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[[Category:Helpful pages]]
Fort battles are a player-versus-player turn based flash game within The West. Two teams comprised of tens to hundreds of players, the attackers and defenders, fight over a series of rounds to complete a victory condition. The only way to take over a [[Forts|fort]] owned by another [[Towns|town]] is achieve victory as the attacking town.
==Fort Battles==
The only way to take over the fort owned by another town is by attacking it. For this a town's counselor of the attacking town goes to the fort and calls for a battle. Over the next 24 hours players from the attacking and defending towns should go to the fort to attack or defend the fort.


===Calling a fort battle===
== Before the battle ==
Only a town's Counselor or Founder can call a fort battle. He/she has to go to the fort to do so. An attack costs $1500 on a small fort, $5000 on a medium fort and $10000 on a large fort. The money is taken from the Town Treasury of the attacking town. The battle takes place 24 hours after the hatchet is dug up. After the battle a cool-down of 24 hours protects the same fort from being attacked.
To initiate a fort battle, a town’s councillor or founder must travel to an enemy fort and click the declare button in the lower right corner, scheduling a battle in 24 hours’ time. Declaring a fort battle has a base cost of $1500 for a small fort, $5000 for a medium fort and $10000 for a big fort, doubled for every battle already declared within the previous three hours. This money is automatically deducted from the attacking town’s treasury. Once this has occurred, a report will be sent to all players involved alerting them that the hatchet has been dug up, requesting their assistance at the battle.


===Join a fort battle===
==== Joining the battle ====
To take part in the fort battle you have to go to the fort within 24 hours after the battle is called. Players from the attacking town can only take part as attacker, players of the defending town may only take part as defenders. Players that are not a member of a town that is allied with the fort may join either the attacking or defending side.
You must join before a battle to participate in it. To do so, open the fort screen and click the attack or defend button in the lower right corner. Since Version 2.08, all players can sign up without being physically present at the fort and also participate in fort battles regardless of whether they belong to a town. If you are not an [[Alliances|alliance]] member of the attacking or defending towns then you must pick which side to fight for.
As soon as a fort is under attack a report is sent to all affected players. You can see what battles have been called in the fort overview, which also stores a record of recent battles.


==Positioning==
Before the battle begins you can continue to move around the map and perform other tasks as normal. However, your character must be present at the fort for the start of the battle, or they will be excluded from it. Once the battle has commenced, you cannot do any other jobs, complete quests, use consumable items, change clothes or join other battles; you also cannot leave your town or be kicked out. You must then wait until the battle concludes.
As soon as you join a fort battle you may choose your starting position. As attacker you may only select a spot in the red area, as defender you may choose a spot in the blue area.
With a second click you select the desired target location. Your character will try to reach this spot. You can change the starting position and the target location with drag and drop at any time.


Only one player is allowed per field therefore when two or more players choose the same starting position (stacking), the game mechanics (AI) will move players to different positions when the battle will start. The logic by which this is performed is as follows:
==== Positioning ====
Higher rank always get's priority, afterwards the person belonging to one of the participating towns gets placed first. If this doesn't solve it, the person who positioned himself first gets placed first. Stacking players will be moved to the next available position.
After joining a fort battle, you will be shown the pre-battle screen, allowing you to choose your starting and target positions. Although this is not necessary, it is highly advisable, as the default behaviour is to select a random starting location and move attackers towards the flag. Attackers can only select a starting position in the red area (surrounding the edges of the map) and similarly the defenders can only select a starting position in the blue area (inside the fort). Click a valid location once to select a starting position and again to choose a target location. These positions can be edited later by clicking and dragging the markers. Once the battle begins, if two players have requested the same starting position, one will be moved to the nearest free position. Priority is given to players from the attacking and defending towns, otherwise the first player takes the position.
If you haven't chosen a position you will be placed randomly in the area of the attacker or defender, depending on which group you belong to.


You can keep doing normal jobs and dueling other players after joining a fort. You can move around on the map, and do everything else as before. However, your player must be located at the fort in order to partake in the battle. Once the battle that you are in has commenced, you cannot do any other jobs, accept quest rewards, used consumable items, or change equipment; you can also not leave your town or be kicked out. You may also not join any other fort battles. You have to wait until the battle is over to do those things again.
==== Rankings ====
Before the battle, generals and captains can assign ranks to all players that have joined on their side. If the number of players on one side exceeds the server limit, players with a lower ranking will be randomly removed before players with a higher ranking.


==In the fort battle==
[[File:Servicegrade_general.png]] '''General''' - Automatically assigned to founders of the attacking town and fort owners as well as the attacking town's councillors. Generals can talk in the fort chat, assign lower ranks to captains and below and cannot be demoted.<br />
In a battle defenders and attackers are standing across from each other. It's the attackers goal to capture the flag and to hold it for 5 rounds or to beat all defenders. The defenders try to hold the fort for 55 rounds or to beat all attackers.
[[File:Servicegrade_captain.png]] '''Captain''' - Automatically assigned to remaining councillors and founders of the other defending towns. Can talk in the fort chat by default and assign lower ranks to privates and below.<br />
[[File:Servicegrade_private.png]] '''Private''' - Can talk in the fort chat by default.<br />
[[File:Servicegrade_recruit.png]] '''Recruit''' - Automatically assigned to players joining a fort battle. They can talk in the fort chat by default.<br />
[[File:Servicegrade_reservist.png]] '''Reservist''' - Cannot talk in the fort chat by default.<br />
[[File:Servicegrade_traitor.png]] '''Traitor''' - Cannot access the fort chat at all.


===Sectors and fields===
== The map ==
On the map are sectors and fields. Each field can hold exactly one player. In each sector there may only be players from one battle side, either attackers or defenders. Per round each player can shoot once and move once. They can move into an adjacent sector as long as there is no player from the other team and as long as there are still open fields in the sector. It is not possible to move into a diagonal sector.
The battle map is divided into sectors (the larger regions) and fields (individual squares). Sectors can only hold one team at a time whereas fields can only hold one player at a time. The ability to ‘control’ sectors by positioning one or more comrades in them, blocking it to the enemy, is an important aspect of battle strategy. Some sectors provide advantages or disadvantages to aiming and dodging.
Some sectors have special features, or add or remove skill bonuses.


