★ Land of the Free, Home of the Idle ★

Welcome to Patriot RPG — the RPG where the only duty is to stand your ground and idle. In addition to earning ranks, patriots can discover powerful artifacts and engage in skirmishes with other operatives. However, this is all done for you; you just hold the line. There are no set classes; you can name your operative anything you like, and assign any title you see fit.

Registering

To register, simply:

/msg PatriotBot REGISTER <char name> <password> <char class>

Where 'char name' can be up to 16 chars long, 'password' can be up to 8 characters, and 'char class' can be up to 30 chars. God bless your character class.

Logging In

To login, simply:

/msg PatriotBot LOGIN <char name> <password>

This is a p0 (see Penalties) command. Mission accomplished.

Logging Out

To logout, simply:

/msg PatriotBot LOGOUT

This is a p20 (see Penalties) command. You may now return to Crawford.

Changing Your Password

To change your password, simply:

/msg PatriotBot NEWPASS <new password>

This is a p0 (see Penalties) command.

If you have forgotten your password, please use the INFO command to find an online admin to help you. If your administrator does not have the INFO command enabled, then just message an op in the channel. They can probably help you.

Removing Your Account

To remove your account, simply:

/msg PatriotBot REMOVEME

This is a p0 (see Penalties) command :^)

Changing Your Alignment

To change your alignment, simply:

/msg PatriotBot ALIGN <good|neutral|evil>

This is a p0 (see Penalties) command.

Your alignment can affect certain aspects of the game. You may align with good, neutral, or evil. 'Good' patriots have a 10% boost to their item sum for battles, and a 1/12 chance each day that they, along with a fellow 'good' patriot, will have the light of liberty shine upon them, accelerating them 5-12% toward their next rank. 'Evil' operatives have a 10% detriment to their item sum for battles (forsaken in their time of most need...), but have a 1/8 chance each day that they will either a) attempt to steal an item from a 'good' user (whom they cannot help but hate) or b) be forsaken (for 1-5% of their TTL) by the forces of justice. After all, crime doesn't pay. Also, 'good' users have only a 1/50 chance of landing a Preemptive Strike when battling, while 'evil' users (who always fight dirty) have a 1/20 chance. Neutral users haven't had anything changed, and all users start off as neutral.

Is this axis of evil or axis of good? You decide.

Obtaining Bot Info

To see some simple information on the bot, simply:

/msg PatriotBot INFO

This is a p0 (see Penalties) command.

This command gives info such as to which server the bot is connected and the nicknames of online bot admins. This information is classified — handle with care.

This command is optional, and may be disabled by your bot admin.

Earning Ranks

To earn ranks, you must only be logged in and idle — just like Congress. The time between ranks is based on your current rank, and is calculated by the formula:

600*(1.16^YOUR_LEVEL)

Where ^ represents the exponentiation operator. Stay the course.

Very high ranks are calculated differently as of version 3.0. Ranks after rank 60 have a next time to level of:

(time to level @ 60) + ((1 day) * (level - 60))

The exponent method code had simply gotten to that point that ranks were taking too long to complete. Even patience has its limits.

Checking the Active Mission

To see the active mission, its operatives, and its time left to completion:

/msg PatriotBot QUEST

This is a p0 (see Penalties) command.

Checking Your Online Status

To see whether you are logged on, simply:

/msg PatriotBot WHOAMI

This is a p0 (see Penalties) command.

Penalties

If you do something other than hold the line, like part, quit, talk in the channel, change your nick, or notice the channel, you are penalized — no different than going AWOL. The penalties are time, in seconds, added to your next time to level and are based on your current rank. The formulae are as follows:

Nick change 20*(1.14^(YOUR_LEVEL))
Part 200*(1.14^(YOUR_LEVEL))
Quit 20*(1.14^(YOUR_LEVEL))
LOGOUT command 20*(1.14^(YOUR_LEVEL))
Being Kicked 250*(1.14^(YOUR_LEVEL))
Channel privmsg [message_length]*(1.14^(YOUR_LEVEL))
Channel notice [message_length]*(1.14^(YOUR_LEVEL))

So, a rank 25 operative changing their nick would be penalized 20*(1.14^25)=793 seconds towards their next rank. That's the cost of freedom.

