Ranked War Protocol

I. Preparation & Attendance

Check War Details & Coordinate

Leadership will post the war date, start time, enemy faction information, and stat estimates. Review this information early and remain available in faction chat/Discord during the war for target callouts, chain coordination, group attacks, and hospital timing.

Mandatory Attendance

Members are expected to participate in every Ranked War unless they have communicated an absence in advance.

If you cannot participate, tell leadership beforehand. Zero communication combined with zero participation is unacceptable.

Stack Energy

Begin stacking energy with Xanax and point refills approximately 24–48 hours before the war.

Our goal is to begin the war with a large amount of available energy and hit aggressively during the opening minutes.

Lock Revives

Set Revive Settings to:

Do not allow enemy factions to hire outside revivers to pull weaker members out of the hospital for easy war points.

II. War Roles

Members will generally fall into one of two roles during a war.

Your role may change depending on the enemy faction, available targets, your remaining energy, and current chain needs.

Primary Hitters

Primary hitters are members who can reliably defeat Ranked War targets.

Your priority is:

  1. Attack enemy faction members whenever suitable targets are available.
  2. Prioritize targets that give strong respect for your stats.
  3. Avoid wasting energy farming extremely weak targets if weaker faction members can handle them.
  4. Coordinate group attacks when necessary.
  5. Help maintain chains when there are temporarily no good inside targets.
  6. Make sure chain milestones are landed on enemy faction members.

Primary hitters create most of our direct war score.

Support Members

Support members are members who cannot consistently defeat enough enemy targets safely on their own.

Support does not mean inactive.

Support members can make major contributions by:

A member who cannot contribute many inside hits can still earn meaningful payout by actively supporting successful chains.

III. Offense & Chaining Protocol

Inside Hits

An inside hit is an attack against a member of the enemy Ranked War faction.

Inside hits directly increase our Ranked War score and should always be prioritized when you have a suitable target.

Higher-value targets generally produce more respect and therefore more payout credit.

Do not automatically attack the weakest enemy simply because they are easy. If you can safely defeat a stronger target for substantially more respect, that is usually the better contribution.

Group Attacks & Assists

If you cannot beat an enemy alone, do not repeatedly waste energy losing solo attacks.

Instead, coordinate a group attack with stronger faction members.

Torn records the assister separately and normally gives the assist itself 0 direct respect. Our payout system compensates assisters by estimating the additional respect their participation created.

This means supporting a stronger member against a difficult target can still produce paid contribution.

Building the Chain

Everyone is responsible for helping create and maintain chains.

When suitable Ranked War targets are available: Hit inside.

When no suitable Ranked War targets are available and the chain needs to continue: Hit outside.

An outside hit is an attack against someone who is not part of the enemy Ranked War faction.

Outside hits do not directly increase our Ranked War score. Their purpose is to:

Support Members and Outside Hits

Outside chaining is one of the main ways lower-stat members can contribute.

If you are acting in a support role:

For chain payout purposes, an inside hit and an outside hit both count as one chain-building hit.

If you make 20% of the attacks in a successful chain, you receive 20% of that chain's distributable bonus credit.

Outside hits therefore earn payout through the chain bonuses they help create rather than through their own normal attack respect.

Save Chain Bonuses for the Enemy

Never intentionally land a chain milestone on an outside target.

Chain bonuses can create large respect spikes and should be used against the enemy faction whenever possible.

Examples include:

As a milestone approaches, communicate in faction chat and leave the milestone hit available for an inside attack.

IV. Defense & Preventing Score Bleed

Protect Yourself

If you are out of energy or are an easy enemy target, do not remain exposed unnecessarily.

Possible defensive options include:

The goal is to prevent the opposing faction from repeatedly farming easy war score from you.

Bounty Support

Support members may be asked to place bounties on faction members who need to be hospitalized safely.

Follow leadership instructions when doing this.

Manage Medical Cooldown

Avoid filling your medical cooldown with unnecessary low-value healing.

Preserve enough medical capacity to use blood bags effectively so you can return to fighting quickly.

V. Ranked War Payout System

Our payout system is designed around one principle:

The person who creates value should receive credit for that value. Value created by teamwork should be shared by the teammates who created it.

TL;DR

Payout Score

Each member receives a Payout Score based on their contribution.

The score is made from three main categories:

Payout Score = Inside Attack Credit + Assist Credit + Chain Credit

Once the member payout pool is determined, payouts are proportional to each member's share of the faction's total Payout Score.

For example, if you earned 8% of all payout credit, you receive approximately 8% of the member payout pool.

Any faction cut or war expenses are handled before the member payout pool is divided.

Inside Attack Credit

Inside attacks are credited based primarily on the respect they actually earned.

A difficult attack worth 7 respect therefore receives more payout credit than an easy attack worth 2.5 respect.

This is intentionally different from a simple ticket system where every successful inside hit might be worth the same amount.

The goal is to reward useful combat output, not merely attack count.

Assist Credit

When an assist increases the value of another member's successful attack, we estimate how much additional respect was created by the assist.

The main attacker keeps credit for the attack's normal value.

The additional value created by the assist is transferred to the assister or divided among the assisters.

This allows support members to receive payment for helping win fights they could not finish alone.

Chain Credit

Chain bonuses are treated as team rewards.

The person who lands the milestone hit does not automatically receive the entire bonus for payout purposes.

Instead:

  1. We estimate what the milestone attack would normally have been worth.
  2. The milestone attacker keeps that normal attack value.
  3. The remaining chain bonus value is placed into the shared chain pool.
  4. That pool is divided according to each member's percentage of the chain's attacks.

Example

A chain contains 100 attacks.

You made 20 attacks.

You contributed 20% of the chain.

You therefore receive 20% of the distributable chain bonus credit.

It does not matter whether those 20 attacks were inside or outside. Each successful chain-building hit advanced the chain by one.

This is how support members are paid for building chains even when they cannot reliably attack the enemy faction.

Wasted Chain Bonuses

A chain milestone only helps us win the Ranked War when the bonus attack lands on an enemy faction member.

If someone lands a milestone on an outside target:

The faction effectively loses that bonus because it did not increase our Ranked War score.

This is why everyone must pay attention when approaching chain milestones.

VI. What We Want Members to Do

If you are a Primary Hitter:

Hit valuable enemy targets, coordinate assists when needed, and preserve chain milestones for inside attacks.

If you are a Support Member:

Build and save chains with outside hits, assist stronger members, coordinate handoffs, and make sure the faction reaches its milestones without wasting them.

Both roles contribute to winning the war, and the payout system is designed to recognize both types of contribution.

Do what creates the most value for the faction, and the payout system will follow that value.