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		<id>https://wiki.secondlife.com/w/index.php?title=New_Jessie&amp;diff=1196898</id>
		<title>New Jessie</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=New_Jessie&amp;diff=1196898"/>
		<updated>2015-07-06T18:41:08Z</updated>

		<summary type="html">&lt;p&gt;Caine Constantine: /* Combat regions in Second Life */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Combat regions in Second Life ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Jessie&#039;&#039;&#039; is one of many examples of a [[combat]] region in Second Life.  You can check it out anytime by visiting New Jessie [http://maps.secondlife.com/secondlife/New%20Jessie/].  It&#039;s different from most other combat regions in that New Jessie is neutral and open to everyone.  Anyone is welcome to visit and to engage in combat there, using Second Life&#039;s built-in damage system, also known as the Linden Lab Combat System (or LLCS, for short). For combatants looking for active combat or a permanent home, New Jessie provides a free, safe homepoint to all visitors as well.&lt;br /&gt;
&lt;br /&gt;
New Jessie is about the closest Second Life can get to a first-person shooting game. Anyone there can use a reasonable weapon to fight anyone they want on the battlefield at any time.  Visitors create their own goals and objectives, although a capturable flag system is in place to supplement this idea. Individual free-for-all, player-versus-player combat is most popular, but military groups and other teams are always welcome too. You can see some of what combat in New Jessie looks like in this video [https://www.youtube.com/watch?v=yRsz7CBf5zM].&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
[[File:NewJessie.jpg]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;New Jessie in 2015, shown from the welcome area and armory.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fighting in New Jessie&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Any group holding sway over the region may request that a notice be sent out across Second Life on their behalf, calling new combatants to join the fight.  This is made possible by the group that most visitors join upon coming to New Jessie, called &amp;quot;Republic of New Jessie - Friends.&amp;quot;  At roughly 7,000 members, it is the largest combat group in Second Life, and it provides news and updates about New Jessie and other combat regions.  It also gives access to the region&#039;s free weapons and visitor homepoint.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weaponry on the battlefield&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Combatants are welcome to bring their own weapons, purchase weapons at New Jessie&#039;s gun shop, or use the the free weapons provided to visitors.  Most weapons are typically allowed in New Jessie, with some restrictions on autonomous weapons systems and armor limits, but good combatants often scale down their weapons as a personal challenge on the battlefield. Combat in New Jessie is mostly conventional - you&#039;ll see armored tanks rolling down streets, fighter jets whizzing through the skies, and plenty of infantry throughout.&lt;br /&gt;
&lt;br /&gt;
Most infantry use ordinary firearms and light explosives in New Jessie - though occasionally you will see someone pull a knife or throw a stiff punch. Even swords and crossbows will occasionally show up, though they rarely stand up against conventional firearms.  Most combatants fight on foot, but personal jetpacks are an increasingly common sight as well.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Meeting new people in New Jessie&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
New Jessie also enjoys an eclectic mix of visitors from across the grid and around the world, and all sorts of non-combatants routinely present their viewpoints in its public forum.  In tune with the broadly libertarian spirit of the combat region, free expression is a priority in New Jessie, although its administrative staff speaks to people who are intentionally disrupting combat or otherwise intentionally driving visitors out of the region. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Administration and operation&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The region&#039;s current theme is a parody of America&#039;s small-town southwest.  There is no cost to participate in any of the activities that go on in New Jessie, and the region&#039;s administrative staff makes no money off of the region.  All money collected from visitors&#039; donations and from the sale of third-party weapons and regional advertisements goes directly toward paying for the cost of New Jessie&#039;s maintenance.   &lt;br /&gt;
&lt;br /&gt;
New Jessie is operated by a team of three co-equal Presidents - Caine Constantine, Fellon Miles, and Liana Pera - and seven administrative Directors.  It was founded on July 26th, 2008.  After operating for four years, New Jessie closed on October 5, 2012, but was re-founded on October 5, 2014 and celebrated its seventh anniversary in 2015.  If you&#039;d like to know more, check it out anytime by visiting New Jessie [http://maps.secondlife.com/secondlife/New%20Jessie/].&lt;/div&gt;</summary>
		<author><name>Caine Constantine</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=Talk:New_Jessie&amp;diff=1196897</id>
		<title>Talk:New Jessie</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=Talk:New_Jessie&amp;diff=1196897"/>
		<updated>2015-07-06T18:38:23Z</updated>

		<summary type="html">&lt;p&gt;Caine Constantine: Created page with &amp;quot;Hello!  I created this page today to share some information about our region, New Jessie.  I&amp;#039;ve tried to maintain a neutral tone and would appreciate any feedback you may have...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hello!  I created this page today to share some information about our region, New Jessie.  I&#039;ve tried to maintain a neutral tone and would appreciate any feedback you may have about the page.  Thanks in advance.&lt;br /&gt;
--[[User:Caine Constantine|Caine Constantine]] ([[User talk:Caine Constantine|talk]]) 11:38, 6 July 2015 (PDT)&lt;/div&gt;</summary>
		<author><name>Caine Constantine</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=New_Jessie&amp;diff=1196896</id>
		<title>New Jessie</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=New_Jessie&amp;diff=1196896"/>
		<updated>2015-07-06T18:37:36Z</updated>

		<summary type="html">&lt;p&gt;Caine Constantine: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Combat regions in Second Life ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Jessie&#039;&#039;&#039; is one of many examples of a [[combat]] region in Second Life.  You can check it out anytime by visiting New Jessie [http://maps.secondlife.com/secondlife/New%20Jessie/].  It&#039;s different from most other combat regions in that New Jessie is neutral and open to everyone.  Anyone is welcome to visit and to engage in combat there, using Second Life&#039;s built-in damage system, also known as the Linden Lab Combat System (or LLCS, for short). For combatants looking for active combat or a permanent home, New Jessie provides a free, safe homepoint to all visitors as well.&lt;br /&gt;
&lt;br /&gt;