===Movement/Targeting===
==== The towers ====
Each player shoots first and then moves. A player will move only if a target is selected. Each player has exactly one move per round. Players can move anywhere in the same sector or to any adjacent sector and will move to the targeted field if the field is available. When the targeted field is not available the AI will ignore the move action if the targeted sector is full or move to the closest available field. When targeting more than two sectors away, the AI will move your player randomly in the direction of your targeted field using the shortest distance possible.
Defenders shoot and move before attackers.


===Shooting===
The towers offer the highest bonuses on the map. They contribute strongly to both aiming (attack value) and dodging (defend value), with increasing effect at higher building levels. Each tower belongs to a specific class: NW is dueller, SW is worker, SE is soldier and NE is adventurer. When standing on your class' tower, you receive an additional bonus to both aiming and dodging.
Each player shoots automatically at the closest enemy that they can see. It is not possible to shoot at an enemy that doesn't meet these requirements. If you have a neighbouring sector as target sector you automatically shoot at the closest opponent in this sector. It is not possible to shoot at a player from your own team.


===Visibility===
<spoiler text="Show Bonuses">{| border="1px" cellpadding="2px" cellspacing="0"
The grey area shows which fields you can not shoot at. You can still see players and movements in grey areas. For a better overview of the visibility you can lower the quality of the Flash player to "Low" by right clicking on the battle -> Quality -> "Low"
! Build Stage
! Attack Value
! Defend Value
! Height
! Class Bonus
|-
| Unbuilt
| 8
| 6
| 7
| 6
|-
| Level 1
| 15
| 11
| 8
| 11
|-
| Level 2
| 21
| 15
| 9
| 15
|-
| Level 3
| 25 (24)
| 18
| 10 (9)
| 18 (15)
|-
| Level 4
| 27
| 20
| 11
| 20
|-
| Level 5
| 28
| 21
| 12
| 21
|}</spoiler>


===Distance===
==== The walls ====
The closer your character is to the person they shoot at, the better the chances are to land a hit. Distance is calculated by fields, sectors don't matter. The distance has no effect on the damage amount.


===Damage===
The walls offer the next best bonuses on the map. They also contribute to both aiming (attack value) and dodging (defend value), with increasing effect at higher building levels. Each section of the wall provides the same bonuses, to all classes.
The damage done per hit depends just on the gun you carry. A weapon deals the shown damage, but not more than 1/3 of the persons maximum health points. A player with a maximum of 300 health points can not be dealt more than 100 points of damage per shot.
Just a gun causes damage. A dueling weapon has no influence at all in a fort battle, except for any skill bonuses that they may provide.


===Participation===
<spoiler text="Show Bonuses">{| border="1px" cellpadding="2px" cellspacing="0"
You don't have to be online to take part in the battle. Having passed out in a duel does not keep you from joining a fort battle. However, your character has to be located at the fort in order to take part. If you are not online the player acts like you told him to. They try to reach their target position. If you haven't chosen a target when on the attacking side, you automatically charge towards the flag zone. However, if you don't set a target when on the defensive side, the player does not move anywhere. You can also take over your player's movements during the battle, but you must sign up for the battle before it starts. You may not sign up if the battle has already started.
! Build Stage
! Attack Value
! Defend Value
! Height
|-
| Unbuilt
| 3
| 5
| 3
|-
| Level 1
| 5
| 9
| 4
|-
| Level 2
| 7
| 12
| 5
|-
| Level 3
| 8 (7)
| 14 (12)
| 6 (5)
|-
| Level 4
| 9 (8)
| 15 (14)
| 7 (6)
|-
| Level 5
| 9
| 15
| 7
|}</spoiler>


====Ranking System====
==== The gate ====
Ranks can be given out to players in fort battles. When a battle is full on one side, excess players get randomly cut out of the battle. Each rank get priority of the ones below it in the list when in this scenario.<br /><br />
[[File:Servicegrade_general.png]] '''General''' - The founders and counselors from the attacking or defending town are automatically given the general rank. Generals can talk in the fort chat and assign other players to all ranks excluding general.<br />
[[File:Servicegrade_captain.png]] '''Captain''' - Generals may assign players as captains. Captains can talk in the fort chat and assign other players to all ranks excluding general and captain.<br />
[[File:Servicegrade_private.png]] '''Private''' - Privates may be assigned by generals and captains. Privates can talk in the fort chat but can not assign ranks to other players.<br />
[[File:Servicegrade_recruit.png]] '''Recruit''' - Recruit is the default rank given to players when they sign up for a fort battle. They can talk in the fort chat but can not assign ranks to other players.<br />
[[File:Servicegrade_reservist.png]] '''Reservist''' - Reservists are not allowed to talk in the fort chat. They only get let in to the battle once all players recruit rank and above have been let in.<br />
[[File:Servicegrade_traitor.png]] '''Traitor''' - Traitors can not see the fort chat at all. They get the lowest priority out of all ranks.


==Skills==
The centre-south two fields of the wall form the gate. The gate provides the same type of bonuses as the wall but in lesser quantities. Both fields are at ground level, ie the height is zero, extending nearby players' line of sight through the fort.
6 skills are important for fort battles.


