watchtowers and campgrounds used by the Horde. Largely built to keep watch upon the nearby Alliance structures, the Horde has largely refrained from building many structures here out of fear of it being bombarded by the nearby Alliance tower. The barricade line for the Horde's side of the neutral field is located here.
The Eastern Shore: The shore east of the Horde Fortress is a mass of fortifications which make up the largest concentration of Horde buildings upon the isle. Housing a zeppelin tower for air transportation, a barracks for troop housing, a meeting hall retrofitted into an inn and dining hall, and a pair of stables, the eastern shore was formerly the main housing grounds for all of the Horde's forces upon the isle. Due to the recall much of it has been left in disuse though, and is open for use by any unofficial contingent which pledges loyalty to the Horde.
The Oil Field: A volatile territory teeming with black oil, the Oil Field and its refinery are an important source of resources and finances for the Horde upon the isle. Staffed by goblins serving under the Horde's banner, the region has been put under use for production of siege machinery following the decline of work in the neutral workshop.
-----
NOTES: Basically this is a neutral RP zone, but one with great tension between both factions. When I was building around this area it was suggested to me that this be a good implementation towards areas that could be used as guild bases, and from there I followed up with construction with few NPCs inhabiting-- only guards where appropriate, for the most part. Players can inhabit any structure ICly, within reason (yes, the fortresses are fair game but these larger buildings may only be ICly used as a base by guilds, not single characters). See below for the rules for using these areas:
The rules for inhabiting these locations as a guild are:
-Guilds inhabiting a faction-based area must be aligned to that faction. This does not mean that they must be Horde or Alliance military groups, but they cannot consist of a mixed group of faction or, if they do, must only lodge those of one faction within the fortifications. Essentially they must be willing to fight or contribute for that faction should conflict break out upon the island and they are present.
-Guilds using a fortification will be able to enact minor use of the guardsmen WITHIN REASON: Guardsmen can be commanded to -escort- unwanted people from a room, but any requests of a more severe nature will result in either a lack of response or an actual eviction of the guild itself (Ex: asking a guardsmen to kill another player). Guardsmen will assist the victims of a fight if a conflict occurs, and will always throw the instigator out. This will be their reaction whether a GM is there to respond as them or not. They will not follow into battle, nor will they relocate their position at your command. Note that only the structure ICly used by a guild will have guardsmen who respond this way to you. Others have no reason to heed your orders, and will not.
Disclaimer: Guardsmen are considered elite forces due to their organization (Kor'kron and the 7th Legion), and will not lose a fight they are engaged in. By extension, further attempts to fight back with lethal force against a guardsmen will result in death.
-Guilds inhabiting the neutral port have no restrictions upon race or faction, but have no authority over the guardsmen stationed. These guardsmen follow the same disclaimer as above. The port will only allow occupation to groups perceived as 'good' to either faction; Ex: an Alliance or Horde based guild of any description would be allowed, but a group of necromancers or demon-worshippers would be cast out.
-Usual procedure with housing applies here. You cannot wholly claim a structure as your own, and must relinquish control of it if another group has beaten you there prior to your arrival.
-That other island you may see in the distance is not a location condoned for RP at this time. It is inhabited by purely hostile NPCs both OOCly and ICly. Do not go there. Kretol has agreed to this designation.
I direct any questions into the replies below!
EDIT: This all should be available shortly-- I'm not certain if it has been added to the teleporter yet.