Essentially, New Jessie is about the closest Second Life can get to a first-person shooting game. Anyone there can use a reasonable weapon to fight anyone they want on the battlefield at any time.  Visitors create their own goals and objectives, although a capturable flag system is in place to supplement this idea. Individual free-for-all, player-versus-player combat is most popular, but military groups and other teams are always welcome too. You can see some of what combat in New Jessie looks like in this video [https://www.youtube.com/watch?v=yRsz7CBf5zM].&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
[[File:NewJessie.jpg]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;New Jessie in 2015, shown from the welcome area and armory.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fighting in New Jessie&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Any group holding sway over the region may request that a notice be sent out across Second Life on their behalf, calling new combatants to join the fight.  This is made possible by the group that most visitors join upon coming to New Jessie, called &amp;quot;Republic of New Jessie - Friends.&amp;quot;  At roughly 7,000 members, it is the largest combat group in Second Life, and it provides news and updates about New Jessie and other combat regions.  It also gives access to the region&#039;s free weapons and visitor homepoint.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weaponry on the battlefield&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Combatants are welcome to bring their own weapons, purchase weapons at New Jessie&#039;s gun shop, or use the the free weapons provided to visitors.  Most weapons are typically allowed in New Jessie, with some restrictions on autonomous weapons systems and armor limits, but good combatants often scale down their weapons as a personal challenge on the battlefield. Combat in New Jessie is mostly conventional - you&#039;ll see armored tanks rolling down streets, fighter jets whizzing through the skies, and plenty of infantry throughout.&lt;br /&gt;
&lt;br /&gt;
Most infantry use ordinary firearms and light explosives in New Jessie - though occasionally you will see someone pull a knife or throw a stiff punch. Even swords and crossbows will occasionally show up, though they rarely stand up against conventional firearms.  Most combatants fight on foot, but personal jetpacks are an increasingly common sight as well.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Meeting new people in New Jessie&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
New Jessie also enjoys an eclectic mix of visitors from across the grid and around the world, and all sorts of non-combatants routinely present their viewpoints in its public forum.  In tune with the broadly libertarian spirit of the combat region, free expression is a priority in New Jessie, although its administrative staff speaks to people who are intentionally disrupting combat or otherwise intentionally driving visitors out of the region. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Administration and operation&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The region&#039;s current theme is a parody of America&#039;s small-town southwest.  There is no cost to participate in any of the activities that go on in New Jessie, and the region&#039;s administrative staff makes no money off of the region.  All money collected from visitors&#039; donations and from the sale of third-party weapons and regional advertisements goes directly toward paying for the cost of New Jessie&#039;s maintenance.   &lt;br /&gt;
&lt;br /&gt;
New Jessie is operated by a team of three co-equal Presidents - Caine Constantine, Fellon Miles, and Liana Pera - and seven administrative Directors.  It was founded on July 26th, 2008.  After operating for four years, New Jessie closed on October 5, 2012, but was re-founded on October 5, 2014 and celebrated its seventh anniversary in 2015.  If you&#039;d like to know more, check it out anytime by visiting New Jessie [http://maps.secondlife.com/secondlife/New%20Jessie/].&lt;/div&gt;</summary>
		<author><name>Caine Constantine</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=New_Jessie&amp;diff=1196895</id>
		<title>New Jessie</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=New_Jessie&amp;diff=1196895"/>
		<updated>2015-07-06T18:31:54Z</updated>

		<summary type="html">&lt;p&gt;Caine Constantine: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Combat regions in Second Life ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Jessie&#039;&#039;&#039; is one of many examples of a [[combat]] region in Second Life.  You can check it out anytime by visiting New Jessie [http://maps.secondlife.com/secondlife/New%20Jessie/].  It&#039;s different from most other combat regions in that New Jessie is neutral and open to everyone.  Anyone is welcome to visit and to engage in combat there, using Second Life&#039;s built-in damage system, also known as the Linden Lab Combat System (or LLCS, for short). For combatants looking for active combat or a permanent home, New Jessie provides a free, safe homepoint to all visitors as well.&lt;br /&gt;
&lt;br /&gt;
Essentially, New Jessie is about the closest Second Life can get to a first-person shooting game. Anyone there can use a reasonable weapon to fight anyone they want on the battlefield at any time.  Visitors create their own goals and objectives, although a capturable flag system is in place to supplement this idea. Individual free-for-all, player-versus-player combat is most popular, but military groups and other teams are always welcome too. &lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
[[File:NewJessie.jpg]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;New Jessie in 2015, shown from the welcome area and armory.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fighting in New Jessie&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Any group holding sway over the region may request that a notice be sent out across Second Life on their behalf, calling new combatants to join the fight.  This is made possible by the group that most visitors join upon coming to New Jessie, called &amp;quot;Republic of New Jessie - Friends.&amp;quot;  At roughly 7,000 members, it is the largest combat group in Second Life, and it provides news and updates about New Jessie and other combat regions.  It also gives access to the region&#039;s free weapons and visitor homepoint.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weaponry on the battlefield&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Combatants are welcome to bring their own weapons, purchase weapons at New Jessie&#039;s gun shop, or use the the free weapons provided to visitors.  Most weapons are typically allowed in New Jessie, with some restrictions on autonomous weapons systems and armor limits, but good combatants often scale down their weapons as a personal challenge on the battlefield. Combat in New Jessie is mostly conventional - you&#039;ll see armored tanks rolling down streets, fighter jets whizzing through the skies, and plenty of infantry throughout.&lt;br /&gt;
&lt;br /&gt;
Most infantry use ordinary firearms and light explosives in New Jessie - though occasionally you will see someone pull a knife or throw a stiff punch. Even swords and crossbows will occasionally show up, though they rarely stand up against conventional firearms.  Most combatants fight on foot, but personal jetpacks are an increasingly common sight as well.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Meeting new people in New Jessie&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
