sugarvalves [1963573] —
Original article
New warring feature set to be rolled out from today. Faction league comprising of six ranks with internal divisions begins soon. Advanced Weaponry and Armor caches offered as rewards.
After several rounds of testing the much-anticipated Ranked Warring feature is set to go live today! All factions may now enlist in Ranked Warring, but only a limited number of wars will be scheduled each day as we roll out the system, with the most balanced wars given priority - we hope to remove this limit within a couple of weeks.
All factions with at least 10 active members can sign up for the Ranked Warring matchmaking process today. But before you do so, you may find yourself wondering what the hell Ranked Warring even is? How do you enlist? And what do you get if you win a Ranked War? It’d be a bit weird if we didn’t answer any of those questions, so let’s do that.
What is Ranked Warring?
Ranked Warring is a faction-based competition that allows factions to compete 1v1 on a regular basis to earn ranks, prizes, and glory. Unlike other events such as Elimination or Dog Tags, Ranked Warring is a permanent, ongoing feature of Torn City, with factions permitted to enlist and withdraw from the competition as and when they choose.
The basic premise of Ranked Warring involves two factions being matched up against each other and scheduled in for a war. This war takes the form of a tug-of-war-style battle, whereby each side has to attack each other’s members in an effort to earn more respect than their opponent. Each war has a respect target, and a Ranked War winner is crowned when one faction holds this target as a lead over the other.

Larger Link
Factions can fight in a Ranked War roughly once a week. Over time, factions who win more Ranked Wars will see their rank rise, allowing them to fight tougher opponents in return for more prestigious wars. Factions who lose wars often will drop down the ranks, which should help them to find opponents better suited to their abilities.
How To Enlist
To enlist your faction into Ranked Warring, a faction’s leaders (or members with war management permissions) must visit the Ranked Warring tab which now appears on the Factions page. Factions may only enter a Ranked War if they have had at least 10 full members (non-recruits) online in the past 24 hours. Please be aware that while your members with recruit status can be hit during a Ranked War, thus increasing your opponent’s respect score, these players cannot aid you in adding to your own respect score.
Once you have enlisted in Ranked Warring, our matchmaking system will find a suitable opponent for you based on your faction’s rank and abilities - you cannot manually challenge another faction under Ranked Warring. Initially, this system may throw up some slight mismatches, but once enough wars have been fought, factions should be matched against those with similar stats and member counts who are of the same rank or close.
When a match has been found with another faction, the war is scheduled to begin 36-59 hours later, with the exact start time calculated according to the activity of both factions. Details of the war, including its start time and the opponents, will be displayed on the Ranked tab under the Matching panel, and both faction’s members will receive an event. At this point, neither faction may withdraw from the Ranked War.

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Once the war has begun, the members of each side must defeat players from the opposing faction in order to earn respect. The respect you earn is added to your faction’s war score, and to win a Ranked War, one faction’s war score must be a certain value higher than the other.
Precisely how much of a lead you need to win is displayed in the centre of the Faction War graphic as the Target Score. Please understand that this is not a simple target that you must achieve, it is the amount of respect you must hold as a lead over your opponent to claim victory. This value is based on the ranks and member counts of the two warring factions.

Larger Link

If neither side holds the required lead after 24 hours of warring, the respect target will drop by 1% each hour. In the unlikely event of a Ranked War ending in a tie, the winner will be decided at random. Wars can also end prematurely if too many members leave a faction once a war has begun - you must retain at least 80% of your faction’s members until the cessation of the war to avoid losing by default.
Post War Rewards
Once a winner has been decided, a 5-day cooldown is imposed, and war reports similar to those received after a territory war, raid, or chain will be sent to each faction. Rewards will then be given to both factions, with the level of these rewards dependent on the result, participation levels, member counts, and the two faction’s respective ranks. Rewards include points, respect, and a selection of armor and weapons caches - more on that later!

