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 Territory Control

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Sleepy
Disciple
Disciple
Sleepy


Posts : 247
Join date : 2016-07-20
Age : 25

Territory Control Empty
PostSubject: Territory Control   Territory Control EmptyThu Sep 01, 2016 6:09 pm

Territory Control AR7HxQN
As Teams expand their enterprises and criminal empires, they all too often come into conflict with one another. The more territory you control, the more power you have.

Claiming an Island
This applies to unclaimed islands, marked in white.

You need to perform a successful major attack, heist, or other form of criminal takeover that establishes the island as your turf. At least three different roleplayers from your Team must be present to make the claim valid.

For the takeover to be considered a success, you need to defeat any opposing trainers, which may be members of another Team, Rangers, or even local trainers who won't take your actions laying down. If none of these appear, NPC Rangers will arrive.

Taking an Island from Another Team
You need to drive their members off the island to establish it as your turf. Battles will always be on equal terms. The invading Team may only show up with one character per roleplayer. The defending Team will be allowed as many characters per roleplayer as it takes to match their numbers—but no more.

If the attacking Team wins the subsequent battle, the island switches hands. If not, they are driven away and can't attack that particular island again for one month.

Rangers
Chestnut Island, marked in orange, is firm Ranger territory where organized crime is uncommon. Only complete destabilization of the Rangers would allow it to be taken (i.e. a major crippling attack on Ranger HQ—likely an impossible feat for an ordinary organization).
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Sleepy
Disciple
Disciple
Sleepy


Posts : 247
Join date : 2016-07-20
Age : 25

Territory Control Empty
PostSubject: Re: Territory Control   Territory Control EmptyTue Sep 06, 2016 7:28 pm

Territory Control UECdIlg
Birth of Team Emerald.
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