New Jessie also enjoys an eclectic mix of visitors from across the grid and around the world, and all sorts of non-combatants routinely present their viewpoints in its public forum.  In tune with the broadly libertarian spirit of the combat region, free expression is a priority in New Jessie, although its administrative staff speaks to people who are intentionally disrupting combat or otherwise intentionally driving visitors out of the region. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Administration and operation&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The region&#039;s current theme is a parody of America&#039;s small-town southwest.  There is no cost to participate in any of the activities that go on in New Jessie, and the region&#039;s administrative staff makes no money off of the region.  All money collected from visitors&#039; donations and from the sale of third-party weapons and regional advertisements goes directly toward paying for the cost of New Jessie&#039;s maintenance.   &lt;br /&gt;
&lt;br /&gt;
New Jessie is operated by a team of three co-equal Presidents - Caine Constantine, Fellon Miles, and Liana Pera - and seven administrative Directors.  It was founded on July 26th, 2008.  After operating for four years, New Jessie closed on October 5, 2012, but was re-founded on October 5, 2014 and celebrated its seventh anniversary in 2015.  If you&#039;d like to know more, check it out anytime by visiting New Jessie [http://maps.secondlife.com/secondlife/New%20Jessie/].&lt;/div&gt;</summary>
		<author><name>Caine Constantine</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=New_Jessie&amp;diff=1196894</id>
		<title>New Jessie</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=New_Jessie&amp;diff=1196894"/>
		<updated>2015-07-06T18:30:26Z</updated>

		<summary type="html">&lt;p&gt;Caine Constantine: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Combat regions in Second Life&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
New Jessie is one of many examples of a [[combat]] region in Second Life.  You can check it out anytime by visiting New Jessie [http://maps.secondlife.com/secondlife/New%20Jessie/].  It&#039;s different from most other combat regions in that New Jessie is neutral and open to everyone.  Anyone is welcome to visit and to engage in combat there, using Second Life&#039;s built-in damage system, also known as the Linden Lab Combat System (or LLCS, for short). For combatants looking for active combat or a permanent home, New Jessie provides a free, safe homepoint to all visitors as well.&lt;br /&gt;
&lt;br /&gt;
Essentially, New Jessie is about the closest Second Life can get to a first-person shooting game. Anyone there can use a reasonable weapon to fight anyone they want on the battlefield at any time.  Visitors create their own goals and objectives, although a capturable flag system is in place to supplement this idea. Individual free-for-all, player-versus-player combat is most popular, but military groups and other teams are always welcome too. &lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
[[File:NewJessie.jpg]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;New Jessie in 2015, shown from the welcome area and armory.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fighting in New Jessie&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Any group holding sway over the region may request that a notice be sent out across Second Life on their behalf, calling new combatants to join the fight.  This is made possible by the group that most visitors join upon coming to New Jessie, called &amp;quot;Republic of New Jessie - Friends.&amp;quot;  At roughly 7,000 members, it is the largest combat group in Second Life, and it provides news and updates about New Jessie and other combat regions.  It also gives access to the region&#039;s free weapons and visitor homepoint.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weaponry on the battlefield&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Combatants are welcome to bring their own weapons, purchase weapons at New Jessie&#039;s gun shop, or use the the free weapons provided to visitors.  Most weapons are typically allowed in New Jessie, with some restrictions on autonomous weapons systems and armor limits, but good combatants often scale down their weapons as a personal challenge on the battlefield. Combat in New Jessie is mostly conventional - you&#039;ll see armored tanks rolling down streets, fighter jets whizzing through the skies, and plenty of infantry throughout.&lt;br /&gt;
&lt;br /&gt;
Most infantry use ordinary firearms and light explosives in New Jessie - though occasionally you will see someone pull a knife or throw a stiff punch. Even swords and crossbows will occasionally show up, though they rarely stand up against conventional firearms.  Most combatants fight on foot, but personal jetpacks are an increasingly common sight as well.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Meeting new people in New Jessie&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
New Jessie also enjoys an eclectic mix of visitors from across the grid and around the world, and all sorts of non-combatants routinely present their viewpoints in its public forum.  In tune with the broadly libertarian spirit of the combat region, free expression is a priority in New Jessie, although its administrative staff speaks to people who are intentionally disrupting combat or otherwise intentionally driving visitors out of the region. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Administration and operation&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The region&#039;s current theme is a parody of America&#039;s small-town southwest.  There is no cost to participate in any of the activities that go on in New Jessie, and the region&#039;s administrative staff makes no money off of the region.  All money collected from visitors&#039; donations and from the sale of third-party weapons and regional advertisements goes directly toward paying for the cost of New Jessie&#039;s maintenance.   &lt;br /&gt;
&lt;br /&gt;
New Jessie is operated by a team of three co-equal Presidents - Caine Constantine, Fellon Miles, and Liana Pera - and seven administrative Directors.  It was founded on July 26th, 2008.  After operating for four years, New Jessie closed on October 5, 2012, but was re-founded on October 5, 2014 and celebrated its seventh anniversary in 2015.  If you&#039;d like to know more, check it out anytime by visiting New Jessie [http://maps.secondlife.com/secondlife/New%20Jessie/].&lt;/div&gt;</summary>
		<author><name>Caine Constantine</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=Talk:Combat&amp;diff=1196893</id>
		<title>Talk:Combat</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=Talk:Combat&amp;diff=1196893"/>
		<updated>2015-07-06T18:28:52Z</updated>

		<summary type="html">&lt;p&gt;Caine Constantine: /* What Next? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== To Do ==&lt;br /&gt;
&lt;br /&gt;
*Add SLURLs to the combat zones.&lt;br /&gt;
*Get the word out that this page exists (signs in the combat zone).&lt;br /&gt;
*Get more people to contribute.&lt;br /&gt;
&lt;br /&gt;
== What Next? ==&lt;br /&gt;
&lt;br /&gt;
*Should we have a section where some weapons are suggested?&lt;br /&gt;
&lt;br /&gt;