JUX HQ’s victory rewards versus Desert Eagle

NS II’s victory rewards versus Destructive Anomaly

Dead or Alive’s victory rewards versus The Black Hand

The Black Hand’s defeat rewards versus Dead or Alive
Greater rewards for both victory and defeat can be earned by rising up the ranks where tougher opponents can be found. There are six ranks in total, and each one has a number of divisions within it. Winning a war will, in most circumstances, see a faction gain one division (or two if you're entering a new rank), whereas losing a war will result in the loss of a division. Gaining divisions will eventually see you rise up to the next rank, where better rewards are on offer. The six ranks are:
Metal (unranked) - 1 division represented by 1 point
Bronze - 4 divisions represented by 3 points
Silver - 4 divisions represented by 3 points
Gold - 4 divisions represented by 3 points
Platinum - 4 divisions represented by 3 points
Diamond - 7 divisions represented by 6 points

Full Table Here
The only way a faction can fail to move up a rank after winning a war is if their membership is too low and / or weak. The minimum required members for Platinum Rank is 35 members, whereas you need at least 65 members to enter Diamond Rank. Furthermore, the top 80% of your membership needs to have roughly 14m in each stat to enter Platinum, and 100m to enter Diamond. If a faction fails to meet these requirements prior to starting a ranked war they will receive a message stating this during the enlistment process.
Factions must participate in a Ranked War at least once every 10 weeks to avoid their rank decaying, after which one division will be lost per week. Lack of participation in a Ranked War will see a faction’s rank diminished further than if they had fought and lost. But with caches of advanced weaponry on offer for those who are victorious, we can’t imagine anyone would willingly surrender a Ranked War anytime soon.
Advanced Weapons and Armor
To reward factions for their participation in Ranked Warring, the Torn City authorities have purchased multiple caches of powerful new weapons that will be paid out exclusively to those who take part. There are five cache types in total:
Melee: Contains a Clubbing, Slashing, or Piercing weapon
Small Arms: Contains a Submachine gun or Pistol
Medium Arms: Contains a Rifle or Shotgun
Heavy Arms: Contains a Machine Gun or Heavy Artillery weapon
Armor: Contains a piece of Riot, Assault, Dune, Delta, Marauder, or EOD armor.
Each cache contains a piece of Advanced weaponry or armor. Advanced items are designated as such through the use of a yellow / orange / red colour system, with yellow being the lowest quality and red the highest. But even yellow level items have boosted stats when compared to their regular counterparts, and they also come equipped with a single class-specific bonus too.
Red-level weapons are the rarest, as they provide the most damage, the highest boosts to accuracy, and the broadest bonus ranges. Orange-level weapons are the second rarest, but unlike yellows, both red and orange-level weapons have a small chance to spawn with two bonuses instead of one. These bonuses will not be announced in full until factions have earned the caches in which Advanced weapons are found, but the Wiki team will update the list of bonuses as and when they are discovered. Here is an example of some of the boosts on offer:
Paralyze - adds 300 seconds ‘Paralyzed’ effect (50% chance of missing turns)
Rage - chance of making 2-8 actions in a single turn
Disarm - chance of disabling opponent’s last used weapon for 10 turns
Irradiate - apply radiation sickness upon finishing hit (1-3 hours)
Cripple - Adds debuff effect reducing opponent’s dexterity per hit by 25%
With regard to armors, the red tier items are once more the rarest, as they provide the most impactful amount of protection. There are six new types of armor available via the armor cache; Riot, Assault, Dune, Delta, Marauder, and EOD sets. Each armor type has its own unique armor bonus, and comes in a set of five individual items covering the face, body, legs, hands, and feet. Additional protection is given when wearing a full matching set of one armor type. In total, there are 58 new bonuses being introduced across all of the Advanced weapons and armors.
The number of caches a faction receives as a reward from a Ranked War depends on their rank going into the fight. Advanced weapon and armor caches cannot be earned from any source other than Ranked Wars, but both the caches and their contents may be sent, sold, or traded like regular items. A forthcoming rebuild of the item market will allow players to filter weapons and armors to find Advanced items with ease, and we will also be introducing a way for factions to exchange advanced items for fresh caches.
Tl;dr: If you want some fancy new weapons, get involved in Ranked Warring today!
All factions with at least 10 active members can sign up for the Ranked Warring matchmaking process today. But before you do so, you may find yourself wondering what the hell Ranked Warring even is? How do you enlist? And what do you get if you win a Ranked War? It’d be a bit weird if we didn’t answer any of those questions, so let’s do that.
What is Ranked Warring?
Ranked Warring is a faction-based competition that allows factions to compete 1v1 on a regular basis to earn ranks, prizes, and glory. Unlike other events such as Elimination or Dog Tags, Ranked Warring is a permanent, ongoing feature of Torn City, with factions permitted to enlist and withdraw from the competition as and when they choose.
The basic premise of Ranked Warring involves two factions being matched up against each other and scheduled in for a war. This war takes the form of a tug-of-war-style battle, whereby each side has to attack each other’s members in an effort to earn more respect than their opponent. Each war has a respect target, and a Ranked War winner is crowned when one faction holds this target as a lead over the other.