*Leadership is used for shooting, but also for defending.
<spoiler text="Show Bonuses">{| border="1px" cellpadding="2px" cellspacing="0"
*Aim is only important when shooting.
! Build Stage
*Dodging is only used when trying to dodge a shot.
! Attack Value
*Hiding is used when a defender tries to shoot or dodge a shot.
! Defend Value
*Stamina is used when an attacker tries to shoot or dodge a shot.
|-
*Health is a considerable factor in fort battles, while not giving any shooting or dodging bonuses, it does let you take more hits and last longer.
| Unbuilt
| 0
| 1
|-
| Level 1
| 1
| 2
|-
| Level 2
| 2
| 3
|-
| Level 3
| 3 (2)
| 4 (3)
|-
| Level 4
| 4 (3)
| 5 (4)
|-
| Level 5
| 4
| 5
|}</spoiler>


So, for each shot and for each dodging attempt, exactly three skills are taken into consideration.
==== The buildings ====


===Bonuses Formula===
The barracks, resource stock and headquarters are shown on the battle map. They contribute slightly to both aiming (attack value) and dodging (defend value), with increasing effect at higher building levels. The location of each building roughly matches its position on the fort window: the headquarters to the west, the barracks in the north-east and the resource stock in the south-east.
<div style="margin-top:10px; margin-bottom:15px; padding:4px; background-color:#d6c39f;border:1px dotted #644d21"><font><font>  Leadership<sup>0.5</sup> + Aim / Dodge<sup>0.4</sup> + Stamina / Hiding<sup>0.6</sup> + Sector bonus (attack / defense) + Special Bonus (Class Tower Bonus) + Default Bonus</font></font></div>


Where:
==== The flag ====
*Sector Attack Bonus is the aim bonuses provided by the structures (if any)
 
*Sector Defense Bonus is the dodge bonuses provided by the structures (if any)
The sectors surrounding the flag are the only areas to offer a penalty. The fields adjacent to the flag apply a penalty of -20 to both aiming (attack value) and dodging (defend value), while the surrounding sectors apply a smaller penalty of -10. This area also has a small height, so it can be seen from the towers over the inner buildings.
*Special Bonuses are additional bonuses provided by structures (ie Tower Class Bonus)
 
*Default Bonus is 25 when Aiming and 10 when Dodging
== Basic concepts ==
Fort battles are organised into rounds, with approximately a minute between them. Each round every living player has the opportunity to shoot and then move, performed automatically by an AI for offline participants. The attackers can win by holding the flag for five consecutive rounds or eliminating the defenders; the defenders can win by surviving for 55 rounds or eliminating the attackers.
 
==== Order of events ====
Players shoot, if they can, and then move once per round. The player order is determined as follows:
# All defenders have their turn before the attackers.
# Higher ranked players have their turn before lower ranked players.
# Alliance members have their turn before freelancers.
When two players have the same priority, the tie is broken by giving way to players with higher leadership, then higher stamina, then higher dodging and finally the lower player ID.
 
==== Movement ====
Each round, it is possible to move into any free field in your current sector or an adjacent sector that is not controlled by the enemy; any longer distances will take multiple rounds to travel. Online players can target a field by clicking on their character’s icon and then clicking on any field, even if occupied. Until the target field becomes reachable, the AI will continue to move players randomly in the direction towards it, using the shortest distance possible. If two friendly players both target the opposite’s field, the arrow indicating the movement path will turn green and the players will swap during the next round, even though neither field is free.
 
==== Shooting ====
When shooting, players automatically direct their fire at the closest enemy visible to them. Alternatively, if they have targeted their movement to an enemy controlled sector, they will instead shoot at the closest enemy visible within that sector. This allows for a degree of choice in aim. Friendly fire is not possible.
 
==== Visibility ====
Areas of the map shown in grey are outside the player’s line of sight. They can continue to see what is happening in these areas, however they cannot shoot at or be shot by enemies within them. Visibility is not blocked by other players but by structures such as walls and towers that have height. The height is shown in the pre-battle tooltips, however this value is only used for calculation and does not apply directly.
 
== Exchange of fire ==
Several factors influence whether you hit or miss your target, and how much damage is then dealt. These include your skills and clothing, your target’s skills and clothing, your positions, any sector bonuses and some luck.
 
=== Aiming ===
Each round, every player has an ‘attack’ and ‘defend’ bonus calculated for them. The greater the attack value, the more likely one is to hit their target and similarly the greater the defend value, the less likely one is to be hit themselves. (In other words, these values do not correspond to the attacking and defending sides.) When calculating whether a hit is landed successfully, the number used is randomly taken between zero (inclusive) and the corresponding value (exclusive). The higher of the randomised attack and defend values wins.
 
==== Skills ====
Three of five possible skills contribute to the attack and defend values. These are:
* Leadership, used always.
* Stamina, used always by the attackers.
* Hiding, used always by the defenders.
* Aiming, used only for the attack value.
* Dodging, used only for the defend value.
However, although not contributing directly, health remains the most important skill by allowing you to survive longer.


===Class modified formulas===
Since Version 2.05, leadership, stamina and hiding have become significantly more influential than aiming and dodging, thus should be used in relatively greater amounts. This can be seen in the table below, where the skill points required for the same in-battle bonus are shown on the same row:
'''''Soldier'''''<br />
[ Leadership * (0.25x + 1) ]<sup>0.5</sup> + Aim / Dodge <sup>0.4</sup> + Stamina / Hiding<sup>0.6</sup> + Sector Attack Bonus or Sector Defense Bonus + Special Bonuses + Default Bonus


Where:
{| border="1px" cellpadding="2px" cellspacing="0"
*All from the standard list applies.
! Bonus
*x is the number of adjacent soldiers (including yourself) without premium.
! Leadership
*2x is an adjacent soldier with premium.
! Stamina / Hiding
! Aiming / Dodging
|-
| +1
| 1 point
| 1 point
| 1 point
|-
| +2
| 4 points
| 3 points
| 6 points
|-
| +3
| 9 points
| 6 points
| 16 points
|-
| +4
| 16 points
| 10 points
| 32 points
|-
| +5
| 25 points
| 15 points
| 56 points
|-
| +6
| 36 points
| 20 points
| 88 points
|-
| +7
| 49 points
| 26 points
| 130 points
|-
| +8
| 64 points
| 32 points
| 181 points
|-
| +9
| 81 points
| 39 points
| 243 points
|-
| +10
| 100 points
| 46 points
| 316 points
|}