Hello!  I added a link to our combat region, which has links and landmarks for dozens of other combat regions for it.  I wanted to write a note about it just in case it comes across as a bit self-serving.  Thanks in advance!&lt;br /&gt;
--[[User:Caine Constantine|Caine Constantine]] ([[User talk:Caine Constantine|talk]]) 11:28, 6 July 2015 (PDT)&lt;br /&gt;
&lt;br /&gt;
== Keep the ads off this page ==&lt;br /&gt;
&lt;br /&gt;
I cleaned up all the advertisments for combat sims... this isn&#039;t really the place for that. [[User:Madgeek Nixdorf|Madgeek Nixdorf]] 07:16, 17 October 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
I restored them, because they help new people to know where to go to get combat without paying lindens.  [[User:Warford Westland|Warford Westland]]&lt;br /&gt;
&lt;br /&gt;
I agree [[User:Faubio Alter|Faubio Alter]], the sections &amp;quot;Public LLCS combat areas&amp;quot; and &amp;quot;Themed Military Roleplay Combat Areas using LLCS&amp;quot; should also be removed because they are self serving and show preference to particular SIMS. Instructions could be added in a section providing assistance to find SIM locations that allow or encourage combat through search.&lt;br /&gt;
&lt;br /&gt;
--[[User:Faubio Alter|Faubio Alter]] 06:10, 4 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== General cleanup and expansion ==&lt;br /&gt;
&lt;br /&gt;
Nice start!  I&#039;ve added my two cents here and there, and cleaned up the diction some.  I had no idea what &#039;These are not to be mistaken with &amp;quot;COMBAT HUBS&amp;quot;.&#039; meant, so I removed it.  :)  If it meant something, please add back a more comprehensible version of it. [[User:Dale Innis|Dale Innis]] 07:40, 31 October 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
== Definition ==&lt;br /&gt;
&lt;br /&gt;
Should combat be more defined here? Specifically it should mean the elimination of competing players from a sim? Or could I really throw in my real time strategy game whereby players compete via controlling units of tanks and construction units to eliminate the competing players? Since that would essentially fall under the use of scripted bots and user-defined combat system?&lt;br /&gt;
&lt;br /&gt;
What I mean is, the combat article should better define that it is aimed at first-person-shooter (or third person) combat. Otherwise it could create confusion.&lt;br /&gt;
&lt;br /&gt;
I am not sure I am wording myself correctly to make it clear. Hm.  --[[User:Nexii Malthus|Nexii Malthus]] 15:23, 16 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
I definitely don&#039;t think that the word &amp;quot;combat&amp;quot; should be restricted to eliminating competing players from the sim, since the vast majority of safemode combat systems don&#039;t do that.  :)  Your RTS game might have elements of combat, although it sounds like it&#039;s more than that, so you might not call it a &amp;quot;combat game&amp;quot; per se.  I don&#039;t really thing we need to define the term exactly; if you want to add a section about RTS and other games that combine player combat with richer strategy, go right ahead.  It&#039;s a wiki...  :) -- [[User:Dale Innis|Dale Innis]] 18:10, 16 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
== Advanced ==&lt;br /&gt;
&lt;br /&gt;
I think the term in the article has been confused with seeking weaponry, which aren&#039;t advanced but merely have a follow routine implanted in a bullet or rocket type object. There are actually advanced guns, for example I am currently helping a developer on the TG create a weapon which can shift itself together with animations to let the owner &#039;blindfire&#039; around a corner with the risk of heavily reduced accuracy and range.--[[User:Nexii Malthus|Nexii Malthus]] 15:31, 16 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
== [[Combat system]] article ==&lt;br /&gt;
&lt;br /&gt;
Redirected the [[Combat system]] article to this one. See also [[Talk:Combat system]]. [[Image:Zai_signature.png|45px]] &#039;&#039;&#039;[[User:Zai Lynch|Lynch]]&#039;&#039;&#039; &amp;lt;sup&amp;gt;&amp;lt;small&amp;gt;([[User talk:Zai Lynch|talk]]|[[Special:Contributions/Zai Lynch|contribs]])&amp;lt;/small&amp;gt;&amp;lt;/sup&amp;gt; 02:12, 11 December 2008 (UTC)&lt;/div&gt;</summary>
		<author><name>Caine Constantine</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=Combat&amp;diff=1196892</id>
		<title>Combat</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=Combat&amp;diff=1196892"/>
		<updated>2015-07-06T18:27:30Z</updated>

		<summary type="html">&lt;p&gt;Caine Constantine: /* Where can I find combat in Second Life games? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Help|Misc=*}} {{TOCright}}&lt;br /&gt;
&lt;br /&gt;
== What is combat in Second Life? ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Second Life combat generally refers to events within {{xref|inworld}} games where [[Residents]] fight other Residents based on rules imposed by a &amp;quot;combat system&amp;quot;.&#039;&#039;&#039; A combat system is in turn part of a game. This is roughly equivalent to &amp;quot;[http://en.wikipedia.org/wiki/Player_versus_player player versus player (PvP)]&amp;quot; action in various online games.&lt;br /&gt;
&lt;br /&gt;
The main difference with Second Life combat is that the combat systems and games inworld are created by Residents, real people like you. (There&#039;s only one exception, which we&#039;ll get to shortly.) This is similar to a [http://en.wikipedia.org/wiki/Gamemaster gamemaster] creating an experience &#039;&#039;inside&#039;&#039; of Second Life for you and others to enjoy. This also means that changes to a combat game &#039;&#039;aren&#039;t&#039;&#039; made by Linden Lab, but by the game creators.&lt;br /&gt;
&lt;br /&gt;
Originally, there was only one combat system, the built-in one created by Linden Lab, the informally-named Linden Lab Combat System (LLCS). It&#039;s rudimentary and doesn&#039;t offer the flexibility expected from those who&#039;ve played various multiplayer games, so in response, teams of Residents began creating their own combat systems using the creation tools available to all Residents. [[Roleplay|Roleplaying]] communities grew, some involving combat, and now, combat is a popular activity across Second Life.&lt;br /&gt;
&lt;br /&gt;
[[File:3344974396_136f5fa460_o.jpg|640px]]&lt;br /&gt;
&lt;br /&gt;
== Where can I find combat in Second Life games? ==&lt;br /&gt;
&lt;br /&gt;
The [[Destination Guide]] has a [http://secondlife.com/destinations/games  &#039;&#039;&#039;Sports &amp;amp; Games&#039;&#039;&#039; category], as well as a [http://secondlife.com/destinations/roleplay &#039;&#039;&#039;Role-playing Communities&#039;&#039;&#039; category]. Both of these include places to visit with combat games. (Linden Lab is considering adding a specific combat category.)  Many combat systems operate in a single region.  For example, [[New Jessie]] is an example of a combat region, and several military roleplay groups have their own individual combat regions.&lt;br /&gt;
&lt;br /&gt;
Also, various combat games are linked to from the systems they use, shown below.&lt;br /&gt;
&lt;br /&gt;
== What are the available combat systems? How do they differ? ==&lt;br /&gt;
&lt;br /&gt;
Like video games elsewhere, combat can be used in different ways in Second Life. Some may prefer [http://en.wikipedia.org/wiki/Role-playing_game RPG]-style turn-based combat where you match words and wits against other players, while others care more for [http://en.wikipedia.org/wiki/Action_game action]-oriented gaming where the goal is to shoot everything in sight. Combat can be the central focus of a game, or an optional activity on the side, it really depends on the game.&lt;br /&gt;