Larger Link
Factions can fight in a Ranked War roughly once a week. Over time, factions who win more Ranked Wars will see their rank rise, allowing them to fight tougher opponents in return for more prestigious wars. Factions who lose wars often will drop down the ranks, which should help them to find opponents better suited to their abilities.
How To Enlist
To enlist your faction into Ranked Warring, a faction’s leaders (or members with war management permissions) must visit the Ranked Warring tab which now appears on the Factions page. Factions may only enter a Ranked War if they have had at least 10 full members (non-recruits) online in the past 24 hours. Please be aware that while your members with recruit status can be hit during a Ranked War, thus increasing your opponent’s respect score, these players cannot aid you in adding to your own respect score.
Once you have enlisted in Ranked Warring, our matchmaking system will find a suitable opponent for you based on your faction’s rank and abilities - you cannot manually challenge another faction under Ranked Warring. Initially, this system may throw up some slight mismatches, but once enough wars have been fought, factions should be matched against those with similar stats and member counts who are of the same rank or close.
When a match has been found with another faction, the war is scheduled to begin 36-59 hours later, with the exact start time calculated according to the activity of both factions. Details of the war, including its start time and the opponents, will be displayed on the Ranked tab under the Matching panel, and both faction’s members will receive an event. At this point, neither faction may withdraw from the Ranked War.

Larger Link
Once the war has begun, the members of each side must defeat players from the opposing faction in order to earn respect. The respect you earn is added to your faction’s war score, and to win a Ranked War, one faction’s war score must be a certain value higher than the other.
Precisely how much of a lead you need to win is displayed in the centre of the Faction War graphic as the Target Score. Please understand that this is not a simple target that you must achieve, it is the amount of respect you must hold as a lead over your opponent to claim victory. This value is based on the ranks and member counts of the two warring factions.

Larger Link

If neither side holds the required lead after 24 hours of warring, the respect target will drop by 1% each hour. In the unlikely event of a Ranked War ending in a tie, the winner will be decided at random. Wars can also end prematurely if too many members leave a faction once a war has begun - you must retain at least 80% of your faction’s members until the cessation of the war to avoid losing by default.
Post War Rewards
Once a winner has been decided, a 5-day cooldown is imposed, and war reports similar to those received after a territory war, raid, or chain will be sent to each faction. Rewards will then be given to both factions, with the level of these rewards dependent on the result, participation levels, member counts, and the two faction’s respective ranks. Rewards include points, respect, and a selection of armor and weapons caches - more on that later!