'''''Worker'''''<br />
Generally, each further point placed in a single skill is slightly less effective than the one before it. Detailed information on how these numbers are calculated can be found below in the Detailed formulas section.
Leadership<sup>0.5</sup> + Aim / Dodge <sup>0.4</sup> + Stamina / Hiding<sup>0.6</sup> + ( Sector Attack Bonus or Sector Defense Bonus ) * 1.3y + Special Bonuses + Default Bonus


Where:
==== Distance ====
*All from the standard list applies.
When aiming, a penalty to accuracy is applied based upon the number of fields between the shooter and their target. The closer the shooter is to their target, the greater the chance of hitting. Distance has no impact on the damage inflicted.
*y is 1 without premium and y is 2 with premium.
* -1 penalty at a distance of 1 field
* -2 penalty at a distance of 2 fields
* -4 penalty at a distance of 3 fields
* -5 penalty at a distance of 4 fields
* -7 penalty at a distance of 5 fields
* -9 penalty at a distance of 6 fields
* -10 penalty at a distance of 7 fields
* -12 penalty at a distance of 8 fields
* -14 penalty at a distance of 9 fields
* -16 penalty at a distance of 10 fields
* -18 penalty at a distance of 11 fields
* -19 penalty at a distance of 12 fields
* -20 penalty at a distance of 13 fields
* -22 penalty at a distance of 14 fields
* -24 penalty at a distance of 15 fields


'''''Other'''''<br />
==== Other bonuses ====
The other class bonuses do not affect the aim / dodge formula directly. The Adventurer bonus provides a 25% chance after 2 hits to be “invisible” for the remainder of the round, overwriting the formula if applicable. The Dueller bonus affects only the damage formula.
The attack and defend values can also be boosted by direct bonuses. These can come from special sectors, such as the fort towers, walls and buildings, as explained earlier. Additionally, some items and buffs offer bonuses to individuals and/or the entire sector. The [[Character_Classes#Adventurer|adventurer's]], [[Character_Classes#Soldier|soldier's]] and [[Character_Classes#Worker|worker's]] character class bonuses also affect the calculations. Finally, the attack value receives a default bonus of 25 and the defend value receives a default bonus of 10.


===Skill bonuses===
=== Damage ===
'''Bonus skills Aim / Dodge'''
*+1 Bonus from a point
*+2 Bonus from 3 points
*+3 Bonus from 10 points
*+4 Bonus from 23 points
*+5 Bonus from 43 points
*+6 Bonus from 71 points
*+7 Bonus from 108 points
*+8 Bonus from 155 points
*+9 Bonus from 211 points
'''Bonus skill Leadership'''
*+1 Bonus from a point
*+2 Bonus from 3 points
*+3 Bonus from 7 points
*+4 Bonus from 13 points
*+5 Bonus from 21 points
*+6 Bonus from 31 points
*+7 Bonus from 43 points
*+8 Bonus from 57 points
*+9 Bonus from 73 points
*+10 Bonus from 91 points
'''Bonus skills Stamina / Hiding'''
*+1 Bonus from a point
*+2 Bonus from 2 points
*+3 Bonus from 5 points
*+4 Bonus from 9 points
*+5 Bonus from 13 points
*+6 Bonus from 18 points
*+7 Bonus from 23 points
*+8 Bonus from 29 points
*+9 Bonus from 36 points
*+10 Bonus from 43 points


==Exchange of fire==
The damage dealt per shot depends primarily on the gun that the shooter wields. A weapon inflicts a random number from within the stated range, but no more than one third of the opponent’s maximum health points. Additionally, this damage can be increased through direct bonuses and skills and likewise reduced from the opponent’s resistance. For example, a player with 1200 health points cannot receive more than 400 damage from a single hit, although they can still be knocked out in one round if they are hit by multiple players.
Lots of factors are important in whether you hit or miss your target. Your abilities and those of your opponent are important, but also your positions, the distance and, of course, a little bit of luck.


===Distance===
==== Skills ====
The closer your character is to the person they shoot at, the better the chances are to land a hit. Distance is calculated by fields, sectors don't matter. The distance has no effect on the damage amount.


*-1 penalty with a distance of 1 and more
==== Health points ====
*-2 penalty with a distance of 2 and more
*-4 penalty with a distance of 3 and more
*-5 penalty with a distance of 4 and more
*-7 penalty with a distance of 5 and more
*-9 penalty with a distance of 6 and more
*-10 penalty with a distance of 7 and more
*-12 penalty with a distance of 8 and more
*-14 penalty with a distance of 9 and more
*-16 penalty with a distance of 10 and more
*-18 penalty with a distance of 11 and more
*-19 penalty with a distance of 12 and more
*-20 penalty with a distance of 13 and more
*-22 penalty with a distance of 14 and more
*-24 penalty with a distance of 15 and more


===Order of events===
==== Other bonuses ====
Both moving and shooting occur by the following rules:


#All defenders move before attackers.
Unlike aiming calculations, there are no sectors on the map that provide a bonus to damage or resistance. However, items and buffs are available that offer bonuses to individuals and/or the entire sector. The [[Character_Classes#Dueller|dueller's]] critical hit bonus as well as the soldier's leadership bonus (to a lesser extent) both contribute to overall damage too. There is no minimum damage; if a player enters a battle with no fort weapon equipped, they fight with the Stone that has a damage range of 50-110.
#Higher ranks* move before lower ranks.
#Alliance members move before freelancers.


*[[Fort Battles#Ranking System|Rank order]]''':''' Generals, Captains, Privates, Recruits, Reservists, Traitors
== Detailed formulas ==


When two players have equal priority the player with the highest leadership moves first. Should the tie be unbroken then the player with the highest stamina, followed by dodging and finally player ID moves first.
All values are calculated internally to twelve decimal places, then rounded or truncated as needed for display. Differences will frequently arise where class bonuses affect the calculations. For a summary of these, please visit the [[Character_Classes|character classes page]].