&lt;br /&gt;
A combat system may be integrated into a heads-up display ({{xref|HUD}}) that you wear (attach to your avatar) to see various statuses and execute actions. Only you can see your HUD. You may also wear a &amp;quot;titler&amp;quot;, visible to others, which shows text above your avatar&#039;s head like your in-game name (if different from your SL account&#039;s [[display name]]) and remaining health.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Combat/Systems|See the Combat Systems page for more information]]&#039;&#039;&#039; — and if you make or use a combat system, feel free to add yours to the list!&lt;br /&gt;
&lt;br /&gt;
== What are the penalties for dying in Second Life combat? ==&lt;br /&gt;
&lt;br /&gt;
While penalties may differ depending on the combat system, dying from combat in Second Life is &#039;&#039;never&#039;&#039; permanent in regards to your overall SL account. The most that may happen is you need to start over from a checkpoint. In the case of the Linden Lab Combat System, you&#039;re merely teleported [[home]].&lt;br /&gt;
&lt;br /&gt;
== What are the exceptions to combat in Second Life? ==&lt;br /&gt;
&lt;br /&gt;
Scripted weapons with effects like pushing avatars can be used &#039;&#039;outside&#039;&#039; of a game. When rules haven&#039;t been agreed upon, if you use a weapon to unconsensually annoy and harass others — that&#039;s griefing, a kind of abuse which can get you banned per Linden Lab&#039;s [http://secondlife.com/corporate/tos.php Terms of Service].&lt;br /&gt;
&lt;br /&gt;
In other words, stick to using weapons in games and designated zones where &#039;&#039;all&#039;&#039; participants have decided it&#039;s fun to shoot each other, and you&#039;ll be fine.&lt;br /&gt;
&lt;br /&gt;
Also, there are scripted devices marketed as combat systems which &#039;&#039;aren&#039;t&#039;&#039; part of a game, although they have similar functionality. These combat systems are sometimes used as protection devices against [[griefer|griefers]], although Linden Lab recommends not shooting back (since things to escalate and innocent bystanders get hit), but instead, [[Help:When_and_how_to_file_an_Abuse_Report|filing an abuse report]]. It may not be as Wild West, but at least you can honestly say &amp;quot;I&#039;m not a jerk&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
If you want to have more reckless combat fun without following most rules, [[Combat/Freestyle|see &amp;quot;freestyle&amp;quot;]].&lt;br /&gt;
&lt;br /&gt;
== What kinds of stuff is found in Second Life games with combat? ==&lt;br /&gt;
&lt;br /&gt;
You may already be familiar with many conventions if you&#039;ve done [http://en.wikipedia.org/wiki/Deathmatch_%28gaming%29 deathmatches] or played [http://en.wikipedia.org/wiki/Massively_Multiplayer_Online MMOs]. In fact, many role-playing games in SL are likened to &amp;quot;mini-MMOs&amp;quot;, and some have equally intricate rulesets to match.&lt;br /&gt;
&lt;br /&gt;
Upon entering a game experience, you&#039;ll commonly come across the following:&lt;br /&gt;
&lt;br /&gt;
* You&#039;ll teleport into a marked landing zone where active gameplay isn&#039;t taking place, so you have a chance to become acquainted without being attacked.&lt;br /&gt;
* Nearby signs can be clicked on to get rules and help (either in a {{xref|notecard}} or a webpage link). There may also be a {{xref|group}} to join, so you can ask questions to more experienced game players.&lt;br /&gt;
* A signup kiosk lets you register, or if you&#039;d rather not commit yet, some games have &amp;quot;guest&amp;quot; titlers you can wear to show you&#039;re just looking around. Since some games can be quite complex and you&#039;ll derive the most enjoyment out of deeply immersing into your in-game character, it&#039;s worth taking your time instead of rushing into a decision.&lt;br /&gt;
* A few stores or a full mall is nearby, offering themed merchandise directly relevant to the game, like weapons and armor. For example, if you&#039;re in a a post-apocalyptic game, you can buy gas masks.&lt;br /&gt;
* A route takes you to the designated game area, and warn you before entering. This may involve a big sign saying &amp;quot;Wear your HUD past this point!&amp;quot;, or a teleporter that transports you into the middle of the action.&lt;br /&gt;
&lt;br /&gt;
There are thousands of [[weapon]]s in Second Life to choose from, and some is specifically designed to be compatible with a combat system. Commonly, there are &amp;quot;melee&amp;quot; and &amp;quot;ranged&amp;quot; weapons: melee weapons are held by a avatar (like swords), while ranged weapons shoot a projectile (like guns and bows). There are also grenades, traps, magic spells, and other kinds of weapons specific to a particular game.&lt;br /&gt;
&lt;br /&gt;
{{KBwarning|Be cool, &#039;&#039;don&#039;t&#039;&#039; use non-permitted weaponry in a combat game to annoy others. Just like bouncing a basketball into a hockey net would be considered a gross disruption of game rules, so is bringing in outside stuff that unbalances and interrupts the experience for other game players. Not only is it likely that you&#039;ll be ejected from a game, abuse reports will likely be filed against you to have your actual account suspended — or worse, banned — from accessing Second Life.}}&lt;br /&gt;
&lt;br /&gt;
Defensive skills, in addition to offensive ones, are an important part of combat in Second Life. In a game, you might be able to buy upgraded armor that allows you to take more damage, or confers other advantages. Some games may require you to go on a quest to collect parts of an artifact, or allow you to collect other &amp;quot;inventory items&amp;quot; with useful (or harmful) effects. Certain games involve vehicles to travel around, or teleporters for fast access to key locations.&lt;br /&gt;
&lt;br /&gt;
== How do I optimize performance for combat? ==&lt;br /&gt;
&lt;br /&gt;
Many combat scenarios, having been influenced by [http://en.wikipedia.org/wiki/Shooter_game shooters] and [http://en.wikipedia.org/wiki/Twitch_gameplay twitch gameplay], require you to react fast to win. Certain things may be beyond your control, such as ping time and server-side lag. Nonetheless, there are general [[:Category:Performance|performance tips]] that apply, and specifics you should be aware of:&lt;br /&gt;
&lt;br /&gt;
* Optimize your computer: [http://lifehacker.com/ Lifehacker] has lots of tips for all platforms.&lt;br /&gt;
* On lower-end computers, set your graphics (in &#039;&#039;&#039;Me&#039;&#039;&#039; menu &amp;gt; &#039;&#039;&#039;Preferences&#039;&#039;&#039;&#039; &#039;&#039;&#039;Graphics&#039;&#039;&#039; tab) to &#039;&#039;&#039;Mid&#039;&#039;&#039; or even &#039;&#039;&#039;Low&#039;&#039;&#039;. This will raise your Viewer [http://en.wikipedia.org/wiki/Frame_rate#Frame_rates_in_video_games frames per second] for smoother, more responsive motion.&lt;br /&gt;
* In &#039;&#039;&#039;Preferences&#039;&#039;&#039;&#039; &#039;&#039;&#039;Setup&#039;&#039;&#039; tab, raise your &#039;&#039;&#039;Maximum bandwidth&#039;&#039;&#039; to &amp;lt;code&amp;gt;10000&amp;lt;/code&amp;gt; kbps and see if it makes a difference. (By default, it&#039;s set to &amp;lt;code&amp;gt;500&amp;lt;/code&amp;gt;, which makes downloading Second Life stuff slower.) NOTE: If you do not have sufficient bandwidth or other downloading software on your network is reducing your maximum throughput, increasing &#039;&#039;&#039;Maximum bandwidth&#039;&#039;&#039; can be detrimental to your SL experience.&lt;br /&gt;
