IRF | Koruta Information

๐Š๐จ๐ซ๐ฎ๐ญ๐š, ๐Ÿ๐Ÿ“๐Ÿ’๐Ÿ–

Located on the edge of the Federationโ€™s grip of control, Koruta serves as the main source of Quadrite Crystals used to fuel the ever growing military. The mining site sits upon the crumbling ruins of an ancient and long forgotten alien civilization. However decrepit the temple may appear, there still lays a deep unease within the area, possibly still hiding something evil deep within.


Rules and Regulations

  • Frog jumping, flinging, stacking or glitching are prohibited. Anyone performing any of these actions will be respawned on first offense and kicked on second offense.
  • Cheating is bannable with sufficient proof.
  • The selected mode can be requested by the opposing raid leader, but are ultimately up to the discretion of the IRF Raid Leader.
  • All official raids require a Koruta Verified Defense Commander being present.
  • Entering the opposing โ€œTeam-Onlyโ€ areas is prohibited. Violating this will result in a Full Team Respawn and a warning. If this continues, the raid will be invalidated.
  • Alternative Accounts are not allowed to participate under any circumstances. IRF Blacklisted, Banished and Excommunicated persons will be permanently banned on sight.

Modes

Superclan Mode
  • 300 second Terminal for Beacon Phase with 2 second rollback.
  • 750 second Terminal for Temple Phase with 1 second rollback.
  • Defenders are unable to use Temple Terminal Vents.
  • Raider Tunnel becomes easier to cross.
  • 15 - 30 Defenders vs 30 - 60 Raiders
  • Requires Scheduling
Easy Mode
  • 300 second Terminal for Beacon Phase with 5 second rollback.
  • 800 second Terminal for Temple Phase with 1 second rollback.
  • Defenders are unable to use Temple Terminal Vents.
  • Raider Tunnel becomes easier to cross.
  • 10 Defenders vs 16 Raiders (Negotiable up to 18 vs 32)
Normal Mode
  • 400 second Terminal for Beacon Phase with instant rollback.
  • 900 second Terminal for Temple Phase with 2 second rollback.
  • 10 Defenders vs 14 Raiders (Negotiable up to 20 vs 30)
Hard Mode
  • 500 second Terminal for Beacon Phase with instant rollback.
  • 1000 second Terminal for Temple Phase with 4 second rollback.
  • 10 Defenders vs 14 Raiders (Negotiable up to 20 vs 28)

Raid Duration

All raids start with a 20 minute countdown. After each phase, a bonus 20 minutes are added onto the current countdown.

If the countdown runs out before the Raiders are able to win, this is considered Overtime.

During Overtime, Defenders will immediately win once the current terminal is fully held by Defenders. Raiders are able to escape Overtime/Win if they fully capture the current terminal without the Defenders fully holding the terminal at any time.

If the Raiders are unable to fully complete the first Turret Phase within the initial 20 minutes, the Defenders will claim victory.


Raid Times

The Federation will only accept official raids between the following times. Defenses are not guaranteed outside of this schedule, and the server will be shutdown if required.

Weekdays: 12 PM EST - 7 PM EST
Saturday: 11 AM EST - 9 PM EST
Sunday: 11 AM EST - 7 PM EST

EST (Eastern Standard Time) = UTC-5


Anything contained in this thread is subject to change as IRF improves and changes the Koruta game.

Signed,
Head Developer Fortune_Volkov
Chief Marshal MinecraftlsHere

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