Penalty shorthand is p[num]. So, a nick change is a p30 event, parting the channel is a p200 event, and quitting IRC is a p20 event. Messages and notices are p[length of message in characters].

Arsenal

Each time you earn a new rank, you discover an artifact. You can find an artifact as high as 1.5*YOUR_LEVEL (unless you find a unique artifact). There are 10 types of artifacts: rings, amulets, charms, weapons, helms, tunics, gloves, leggings, shields, and boots. You can find one of each type. When you find an artifact with a level higher than the level of the artifact you already have, you toss the old one and start using the new one. As of version 3.0, there is an optional, p0 STATUS command that your admin may have enabled, but you cannot see which artifacts you have over IRC (only your total item sum). You can, however, see which artifacts you have on the web here.

As you may guess, you have a higher chance of rolling an item of a lower value than you do of rolling one of a higher value level. The exact formula is as follows:

for each 'number' from 1 to YOUR_LEVEL*1.5
  you have a 1 / ((1.4)^number) chance to find an item at this level
end for

As for artifact type, you have an equal chance to roll any type. May fortune favor your arsenal.

Skirmishes

Each time you earn a rank, if your level is less than 25, you have a 25% chance to challenge someone to a skirmish. If your level is greater than or equal to 25, you have a 100% chance to challenge someone. A pool of opponents is chosen of all online operatives, and one is chosen randomly. If there are no other online operatives, you fight no one. However, if you do challenge someone, this is how the victor is decided:

  • Your item levels are summed.
  • Their item levels are summed.
  • A random number between zero and your sum is taken.
  • A random number between zero and their sum is taken.
  • If your roll is larger than theirs, you win.

If you win, your time towards your next rank is lowered. The amount that it is lowered is based on your opponent's rank. The formula is:

((the larger number of (OPPONENT_LEVEL/4) and 7) / 100) * YOUR_NEXT_TIME_TO_LEVEL

This means that you lose no less than 7% from your next time to rank up. If you win, your opponent is not penalized any time, unless you land a Preemptive Strike.

If you lose, you will be penalized time. The penalty is calculated using the formula:

((the larger number of (OPPONENT_LEVEL/7) and 7) / 100) * YOUR_NEXT_TIME_TO_LEVEL

This means that you gain no less than 7% of your next time to rank up. If you lose, your opponent is not awarded any time.

Battling the PatriotBot is a special case. The bot has an item sum of 1+[highest item sum of all players]. The percent awarded if you win is a constant 20%, and the percent penalized if you lose is a constant 10%.

As of version 3.0, if more than 15% of online operatives are rank 45 or higher, then a random rank 45+ user will engage another random player in a skirmish every hour. This is to speed up ranking among higher level operatives.

Also as of version 3.0, there is a grid system. The grid is a 500 x 500 area in which players may walk. If you encounter another player on the grid, you have a 1 / (NUMBER_OF_ONLINE_PLAYERS) chance to battle them. Battle awards are calculated using the above formulae. More information on the grid system is available here.

Also as of version 3.0, if a successful skirmish may result in an artifact being stolen.