* Detach/unwear all unnecessary attachments, including {{xref|HUD|HUDs}} and {{xref|animation override|AOs}} from your avatar. Not only can they lead to visual clutter, they may also cumulatively add to server-side lag.&lt;br /&gt;
* Wear prim-efficient clothing and hair to have a lower [[Avatar_Rendering_Cost|Avatar Rendering Cost]]. But unless the rules say otherwise (like on an {{Mra}} region), don&#039;t go naked!&lt;br /&gt;
* If it applies, use ranged weapons with a reasonable rate of fire and tight conical spread. Be considerate of others. {{red|What&#039;s a specific example of this?}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
Supplemental info with further specifics.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Roleplay]]&#039;&#039;&#039; - Roleplaying in Second Life.&lt;br /&gt;
* &#039;&#039;&#039;[http://en.m.wikipedia.org/wiki/Recreation_in_Second_Life Recreation in Second Life]&#039;&#039;&#039; - From Wikipedia.&lt;br /&gt;
* &#039;&#039;&#039;[http://swrp.wikia.com/wiki/Combat_System What are combat systems?]&#039;&#039;&#039; - On the Second Life Star Wars Roleplay Wikia.&lt;br /&gt;
* &#039;&#039;&#039;[http://secondlife.wikia.com/wiki/Combat Combat Regions]&#039;&#039;&#039; - A list on the Second Life Wikia (unofficial).&lt;br /&gt;
* &#039;&#039;&#039;[http://merczateers.net/wiki/Second_Life_Combat Second Life Combat]&#039;&#039;&#039; - On the Merczateers Wiki.&lt;br /&gt;
&lt;br /&gt;
[[Category:Tutorials|Combat]]&lt;/div&gt;</summary>
		<author><name>Caine Constantine</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=New_Jessie&amp;diff=1196891</id>
		<title>New Jessie</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=New_Jessie&amp;diff=1196891"/>
		<updated>2015-07-06T18:26:11Z</updated>

		<summary type="html">&lt;p&gt;Caine Constantine: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Combat regions in Second Life&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
New Jessie is a [[combat]] region in Second Life.  You can check it out anytime by visiting New Jessie [http://maps.secondlife.com/secondlife/New%20Jessie/].  It&#039;s different from most other combat regions in that New Jessie is neutral and open to everyone.  Anyone is welcome to visit and to engage in combat there, using Second Life&#039;s built-in damage system, also known as the Linden Lab Combat System (or LLCS, for short). For combatants looking for active combat or a permanent home, New Jessie provides a free, safe homepoint to all visitors as well.&lt;br /&gt;
&lt;br /&gt;
Essentially, New Jessie is about the closest Second Life can get to a first-person shooting game. Anyone there can use a reasonable weapon to fight anyone they want on the battlefield at any time.  Visitors create their own goals and objectives, although a capturable flag system is in place to supplement this idea. Individual free-for-all, player-versus-player combat is most popular, but military groups and other teams are always welcome too. &lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
[[File:NewJessie.jpg]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;New Jessie in 2015, shown from the welcome area and armory.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fighting in New Jessie&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Any group holding sway over the region may request that a notice be sent out across Second Life on their behalf, calling new combatants to join the fight.  This is made possible by the group that most visitors join upon coming to New Jessie, called &amp;quot;Republic of New Jessie - Friends.&amp;quot;  At roughly 7,000 members, it is the largest combat group in Second Life, and it provides news and updates about New Jessie and other combat regions.  It also gives access to the region&#039;s free weapons and visitor homepoint.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weaponry on the battlefield&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Combatants are welcome to bring their own weapons, purchase weapons at New Jessie&#039;s gun shop, or use the the free weapons provided to visitors.  Most weapons are typically allowed in New Jessie, with some restrictions on autonomous weapons systems and armor limits, but good combatants often scale down their weapons as a personal challenge on the battlefield. Combat in New Jessie is mostly conventional - you&#039;ll see armored tanks rolling down streets, fighter jets whizzing through the skies, and plenty of infantry throughout.&lt;br /&gt;
&lt;br /&gt;
Most infantry use ordinary firearms and light explosives in New Jessie - though occasionally you will see someone pull a knife or throw a stiff punch. Even swords and crossbows will occasionally show up, though they rarely stand up against conventional firearms.  Most combatants fight on foot, but personal jetpacks are an increasingly common sight as well.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Meeting new people in New Jessie&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
New Jessie also enjoys an eclectic mix of visitors from across the grid and around the world, and all sorts of non-combatants routinely present their viewpoints in its public forum.  In tune with the broadly libertarian spirit of the combat region, free expression is a priority in New Jessie, although its administrative staff speaks to people who are intentionally disrupting combat or otherwise intentionally driving visitors out of the region. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Administration and operation&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The region&#039;s current theme is a parody of America&#039;s small-town southwest.  There is no cost to participate in any of the activities that go on in New Jessie, and the region&#039;s administrative staff makes no money off of the region.  All money collected from visitors&#039; donations and from the sale of third-party weapons and regional advertisements goes directly toward paying for the cost of New Jessie&#039;s maintenance.   &lt;br /&gt;
&lt;br /&gt;
New Jessie is operated by a team of three co-equal Presidents - Caine Constantine, Fellon Miles, and Liana Pera - and seven administrative Directors.  It was founded on July 26th, 2008.  After operating for four years, New Jessie closed on October 5, 2012, but was re-founded on October 5, 2014 and celebrated its seventh anniversary in 2015.  If you&#039;d like to know more, check it out anytime by visiting New Jessie [http://maps.secondlife.com/secondlife/New%20Jessie/].&lt;/div&gt;</summary>
		<author><name>Caine Constantine</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=New_Jessie&amp;diff=1196890</id>
		<title>New Jessie</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=New_Jessie&amp;diff=1196890"/>
		<updated>2015-07-06T18:25:07Z</updated>

		<summary type="html">&lt;p&gt;Caine Constantine: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Combat regions in Second Life&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