==Special sectors==
==== Attack Value ====


There are some sectors that give you advantages for your aim and dodging skills. There are also some sectors that lower your skills. The bonuses that are given by the wall, towers and other buildings depend on their construction level.
<div style="margin-top:10px; margin-bottom:15px; padding:4px; background-color:#d6c39f;border:1px dotted #644d21">Leadership<sup>0.5</sup> + Aiming<sup>0.4</sup> + (Stamina OR Hiding)<sup>0.6</sup> + Sector Attack Bonus + Special Bonuses + 25</div>
The attackers and defenders receive the same bonuses when positioned on buildings or other bonus-giving fields.


The bonus given is what is shown on the pop-up that you get when you hover your mouse over the sector. These bonuses go straight onto your aiming/dodging ability as they are shown - they are not subject to the ^0.4 formula stated [[Fort_Battles#Skill_bonuses|here]].
Where:
*Stamina is used by the attackers and hiding is used by the defenders.
*Sector Attack Bonus is the aiming bonuses provided by the structures (if any).
*Special Bonuses are additional bonuses provided by structures (ie Tower Class Bonus).


===The towers===
==== Defend Value ====
Towers give the highest protection. They provide bonuses for aim and dodging, as well as an extra bonus to their specific class. Each character class has its own tower. The towers' class bonuses only apply to adjacent players of their respective class (eg. a soldier on the workers' tower gets no bonus). Adjacent players of other classes only get the tower's aim and dodging bonus, not the added class bonus. The higher the level of the tower, the higher the bonuses that are given.


===The wall===
<div style="margin-top:10px; margin-bottom:15px; padding:4px; background-color:#d6c39f;border:1px dotted #644d21">Leadership<sup>0.5</sup> + Dodging<sup>0.4</sup> + (Stamina OR Hiding)<sup>0.6</sup> + Sector Defend Bonus + Special Bonuses + 10</div>
The wall provides a bonus to both the aim and dodging of attackers and defenders. The same bonus is given in each field of the wall. The higher the level of the protective barricade, the higher the bonuses given by the wall.


===The buildings===
Where:
*Stamina is used by the attackers and hiding is used by the defenders.
*Sector Defend Bonus is the dodging bonuses provided by the structures (if any).
*Special Bonuses are additional bonuses provided by structures (ie Tower Class Bonus).


There are three buildings within the fort. Each building gives an aim and dodging bonus. The bonus increases with each construction level of the building.
==== Damage ====


===Flag===
<div style="margin-top:10px; margin-bottom:15px; padding:4px; background-color:#d6c39f;border:1px dotted #644d21">Weapon Damage + (Weapon Damage × Leadership ÷ MaxHP)</div>


====Surrounding sectors====
Where:
On the fields surrounding the flag every player receives a penalty. They are easier to shoot at and have a harder time aiming.
*MaxHP is the amount of health points the shooter has at full health.
You receive a penalty of -10 to your aim/dodging skills.
 
==== Resistance ====
 
<div style="margin-top:10px; margin-bottom:15px; padding:4px; background-color:#d6c39f;border:1px dotted #644d21">300 × (Stamina OR Hiding) ÷ MaxHP</div>


====Adjacent====
Where:
On the flag each player received the highest penalty of all.
*Stamina is used by the attackers and hiding is used by the defenders.
You receive a penalty of -20 to your aim/dodging skills.
*MaxHP is the amount of health points the target has at full health.


==Result of the fort battle==
== After the battle ==


===Individual===
Once a battle is over, all characters will be updated to reflect their new health and knocked out players sent to the hotel. A battle report is then sent to all players. If the attackers won the battle, provided the fort was not under administrator takeover protection, fort ownership will transfer immediately. The defenders will no longer be able to access the fort and the attacking town gains full founder rights. Other towns that participated in the attack do not automatically receive a membership slot in the fort.
Each player who took part in the battle receives a battle report that shows what happened during the battle, who caused the most damage and who dodged the most shots.


If you pass out during a fort battle, you are taken to your town's hotel to recover.
==== Individual Rewards ====


*You lose your cash.
Everybody who participated in the battle receives [[Union Pacific#Union Pacific Bonds|bonds]] and [[Experience|experience points]]. The amount of experience depends on your level, the damage you caused, the duration you survived and whether you won or lost the battle. You even receive points if you passed out. Additionally, and on-hand cash lost by players that passed out during the battle is randomly distributed amongst the survivors.
*You lose your energy points.
*You can be dueled during the next 48 hours.
*You can duel other players during the next 48 hours.


If you survive the fort battle you are at the fort when the battle is over. You cannot be attacked here.
===== Bonds Criteria =====


===Rewards===
Each battle report shows how many bonds you earnt and for what reason. The following factors all contribute:
You receive experience points for taking part in a fort battle. The amount depends on your level, the damage you caused, the duration you survived and whether you won or lost the battle. You even receive points if you passed out. The on-hand cash that is lost by players that died in the fort battle is distributed randomly amongst the survivors.


====Bonds====
* 1 bond for attending the battle.
Everyone who participates in a fort battle will receive anywhere between 1 and 26 [[Union Pacific#Union Pacific Bonds|Union Pacific Bonds]] for their efforts, depending on their performance in the battle. The battle report that you receive at the end of a fort battle details how many Bonds you received and why you received them. The following factors all contribute to Bond rewards:
* 1 bond if your team wins.
*1 Bond for attending the battle.
* Up to 9 bonds for having the highest count in certain statistics.
*1 Bond if your team wins.
* Up to 10 bonds for achieving certain secret accomplishments.
*Up to 9 Bonds for being the best player in certain categories.
* 0.1 bonds per hit.
*Up to 10 Bonds for achieving certain secret accomplishments.
* 0.1 bonds per dodged shot.
*Bonds equal to your total hits multiplied by 0.1.
* 0.0005 bonds per damage point inflicted.
*Bonds equal to your total dodged shots multiplied by 0.1.
* 1 bond per knocked out opponent.
*Bonds equal to your damage inflicted multiplied by 0.0005.
* 0.1 bonds per round online, up to 6 bonds.
*Bonds equal to your number of passed out opponents.
*Bonds equal to your number of rounds online multiplied by 0.1 and capped at 6.
<br />
The maximum amount of Bonds you can receive from one battle is 26, even if your total based on the criteria above exceeds that number.