JUX HQ’s victory rewards versus Desert Eagle

NS II’s victory rewards versus Destructive Anomaly

Dead or Alive’s victory rewards versus The Black Hand

The Black Hand’s defeat rewards versus Dead or Alive
Greater rewards for both victory and defeat can be earned by rising up the ranks where tougher opponents can be found. There are six ranks in total, and each one has a number of divisions within it. Winning a war will, in most circumstances, see a faction gain one division (or two if you're entering a new rank), whereas losing a war will result in the loss of a division. Gaining divisions will eventually see you rise up to the next rank, where better rewards are on offer. The six ranks are:
Metal (unranked) - 1 division represented by 1 point
Bronze - 4 divisions represented by 3 points
Silver - 4 divisions represented by 3 points
Gold - 4 divisions represented by 3 points
Platinum - 4 divisions represented by 3 points
Diamond - 7 divisions represented by 6 points

Full Table Here
The only way a faction can fail to move up a rank after winning a war is if their membership is too low and / or weak. The minimum required members for Platinum Rank is 35 members, whereas you need at least 65 members to enter Diamond Rank. Furthermore, the top 80% of your membership needs to have roughly 14m in each stat to enter Platinum, and 100m to enter Diamond. If a faction fails to meet these requirements prior to starting a ranked war they will receive a message stating this during the enlistment process.
Factions must participate in a Ranked War at least once every 10 weeks to avoid their rank decaying, after which one division will be lost per week. Lack of participation in a Ranked War will see a faction’s rank diminished further than if they had fought and lost. But with caches of advanced weaponry on offer for those who are victorious, we can’t imagine anyone would willingly surrender a Ranked War anytime soon.
Advanced Weapons and Armor
To reward factions for their participation in Ranked Warring, the Torn City authorities have purchased multiple caches of powerful new weapons that will be paid out exclusively to those who take part. There are five cache types in total:
Melee: Contains a Clubbing, Slashing, or Piercing weapon
Small Arms: Contains a Submachine gun or Pistol
Medium Arms: Contains a Rifle or Shotgun
Heavy Arms: Contains a Machine Gun or Heavy Artillery weapon
Armor: Contains a piece of Riot, Assault, Dune, Delta, Marauder, or EOD armor.
Each cache contains a piece of Advanced weaponry or armor. Advanced items are designated as such through the use of a yellow / orange / red colour system, with yellow being the lowest quality and red the highest. But even yellow level items have boosted stats when compared to their regular counterparts, and they also come equipped with a single class-specific bonus too.
Red-level weapons are the rarest, as they provide the most damage, the highest boosts to accuracy, and the broadest bonus ranges. Orange-level weapons are the second rarest, but unlike yellows, both red and orange-level weapons have a small chance to spawn with two bonuses instead of one. These bonuses will not be announced in full until factions have earned the caches in which Advanced weapons are found, but the Wiki team will update the list of bonuses as and when they are discovered. Here is an example of some of the boosts on offer:
Paralyze - adds 300 seconds ‘Paralyzed’ effect (50% chance of missing turns)
Rage - chance of making 2-8 actions in a single turn
Disarm - chance of disabling opponent’s last used weapon for 10 turns
Irradiate - apply radiation sickness upon finishing hit (1-3 hours)
Cripple - Adds debuff effect reducing opponent’s dexterity per hit by 25%
With regard to armors, the red tier items are once more the rarest, as they provide the most impactful amount of protection. There are six new types of armor available via the armor cache; Riot, Assault, Dune, Delta, Marauder, and EOD sets. Each armor type has its own unique armor bonus, and comes in a set of five individual items covering the face, body, legs, hands, and feet. Additional protection is given when wearing a full matching set of one armor type. In total, there are 58 new bonuses being introduced across all of the Advanced weapons and armors.
The number of caches a faction receives as a reward from a Ranked War depends on their rank going into the fight. Advanced weapon and armor caches cannot be earned from any source other than Ranked Wars, but both the caches and their contents may be sent, sold, or traded like regular items. A forthcoming rebuild of the item market will allow players to filter weapons and armors to find Advanced items with ease, and we will also be introducing a way for factions to exchange advanced items for fresh caches.
Tl;dr: If you want some fancy new weapons, get involved in Ranked Warring today!
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