New Jessie is a combat region in Second Life.  You can check it out anytime by visiting New Jessie [http://maps.secondlife.com/secondlife/New%20Jessie/].  It&#039;s different from most other combat regions in that New Jessie is neutral and open to everyone.  Anyone is welcome to visit and to engage in combat there, using Second Life&#039;s built-in damage system, also known as the Linden Lab Combat System (or LLCS, for short). For combatants looking for active combat or a permanent home, New Jessie provides a free, safe homepoint to all visitors as well.&lt;br /&gt;
&lt;br /&gt;
Essentially, New Jessie is about the closest Second Life can get to a first-person shooting game. Anyone there can use a reasonable weapon to fight anyone they want on the battlefield at any time.  Visitors create their own goals and objectives, although a capturable flag system is in place to supplement this idea. Individual free-for-all, player-versus-player combat is most popular, but military groups and other teams are always welcome too. &lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
[[File:NewJessie.jpg]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;New Jessie in 2015, shown from the welcome area and armory.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fighting in New Jessie&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Any group holding sway over the region may request that a notice be sent out across Second Life on their behalf, calling new combatants to join the fight.  This is made possible by the group that most visitors join upon coming to New Jessie, called &amp;quot;Republic of New Jessie - Friends.&amp;quot;  At roughly 7,000 members, it is the largest combat group in Second Life, and it provides news and updates about New Jessie and other combat regions.  It also gives access to the region&#039;s free weapons and visitor homepoint.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weaponry on the battlefield&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Combatants are welcome to bring their own weapons, purchase weapons at New Jessie&#039;s gun shop, or use the the free weapons provided to visitors.  Most weapons are typically allowed in New Jessie, with some restrictions on autonomous weapons systems and armor limits, but good combatants often scale down their weapons as a personal challenge on the battlefield. Combat in New Jessie is mostly conventional - you&#039;ll see armored tanks rolling down streets, fighter jets whizzing through the skies, and plenty of infantry throughout.&lt;br /&gt;
&lt;br /&gt;
Most infantry use ordinary firearms and light explosives in New Jessie - though occasionally you will see someone pull a knife or throw a stiff punch. Even swords and crossbows will occasionally show up, though they rarely stand up against conventional firearms.  Most combatants fight on foot, but personal jetpacks are an increasingly common sight as well.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Meeting new people in New Jessie&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
New Jessie also enjoys an eclectic mix of visitors from across the grid and around the world, and all sorts of non-combatants routinely present their viewpoints in its public forum.  In tune with the broadly libertarian spirit of the combat region, free expression is a priority in New Jessie, although its administrative staff speaks to people who are intentionally disrupting combat or otherwise intentionally driving visitors out of the region. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Administration and operation&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The region&#039;s current theme is a parody of America&#039;s small-town southwest.  There is no cost to participate in any of the activities that go on in New Jessie, and the region&#039;s administrative staff makes no money off of the region.  All money collected from visitors&#039; donations and from the sale of third-party weapons and regional advertisements goes directly toward paying for the cost of New Jessie&#039;s maintenance.   &lt;br /&gt;
&lt;br /&gt;
New Jessie is operated by a team of three co-equal Presidents - Caine Constantine, Fellon Miles, and Liana Pera - and seven administrative Directors.  It was founded on July 26th, 2008.  After operating for four years, New Jessie closed on October 5, 2012, but was re-founded on October 5, 2014 and celebrated its seventh anniversary in 2015.  If you&#039;d like to know more, check it out anytime by visiting New Jessie [http://maps.secondlife.com/secondlife/New%20Jessie/].&lt;/div&gt;</summary>
		<author><name>Caine Constantine</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=New_Jessie&amp;diff=1196889</id>
		<title>New Jessie</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=New_Jessie&amp;diff=1196889"/>
		<updated>2015-07-06T18:23:20Z</updated>

		<summary type="html">&lt;p&gt;Caine Constantine: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;New Jessie is a combat region in Second Life.  You can check it out anytime by visiting New Jessie [http://maps.secondlife.com/secondlife/New%20Jessie/].  It&#039;s different from most other combat regions in that New Jessie is neutral and open to everyone.  Anyone is welcome to visit and to engage in combat there, using Second Life&#039;s built-in damage system, also known as the Linden Lab Combat System (or LLCS, for short). For combatants looking for active combat or a permanent home, New Jessie provides a free, safe homepoint to all visitors as well.&lt;br /&gt;
&lt;br /&gt;
Essentially, New Jessie is about the closest Second Life can get to a first-person shooting game. Anyone there can use a reasonable weapon to fight anyone they want on the battlefield at any time.  Visitors create their own goals and objectives, although a capturable flag system is in place to supplement this idea. Individual free-for-all, player-versus-player combat is most popular, but military groups and other teams are always welcome too. &lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
[[File:NewJessie.jpg]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;New Jessie in 2015, shown from the welcome area and armory.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Any group holding sway over the region may request that a notice be sent out across Second Life on their behalf, calling new combatants to join the fight.  This is made possible by the group that most visitors join upon coming to New Jessie, called &amp;quot;Republic of New Jessie - Friends.&amp;quot;  At roughly 7,000 members, it is the largest combat group in Second Life, and it provides news and updates about New Jessie and other combat regions.  It also gives access to the region&#039;s free weapons and visitor homepoint.&lt;br /&gt;
&lt;br /&gt;
Combatants are welcome to bring their own weapons, purchase weapons at New Jessie&#039;s gun shop, or use the the free weapons provided to visitors.  Most weapons are typically allowed in New Jessie, with some restrictions on autonomous weapons systems and armor limits, but good combatants often scale down their weapons as a personal challenge on the battlefield. Combat in New Jessie is mostly conventional - you&#039;ll see armored tanks rolling down streets, fighter jets whizzing through the skies, and plenty of infantry throughout.&lt;br /&gt;
&lt;br /&gt;
Most infantry use ordinary firearms and light explosives in New Jessie - though occasionally you will see someone pull a knife or throw a stiff punch. Even swords and crossbows will occasionally show up, though they rarely stand up against conventional firearms.  Most combatants fight on foot, but personal jetpacks are an increasingly common sight as well.&lt;br /&gt;