===Consequences of the fort battle===
Even if you qualify for more, you never receive more than 26 bonds.
If the attackers win the battle they now own the fort. The previous owners cannot enter it anymore.


==Maneuvers==
== Manoeuvres ==
Maneuver fort battles can be initiated by councillors and founders of any town that owns at least one fort. These maneuvers can be used for fort battle practice, testing or just for fun.
Manoeuvres fort battles can be initiated by councillors and founders of any town that owns at least one fort. These manoeuvres can be used for fort battle practice, testing or just for fun.


===Calling a maneuver===
==== Calling a manoeuvre ====
To call a maneuver, a councillor or founder of a town that is in ownership of a fort simply opens the fort's Headquarters, brings up the "Management" section and clicks the "Maneuver practice" tab where they will be prompted through the final steps.
To call a manoeuvre, a councillor or founder of a town that is in ownership of a fort simply opens the Fort's Headquarters, brings up the "Management" section and clicks the "Manoeuvre practice" tab where they will be prompted through the final steps.


===Joining a maneuver===
==== Joining a manoeuvre ====
Currently active maneuver battles can be viewed via the Fort overview's "Maneuver" tab. In order to sign up for the maneuver, click the "Register" button and choose whether you want to join the attacking or defending side.
Currently active manoeuvre battles can be viewed via the Fort Overview's "Manoeuvre" tab. In order to sign up for the manoeuvre, click the "Register" button and choose whether you want to join the attacking or defending side.


===Participating in a maneuver===
==== Participating in a manoeuvre ====
Once the maneuver begins, it will appear exactly the same as a regular fort battle. All aspects of regular fort battles are replicated in maneuvers. However, you are not required to be situated at the fort in order to participate in a maneuver. You will not lose any health points, energy or on-hand cash. You can still change your clothes while the maneuver is taking place and no assignments in the job queue will be interrupted.
Once the manoeuvre begins, it will appear exactly the same as a regular fort battle. All aspects of regular fort battles are replicated in manoeuvres. However, you are not required to be situated at the fort in order to participate in a manoeuvre. You will not lose any health points, energy or on-hand cash. You can still change your clothes while the manoeuvre is taking place and no assignments in the job queue will be interrupted.

Revision as of 12:50, 12 February 2014

Fort battles are a player-versus-player turn based flash game within The West. Two teams comprised of tens to hundreds of players, the attackers and defenders, fight over a series of rounds to complete a victory condition. The only way to take over a fort owned by another town is achieve victory as the attacking town.

Before the battle

To initiate a fort battle, a town’s councillor or founder must travel to an enemy fort and click the declare button in the lower right corner, scheduling a battle in 24 hours’ time. Declaring a fort battle has a base cost of $1500 for a small fort, $5000 for a medium fort and $10000 for a big fort, doubled for every battle already declared within the previous three hours. This money is automatically deducted from the attacking town’s treasury. Once this has occurred, a report will be sent to all players involved alerting them that the hatchet has been dug up, requesting their assistance at the battle.

Joining the battle

You must join before a battle to participate in it. To do so, open the fort screen and click the attack or defend button in the lower right corner. Since Version 2.08, all players can sign up without being physically present at the fort and also participate in fort battles regardless of whether they belong to a town. If you are not an alliance member of the attacking or defending towns then you must pick which side to fight for.

Before the battle begins you can continue to move around the map and perform other tasks as normal. However, your character must be present at the fort for the start of the battle, or they will be excluded from it. Once the battle has commenced, you cannot do any other jobs, complete quests, use consumable items, change clothes or join other battles; you also cannot leave your town or be kicked out. You must then wait until the battle concludes.

Positioning

After joining a fort battle, you will be shown the pre-battle screen, allowing you to choose your starting and target positions. Although this is not necessary, it is highly advisable, as the default behaviour is to select a random starting location and move attackers towards the flag. Attackers can only select a starting position in the red area (surrounding the edges of the map) and similarly the defenders can only select a starting position in the blue area (inside the fort). Click a valid location once to select a starting position and again to choose a target location. These positions can be edited later by clicking and dragging the markers. Once the battle begins, if two players have requested the same starting position, one will be moved to the nearest free position. Priority is given to players from the attacking and defending towns, otherwise the first player takes the position.

Rankings

Before the battle, generals and captains can assign ranks to all players that have joined on their side. If the number of players on one side exceeds the server limit, players with a lower ranking will be randomly removed before players with a higher ranking.

Servicegrade general.png General - Automatically assigned to founders of the attacking town and fort owners as well as the attacking town's councillors. Generals can talk in the fort chat, assign lower ranks to captains and below and cannot be demoted.
Servicegrade captain.png Captain - Automatically assigned to remaining councillors and founders of the other defending towns. Can talk in the fort chat by default and assign lower ranks to privates and below.
Servicegrade private.png Private - Can talk in the fort chat by default.
Servicegrade recruit.png Recruit - Automatically assigned to players joining a fort battle. They can talk in the fort chat by default.
Servicegrade reservist.png Reservist - Cannot talk in the fort chat by default.
Servicegrade traitor.png Traitor - Cannot access the fort chat at all.

The map

The battle map is divided into sectors (the larger regions) and fields (individual squares). Sectors can only hold one team at a time whereas fields can only hold one player at a time. The ability to ‘control’ sectors by positioning one or more comrades in them, blocking it to the enemy, is an important aspect of battle strategy. Some sectors provide advantages or disadvantages to aiming and dodging.

The towers

The towers offer the highest bonuses on the map. They contribute strongly to both aiming (attack value) and dodging (defend value), with increasing effect at higher building levels. Each tower belongs to a specific class: NW is dueller, SW is worker, SE is soldier and NE is adventurer. When standing on your class' tower, you receive an additional bonus to both aiming and dodging.