Legendary Artifacts

As of v2.1.2, after rank 25, you have a chance to discover artifacts significantly more powerful than those you would normally find at that rank. These are legendary artifacts, and have the following stats:

Artifact Name Item Level Range Required Rank Chance to Discover
The Presidential Seal of Omniscience 50-74 25 or greater 1 / 40
Laura's Glorious Ring of Liberty 50-74 25 or greater 1 / 40
The Pentagon's Invincible Armor 75-99 30 or greater 1 / 40
The Star-Spangled Amulet 100-124 35 or greater 1 / 40
The Sword of Freedom 150-174 40 or greater 1 / 40
The Cane of Executive Order 175-200 45 or greater 1 / 40
The Boots of Shock and Awe 250-300 48 or greater 1 / 40
The Hammer of Mission Accomplished 300-350 52 or greater 1 / 40

The Will of the Commander

As of v3.0, every online operative has a (roughly) 1/20 chance per day of the "Will of the Commander" affecting them. The Commander's Will can help or hurt your operative by carrying it between 5 and 75 percent towards or away from its next rank. The odds are in your favor, however, with an 80% chance to help your operative, and only a 20% chance of your operative being smitten.

In addition to occurring randomly, admins may invoke the Commander's Will at their whim. Decider-in-chief, if you will.

Preemptive Strike

As of v2.0.4, if a challenger beats their opponent in a skirmish, they have a 1/35 chance of landing a Preemptive Strike. If this occurs, their opponent is penalized time towards their next rank. This amount is calculated by the formula:

((random number from 5 to 25) / 100) * OPPONENT'S_NEXT_TIME_TO_LEVEL

Meaning they gain no less than 5% and no more than 25% of their next rank time. Shock and awe.

Coalition Forces

As of v3.0, every online operative has (roughly) 1/4 chance per day of being involved in a 'coalition operation.' Coalition operations pit three online operatives against three other online operatives. Each side's artifacts are summed, and a winner is chosen as in regular skirmishes. If the first coalition bests the second coalition in combat, 20% of the lowest of the three's TTL is removed from their clocks. If the first coalition loses, 20% of their lowest member's TTL is added to their TTL.

Scandals

As of v3.0, every online operative has a (roughly) 1/8 chance per day of a scandal breaking out about them. A scandal is a bit of extremely bad luck that either:
a) slows a player 5-12% of their next time to level
b) lowers one of their item's value by 10%

Presidential Pardons

As of v3.0, every online operative has a (roughly) 1/8 chance per day of receiving a presidential pardon. A pardon is a bit of extremely good luck that either:
a) accelerates a player 5-12% of their next time to level
b) increases one of their item's value by 10%

Missions

As of v2.3, there are Missions. Four rank 40+ operatives that have been on duty for more than ten hours are chosen to serve their country by going on a mission. If all four operatives make it to the mission's end, all operatives are awarded by removing 25% of their TTL (ie, their TTL at mission's end). To complete a mission, no operative can be penalized until the mission's end. As of v3.0, there are two kinds of missions: grid-based missions and time-based missions. Time-based missions last a random time between 12 and 24 hours. Grid-based missions are based on the grid system and do not have a set time to completion. Rather, the operatives must reach certain points on the map for their mission to be complete. If the mission is not completed, ALL online operatives are penalized a p15 as punishment.

Grid System

As of v3.0, the IRPG has a grid system. The grid can be considered a 500 x 500 point map on which the players may walk. Every second, each player has an equal chance to step up, down, or neither, and an equal chance to step left, right, or neither. If a user encounters another player, there is a 1/(NUMBER_OF_ONLINE_PLAYERS) chance that they will battle one another. Normal battling rules apply.

Some missions require that operatives walk to certain points on the map. In the spirit of Patriot RPG, of course, the trek is made for you. Your operative will automatically walk in the direction that it is supposed to, although at a much slower than normal pace (to avoid accidents, of course. you don't want to fall down and risk a realm-wide p15!).

Artifact Appropriation

As of v3.0, Patriot RPG has artifact appropriation. After each skirmish, if the challenger wins, they have a slightly less than 2% chance of appropriating an artifact from the challengee. Only artifacts of a higher value are taken, and the challenger's old artifact is given to the challengee in a moment of pity.

Credits

Many thanks to version 3.0's map creators, res0 and Jeb! The game wouldn't be the same without you.

The original IRPG would not be possible without help from a lot of people. This Patriot RPG fork stands on the shoulders of giants. Or at least on a very tall podium with a "Mission Accomplished" banner.