Machinations Siege System
Machinations is the fully custom nations & town system, managed by Macus17 & marglorious.
You can read more about how to use nations on the Nation Help Page
To prevent combat logging, when you log off on Atlas in a non NPC area, a skeleton version of you will remain for 5 mins.
If this skeleton dies in that time, it will drop your inventory and you will be dead when you log back in.
Offline Skeletons will remain permanently if you log off inside a siege zone.
A guard tower is a special structure that spawns guard mobs that are loyal to your nation.
Guard towers can be purchased as spawner blocks from the Siege Engineer NPC in various NPC towns.
When you place the spawner, a 100 gem fee is deducted from the nation and the tower will be constructed for you.
This spawner block is the core of the tower, right click it for information.
Guard towers come in various designs, which may vary between NPC shops.
The guard towers have a power level, called Magicka which starts at 100 and decreased when a guard dies.
If the tower runs out of Magicka the tower is destroyed
You can break the blocks of the guard tower, but the tower will lose more magicka per guard death if the tower is missing lots of its blocks.
Breaking the spawner will refund whatever magicka is left in the tower and remove the tower, the spawner is not dropped.
Guards will not attack your allies unless they attack you or your guards first.
If you have set another nation as friendly, you will be unable to harm their guards UNLESS they are hostile to you.
This is done to prevent accidental friendly fire.
Guards will not attack neutral players unless they attack a guard first, unless you set the attack on sight setting by right clicking the spawner.
Note that the tower will become activated, and spawn the guards if:
- A foreign player is nearby.
- You are hurt by a mob.
- You are hurt by a foreign player.
- You press the button on the spawner.
Guards will despawn after a while if there is nothing for them to do.
A warcamp is a specialised guard tower that is able to respawn players.
When you or your allies die, you will respawn at the warcamp if it is the closest available spawn from where you died.
Each time you respawn it will deduct magicka from the warcamp.
Warcamps are very handy for when you need a spawn point, but don't have a town yet. Not only will it respawn you, but the guards will protect you from enemies
A warcamp is able to start a siege if it is placed near an enemy town.
To start a siege, you right click the warcamp and select the start siege option.
Once a siege starts, the warcamp will use its magick to suppress the block protections of the target town.
A warcamp that is being used to suppress protections is called an engaged warcamp.
engaged warcamps will slowly loose macgicka over time, this is called attrition.
The system will try to re-spawn you at an engaged warcamp first if possible, otherwise it will try non engaged warcamps.
Killing the guards of an engaged warcamps will do nothing, the only way to destroy an engaged warcamp is by killing the attackers.
An attacker can have more than one warcamp in a siege, attackers are allowed 1 warcamp for every 3 nation members inside the siege zone.
Attackers are not allowed to place additonal warcamps once the siege macgick (the bar at the top of the screen) is below 70%
Sieges are one of the more complex features of Atlas, when you siege a town, the town will lose most of its block protections.
During this time, the attackers goal is to loot as much stuff from the town as possible.
- Saving Chunks
When the siege is declared by the attacking warcamp, the plots of the town under attack are saved to a backup location.
This town can be restored to its pre siege state after the attack.
The number of items in the chests inside the town is also recorded
This is the preparation time before protections go down, defenders should use this time to prepare for war.
The green progress bar shows the time remaining for prelude. The numbers represent the number of attacker/defenders inside the siege zone.
- Siege Zone
The siege zone is the rectangular area around the town under attack, the siege zone will always include the town under attack, and any warcamps that are part of the attack.
- Loot Limits
To ensure that everyone has fun on Atlas, there are limits on how much can be looted from towns, currently it is 10% of each item type. (will probably increase soon)
Breaking a chest will not drop anything and the chest will come back after a few seconds.
And yes, we did think about hoppers, hoppers placed by attackers cannot suck items from defender chests.
Chests placed by attackers are not subject to this loot limit system.
- Siege Exception
Every few hours the system will evaluate all the items and blocks inside your town and compute a total value for your towns contents.
If this value is below an give number (TODO confirm the number) your town will not be siegeable.
This system is intended to allow small or peacful nations to not be siegeable.
If your nations is not PvP oriented and have a lot of wealth, you should consider making an agreement with a PvP nation to ether store your items for you or defend your town if a siege occures.
- Hard & Soft Blocks
To give defenders a chance of defending their loot, attackers cannot break 'hard blocks' by hand, they must use TNT.
Hard blocks include what you would expect, stone, wood, etc.
Soft blocks are things like sand, glass and dirt. These can be broken by anyone, but you are given mining fatigue when you try to break blocks.
However there is one noteworthy block which is obsidian, which is considered a soft block.
Valuable blocks like diamond blocks are also considered soft.
- Build Restrictions
- Attackers can place blocks in the defending town, but are rate limited to 1 block per second.
- Attackers cannot build above the highest block inside the town.
- Attackers cannot place Redstone & TNT inside the town, but can use creeper eggs.
Attackers are encouraged to use cannons to break into the defenders base,
it is the defenders responsibility to use water/obsidian to shield from explosions.
- Attacker Warcamps
The warcamp is the core of the siege, attackers can break it at any time to abort the siege and get a magicka refund.
It is therefor in the interests of the attackers to get in & out as quickly as possible.
The red progress bar at the top of the screen represents the combined magicka of all engaged warcamps in the siege.
If this runs out, the siege ends
Attackers can place as many warcamps as they like in the siege zone, but the system will priorities the engaged warcamps for respawns.
You are allowed to have multiple engaged warcamps, this will increase the overall macgick available and thus extend the siege.
Attackers are limited to 1 engaged warcamp for every 3 nation members inside the siege zone.
Attackers cannot engage a warcamp if the overall magicka (the red progress bar) is below 50%.
- Third Parties
Random players can participate, but if they are not allies of the attackers, then they cannot loot.
They can place their own warcamp and engage it to officially join the siege. The siege zone will expand to include the new warcamp.
- Friendly Fire
Nations with two way alliances will not be able to hurt each other, and will also be able to spawn at each others warcamps if they do not have their own one.
Players allied to the attackers and defenders are not considered to be an attacker or defender and thus cannot loot or use allied warcamps.
- After the siege
After a siege, a number of things happen:
- Cooldown is applied - The town is protected from future siege for a period of time, this is called the cooldown period and is typically 24 hours.
- Exclusion Zone is enacted - All town citizens & mobs inside the town are protected from ALL forms of PvP for a few hours.
- Restore offer - The town is offered the option to restore the town for a fee, this offer can be used at any time, but it is wise to stand outside of the town to do it.