<spoiler text="Show Bonuses">{| border="1px" cellpadding="2px" cellspacing="0"

! Build Stage
! Attack Value
! Defend Value
! Height
! Class Bonus
|-
| Unbuilt
| 8
| 6
| 7
| 6
|-
| Level 1
| 15
| 11
| 8
| 11
|-
| Level 2
| 21
| 15
| 9
| 15
|-
| Level 3
| 25 (24)
| 18
| 10 (9)
| 18 (15)
|-
| Level 4
| 27
| 20
| 11
| 20
|-
| Level 5
| 28
| 21
| 12
| 21
|}</spoiler>

The walls

The walls offer the next best bonuses on the map. They also contribute to both aiming (attack value) and dodging (defend value), with increasing effect at higher building levels. Each section of the wall provides the same bonuses, to all classes.

<spoiler text="Show Bonuses">{| border="1px" cellpadding="2px" cellspacing="0"

! Build Stage
! Attack Value
! Defend Value
! Height
|-
| Unbuilt
| 3
| 5
| 3
|-
| Level 1
| 5
| 9
| 4
|-
| Level 2
| 7
| 12
| 5
|-
| Level 3
| 8 (7)
| 14 (12)
| 6 (5)
|-
| Level 4
| 9 (8)
| 15 (14)
| 7 (6)
|-
| Level 5
| 9
| 15
| 7
|}</spoiler>

The gate

The centre-south two fields of the wall form the gate. The gate provides the same type of bonuses as the wall but in lesser quantities. Both fields are at ground level, ie the height is zero, extending nearby players' line of sight through the fort.

<spoiler text="Show Bonuses">{| border="1px" cellpadding="2px" cellspacing="0"

! Build Stage
! Attack Value
! Defend Value
|-
| Unbuilt
| 0
| 1
|-
| Level 1
| 1
| 2
|-
| Level 2
| 2
| 3
|-
| Level 3
| 3 (2)
| 4 (3)
|-
| Level 4
| 4 (3)
| 5 (4)
|-
| Level 5
| 4
| 5
|}</spoiler>

The buildings

The barracks, resource stock and headquarters are shown on the battle map. They contribute slightly to both aiming (attack value) and dodging (defend value), with increasing effect at higher building levels. The location of each building roughly matches its position on the fort window: the headquarters to the west, the barracks in the north-east and the resource stock in the south-east.

The flag

The sectors surrounding the flag are the only areas to offer a penalty. The fields adjacent to the flag apply a penalty of -20 to both aiming (attack value) and dodging (defend value), while the surrounding sectors apply a smaller penalty of -10. This area also has a small height, so it can be seen from the towers over the inner buildings.

Basic concepts

Fort battles are organised into rounds, with approximately a minute between them. Each round every living player has the opportunity to shoot and then move, performed automatically by an AI for offline participants. The attackers can win by holding the flag for five consecutive rounds or eliminating the defenders; the defenders can win by surviving for 55 rounds or eliminating the attackers.

Order of events

Players shoot, if they can, and then move once per round. The player order is determined as follows:

  1. All defenders have their turn before the attackers.
  2. Higher ranked players have their turn before lower ranked players.
  3. Alliance members have their turn before freelancers.

When two players have the same priority, the tie is broken by giving way to players with higher leadership, then higher stamina, then higher dodging and finally the lower player ID.

Movement

Each round, it is possible to move into any free field in your current sector or an adjacent sector that is not controlled by the enemy; any longer distances will take multiple rounds to travel. Online players can target a field by clicking on their character’s icon and then clicking on any field, even if occupied. Until the target field becomes reachable, the AI will continue to move players randomly in the direction towards it, using the shortest distance possible. If two friendly players both target the opposite’s field, the arrow indicating the movement path will turn green and the players will swap during the next round, even though neither field is free.

Shooting

When shooting, players automatically direct their fire at the closest enemy visible to them. Alternatively, if they have targeted their movement to an enemy controlled sector, they will instead shoot at the closest enemy visible within that sector. This allows for a degree of choice in aim. Friendly fire is not possible.

Visibility

Areas of the map shown in grey are outside the player’s line of sight. They can continue to see what is happening in these areas, however they cannot shoot at or be shot by enemies within them. Visibility is not blocked by other players but by structures such as walls and towers that have height. The height is shown in the pre-battle tooltips, however this value is only used for calculation and does not apply directly.

Exchange of fire

Several factors influence whether you hit or miss your target, and how much damage is then dealt. These include your skills and clothing, your target’s skills and clothing, your positions, any sector bonuses and some luck.

Aiming

Each round, every player has an ‘attack’ and ‘defend’ bonus calculated for them. The greater the attack value, the more likely one is to hit their target and similarly the greater the defend value, the less likely one is to be hit themselves. (In other words, these values do not correspond to the attacking and defending sides.) When calculating whether a hit is landed successfully, the number used is randomly taken between zero (inclusive) and the corresponding value (exclusive). The higher of the randomised attack and defend values wins.

Skills

Three of five possible skills contribute to the attack and defend values. These are:

  • Leadership, used always.
  • Stamina, used always by the attackers.
  • Hiding, used always by the defenders.
  • Aiming, used only for the attack value.
  • Dodging, used only for the defend value.

However, although not contributing directly, health remains the most important skill by allowing you to survive longer.

Since Version 2.05, leadership, stamina and hiding have become significantly more influential than aiming and dodging, thus should be used in relatively greater amounts. This can be seen in the table below, where the skill points required for the same in-battle bonus are shown on the same row:

Bonus Leadership Stamina / Hiding Aiming / Dodging
+1 1 point 1 point 1 point
+2 4 points 3 points 6 points
+3 9 points 6 points 16 points
+4 16 points 10 points 32 points
+5 25 points 15 points 56 points
+6 36 points 20 points 88 points
+7 49 points 26 points 130 points
+8 64 points 32 points 181 points
+9 81 points 39 points 243 points
+10 100 points 46 points 316 points

Generally, each further point placed in a single skill is slightly less effective than the one before it. Detailed information on how these numbers are calculated can be found below in the Detailed formulas section.

