Introduction
Introduction Statistics Contact Development Disclaimer Help
Return Create A Forum - Home
---------------------------------------------------------
Vision Gaming
https://visiongaming.createaforum.com
---------------------------------------------------------
*****************************************************
Return to: [VG] Invio War Z Rules & Guidelines
*****************************************************
#Post#: 260--------------------------------------------------
Invio - Faction Rules
By: StephenJackson Date: February 12, 2013, 7:19 am
---------------------------------------------------------
Each faction in Invio has its own agenda and rules which it must
follow. This is to help with the role-play and make the game
world as immersive a possible.
Before deciding on a Faction to join, I recommend thoroughly
reading this to see what faction's game-play and rules suits
your playing style.
During Times of Peace, PvP must be restriced to Territory
Borders and Unclaimed Territory. However During Times of war,
PvP can take place anywhere in the enemy Factions territory.
Spawn Camping and Safe Zone camping is strictly Forbidden.
The Invio Government
Rules
Within the Government, there are two types of players. Those who
play the role of the military, and those who are citizens.
The military take an active role in defending its borders and
taking part in wars et, while citizens prefer to scavenge the
land for supplies for themselves and the government.
Everyone helps each other out in the government.
Citizens may be called to Arms during times of unrest and war
and they may still participate in PvP.
The Governments main objective is to keep their territory safe
from the other factions by frequently patrolling the surrounding
area and responding to any reports of hostile activity.
The Government often has the most high tech equipment available
in-game.
The Invio Government must also engage every zombie they see,
they wish to wipe out the undead. All the other factions do not
have to play by this rule.
Apparel
When creating a character, Government citizens can only choose
between Rebel Without a Cause, Average Joe, Ex-military, Rockin
Rollah and Hunter.
The Government can wear everything except masks.
Merchant's Guild
Rules
The team members need to be able to Keep the head cool during
firefights.
Make quick decision about life and death.
Trust your life with the fellow team member.
The teams main base of operations will be at Castle Pine and the
surrounding territories as shown on the map.
FSK members can either become citizens, who help to bring in
supplies, and soldiers who's duty is to protect and serve
Apparel
To be a soldier, you will need to use one of these character: Ex
Military, Ex Cage Fighter and Rebel without a Cause.
To be a citizen, you can choose to be everyone else but not
those above.
You are not allowed to wear any bandit masks
The Black Guard
Rules
The Warlords control the east part of the map and despite having
Goblin Peak as their safe settlement, their man objective is
holding onto Campos. This is the main city in Invio.
The Warlords can make their own rules!
The Warlords can create as many sub clans as they want. So there
could 5 different clans fighting under the Warlords. This can
lead to wars between themselves as each clan fights for campos.
Apparel
When creating a character, you can choose between either
Ex-cagefighter, Ex- Military or Hunter. They can wear all
apparel in-game.
Tycho Darkwater Security Services
Rules
The TDSS have a HQ but no territory so therefore they do not
capture territory, however they can assist other factions in
doing so. They are on Neutral terms with the Government which
allows them access to the safe settlement.
If you are in this clan, you will operate among the ranks you
gain and achieve. You will be promoted and demoted by what you
pursue and accomplish.
TDSS, gather what resources they can from the settlements in
Colorado.
Your prefered method of playing is in tactical groups, sneaking
up on others and remaining undetected.
TDSS is basically Mercenaries for hire, their loyalty lies where
the money is.
We will Openly and Freely engage anyone that we find Threatening
*TDSS will NOT allow dual characters!*
Apparel
When creating a character, you are allowed to choose from any of
the characters available at the start of the game. Some factions
are only limited to certain ones to use.
However in-game, you must wear Custom Guerilla, NVG's or
Boonies/Berets
#Post#: 333--------------------------------------------------
Re: Invio - Faction Rules
By: xx984 Date: February 13, 2013, 2:21 pm
---------------------------------------------------------
if i was in a faction and didnt want to anymore would i be able
to leave and go lone wolf?
#Post#: 334--------------------------------------------------
Re: Invio - Faction Rules
By: cyb0rgmous3 Date: February 13, 2013, 2:41 pm
---------------------------------------------------------
That's something I was thinking about, actually. Is there a
lone-wolf faction? Or can we just join a faction and not give a
damn about it, just wondering Colorado?
#Post#: 337--------------------------------------------------
Re: Invio - Faction Rules
By: StephenJackson Date: February 13, 2013, 3:52 pm
---------------------------------------------------------
You can leave a faction at any time.
If you are not part of a faction, you are a psychopath. However
psychopaths have no access to a Safe settlement.
If you do want to access a safe settlement, I suggest the bandit
clan. They are practically the same as psychopaths, except they
can access are safe zone and operate in groups. But you can
still go lone wolf too. You do not have to play with others.
#Post#: 382--------------------------------------------------
Re: Invio - Faction Rules
By: Panah Date: February 13, 2013, 5:20 pm
---------------------------------------------------------
I have made my own updated thread of FSK, you may copy the new
description i wrote.
So that it fits a bit more with the current game world.
#Post#: 428--------------------------------------------------
Re: Invio - Faction Rules
By: cyb0rgmous3 Date: February 13, 2013, 6:12 pm
---------------------------------------------------------
So what'll be the server's name?
#Post#: 430--------------------------------------------------
Re: Invio - Faction Rules
By: StephenJackson Date: February 13, 2013, 6:14 pm
---------------------------------------------------------
It is named [VG] Invio War Z Server.
When it is live, I will post the password in the password
section, that way guests can't view it ;)
#Post#: 439--------------------------------------------------
Re: Invio - Faction Rules
By: Sir Clint Date: February 13, 2013, 6:26 pm
---------------------------------------------------------
Psychos can use guns but only on unsuspecting loners and/or
Zombies? Correct?
Want to have everything perfect for my little bunch of crazies
:)
Sir Clint
#Post#: 440--------------------------------------------------
Re: Invio - Faction Rules
By: StephenJackson Date: February 13, 2013, 6:28 pm
---------------------------------------------------------
Sound good to me crazy clint ;)
#Post#: 465--------------------------------------------------
Re: Invio - Faction Rules
By: Someryguy10 Date: February 13, 2013, 10:35 pm
---------------------------------------------------------
I am running for warlord leader i have posted this sevrel times
in sevrel places what do I do to officially run??
*****************************************************
Next Page
You are viewing proxied material from gopher.createaforum.com. The copyright of proxied material belongs to its original authors. Any comments or complaints in relation to proxied material should be directed to the original authors of the content concerned. Please see the disclaimer for more details.