Distance

When aiming, a penalty to accuracy is applied based upon the number of fields between the shooter and their target. The closer the shooter is to their target, the greater the chance of hitting. Distance has no impact on the damage inflicted.

  • -1 penalty at a distance of 1 field
  • -2 penalty at a distance of 2 fields
  • -4 penalty at a distance of 3 fields
  • -5 penalty at a distance of 4 fields
  • -7 penalty at a distance of 5 fields
  • -9 penalty at a distance of 6 fields
  • -10 penalty at a distance of 7 fields
  • -12 penalty at a distance of 8 fields
  • -14 penalty at a distance of 9 fields
  • -16 penalty at a distance of 10 fields
  • -18 penalty at a distance of 11 fields
  • -19 penalty at a distance of 12 fields
  • -20 penalty at a distance of 13 fields
  • -22 penalty at a distance of 14 fields
  • -24 penalty at a distance of 15 fields

Other bonuses

The attack and defend values can also be boosted by direct bonuses. These can come from special sectors, such as the fort towers, walls and buildings, as explained earlier. Additionally, some items and buffs offer bonuses to individuals and/or the entire sector. The adventurer's, soldier's and worker's character class bonuses also affect the calculations. Finally, the attack value receives a default bonus of 25 and the defend value receives a default bonus of 10.

Damage

The damage dealt per shot depends primarily on the gun that the shooter wields. A weapon inflicts a random number from within the stated range, but no more than one third of the opponent’s maximum health points. Additionally, this damage can be increased through direct bonuses and skills and likewise reduced from the opponent’s resistance. For example, a player with 1200 health points cannot receive more than 400 damage from a single hit, although they can still be knocked out in one round if they are hit by multiple players.

Skills

Health points

Other bonuses

Unlike aiming calculations, there are no sectors on the map that provide a bonus to damage or resistance. However, items and buffs are available that offer bonuses to individuals and/or the entire sector. The dueller's critical hit bonus as well as the soldier's leadership bonus (to a lesser extent) both contribute to overall damage too. There is no minimum damage; if a player enters a battle with no fort weapon equipped, they fight with the Stone that has a damage range of 50-110.

Detailed formulas

All values are calculated internally to twelve decimal places, then rounded or truncated as needed for display. Differences will frequently arise where class bonuses affect the calculations. For a summary of these, please visit the character classes page.

Attack Value

Leadership0.5 + Aiming0.4 + (Stamina OR Hiding)0.6 + Sector Attack Bonus + Special Bonuses + 25

Where:

  • Stamina is used by the attackers and hiding is used by the defenders.
  • Sector Attack Bonus is the aiming bonuses provided by the structures (if any).
  • Special Bonuses are additional bonuses provided by structures (ie Tower Class Bonus).

Defend Value

Leadership0.5 + Dodging0.4 + (Stamina OR Hiding)0.6 + Sector Defend Bonus + Special Bonuses + 10

Where:

  • Stamina is used by the attackers and hiding is used by the defenders.
  • Sector Defend Bonus is the dodging bonuses provided by the structures (if any).
  • Special Bonuses are additional bonuses provided by structures (ie Tower Class Bonus).

Damage

Weapon Damage + (Weapon Damage × Leadership ÷ MaxHP)

Where:

  • MaxHP is the amount of health points the shooter has at full health.

Resistance

300 × (Stamina OR Hiding) ÷ MaxHP

Where:

  • Stamina is used by the attackers and hiding is used by the defenders.
  • MaxHP is the amount of health points the target has at full health.

After the battle

Once a battle is over, all characters will be updated to reflect their new health and knocked out players sent to the hotel. A battle report is then sent to all players. If the attackers won the battle, provided the fort was not under administrator takeover protection, fort ownership will transfer immediately. The defenders will no longer be able to access the fort and the attacking town gains full founder rights. Other towns that participated in the attack do not automatically receive a membership slot in the fort.

Individual Rewards

Everybody who participated in the battle receives bonds and experience points. The amount of experience depends on your level, the damage you caused, the duration you survived and whether you won or lost the battle. You even receive points if you passed out. Additionally, and on-hand cash lost by players that passed out during the battle is randomly distributed amongst the survivors.

Bonds Criteria

Each battle report shows how many bonds you earnt and for what reason. The following factors all contribute:

  • 1 bond for attending the battle.
  • 1 bond if your team wins.
  • Up to 9 bonds for having the highest count in certain statistics.
  • Up to 10 bonds for achieving certain secret accomplishments.
  • 0.1 bonds per hit.
  • 0.1 bonds per dodged shot.
  • 0.0005 bonds per damage point inflicted.
  • 1 bond per knocked out opponent.
  • 0.1 bonds per round online, up to 6 bonds.

Even if you qualify for more, you never receive more than 26 bonds.

Manoeuvres

Manoeuvres fort battles can be initiated by councillors and founders of any town that owns at least one fort. These manoeuvres can be used for fort battle practice, testing or just for fun.

Calling a manoeuvre

To call a manoeuvre, a councillor or founder of a town that is in ownership of a fort simply opens the Fort's Headquarters, brings up the "Management" section and clicks the "Manoeuvre practice" tab where they will be prompted through the final steps.

Joining a manoeuvre

Currently active manoeuvre battles can be viewed via the Fort Overview's "Manoeuvre" tab. In order to sign up for the manoeuvre, click the "Register" button and choose whether you want to join the attacking or defending side.

Participating in a manoeuvre

Once the manoeuvre begins, it will appear exactly the same as a regular fort battle. All aspects of regular fort battles are replicated in manoeuvres. However, you are not required to be situated at the fort in order to participate in a manoeuvre. You will not lose any health points, energy or on-hand cash. You can still change your clothes while the manoeuvre is taking place and no assignments in the job queue will be interrupted.