&lt;br /&gt;
New Jessie also enjoys an eclectic mix of visitors from across the grid and around the world, and all sorts of non-combatants routinely present their viewpoints in its public forum.  In tune with the broadly libertarian spirit of the combat region, free expression is a priority in New Jessie, although its administrative staff speaks to people who are intentionally disrupting combat or otherwise intentionally driving visitors out of the region. &lt;br /&gt;
&lt;br /&gt;
The region&#039;s current theme is a parody of America&#039;s small-town southwest.  There is no cost to participate in any of the activities that go on in New Jessie, and the region&#039;s administrative staff makes no money off of the region.  All money collected from visitors&#039; donations and from the sale of third-party weapons and regional advertisements goes directly toward paying for the cost of New Jessie&#039;s maintenance.   &lt;br /&gt;
&lt;br /&gt;
New Jessie is operated by a team of three co-equal Presidents - Caine Constantine, Fellon Miles, and Liana Pera - and seven administrative Directors.  It was founded on July 26th, 2008.  After operating for four years, New Jessie closed on October 5, 2012, but was re-founded on October 5, 2014 and celebrated its seventh anniversary in 2015.  If you&#039;d like to know more, check it out anytime by visiting New Jessie [http://maps.secondlife.com/secondlife/New%20Jessie/].&lt;/div&gt;</summary>
		<author><name>Caine Constantine</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=New_Jessie&amp;diff=1196888</id>
		<title>New Jessie</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=New_Jessie&amp;diff=1196888"/>
		<updated>2015-07-06T18:23:02Z</updated>

		<summary type="html">&lt;p&gt;Caine Constantine: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;New Jessie is a combat region in Second Life.  You can check it out anytime by visiting New Jessie [http://maps.secondlife.com/secondlife/New%20Jessie/].  It&#039;s different from most other combat regions in that New Jessie is neutral and open to everyone.  Anyone is welcome to visit and to engage in combat there, using Second Life&#039;s built-in damage system, also known as the Linden Lab Combat System (or LLCS, for short). For combatants looking for active combat or a permanent home, New Jessie provides a free, safe homepoint to all visitors as well.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
[[File:NewJessie.jpg]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;New Jessie in 2015, shown from the welcome area and armory.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Essentially, New Jessie is about the closest Second Life can get to a first-person shooting game. Anyone there can use a reasonable weapon to fight anyone they want on the battlefield at any time.  Visitors create their own goals and objectives, although a capturable flag system is in place to supplement this idea. Individual free-for-all, player-versus-player combat is most popular, but military groups and other teams are always welcome too. &lt;br /&gt;
&lt;br /&gt;
Any group holding sway over the region may request that a notice be sent out across Second Life on their behalf, calling new combatants to join the fight.  This is made possible by the group that most visitors join upon coming to New Jessie, called &amp;quot;Republic of New Jessie - Friends.&amp;quot;  At roughly 7,000 members, it is the largest combat group in Second Life, and it provides news and updates about New Jessie and other combat regions.  It also gives access to the region&#039;s free weapons and visitor homepoint.&lt;br /&gt;
&lt;br /&gt;
Combatants are welcome to bring their own weapons, purchase weapons at New Jessie&#039;s gun shop, or use the the free weapons provided to visitors.  Most weapons are typically allowed in New Jessie, with some restrictions on autonomous weapons systems and armor limits, but good combatants often scale down their weapons as a personal challenge on the battlefield. Combat in New Jessie is mostly conventional - you&#039;ll see armored tanks rolling down streets, fighter jets whizzing through the skies, and plenty of infantry throughout.&lt;br /&gt;
&lt;br /&gt;
Most infantry use ordinary firearms and light explosives in New Jessie - though occasionally you will see someone pull a knife or throw a stiff punch. Even swords and crossbows will occasionally show up, though they rarely stand up against conventional firearms.  Most combatants fight on foot, but personal jetpacks are an increasingly common sight as well.&lt;br /&gt;
&lt;br /&gt;
New Jessie also enjoys an eclectic mix of visitors from across the grid and around the world, and all sorts of non-combatants routinely present their viewpoints in its public forum.  In tune with the broadly libertarian spirit of the combat region, free expression is a priority in New Jessie, although its administrative staff speaks to people who are intentionally disrupting combat or otherwise intentionally driving visitors out of the region. &lt;br /&gt;
&lt;br /&gt;
The region&#039;s current theme is a parody of America&#039;s small-town southwest.  There is no cost to participate in any of the activities that go on in New Jessie, and the region&#039;s administrative staff makes no money off of the region.  All money collected from visitors&#039; donations and from the sale of third-party weapons and regional advertisements goes directly toward paying for the cost of New Jessie&#039;s maintenance.   &lt;br /&gt;
&lt;br /&gt;
New Jessie is operated by a team of three co-equal Presidents - Caine Constantine, Fellon Miles, and Liana Pera - and seven administrative Directors.  It was founded on July 26th, 2008.  After operating for four years, New Jessie closed on October 5, 2012, but was re-founded on October 5, 2014 and celebrated its seventh anniversary in 2015.  If you&#039;d like to know more, check it out anytime by visiting New Jessie [http://maps.secondlife.com/secondlife/New%20Jessie/].&lt;/div&gt;</summary>
		<author><name>Caine Constantine</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=File:NewJessie.jpg&amp;diff=1196887</id>
		<title>File:NewJessie.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=File:NewJessie.jpg&amp;diff=1196887"/>
		<updated>2015-07-06T18:21:15Z</updated>

		<summary type="html">&lt;p&gt;Caine Constantine: Caine Constantine uploaded a new version of &amp;amp;quot;File:NewJessie.jpg&amp;amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Caine Constantine</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=New_Jessie&amp;diff=1196886</id>
		<title>New Jessie</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=New_Jessie&amp;diff=1196886"/>
		<updated>2015-07-06T18:20:11Z</updated>

		<summary type="html">&lt;p&gt;Caine Constantine: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;New Jessie is a combat region in Second Life.  You can check it out anytime by visiting New Jessie [http://maps.secondlife.com/secondlife/New%20Jessie/].  It&#039;s different from most other combat regions in that New Jessie is neutral and open to everyone.  Anyone is welcome to visit and to engage in combat there, using Second Life&#039;s built-in damage system, also known as the Linden Lab Combat System (or LLCS, for short). For combatants looking for active combat or a permanent home, New Jessie provides a free, safe homepoint to all visitors as well.&lt;br /&gt;
&lt;br /&gt;
[[File:NewJessie.jpg]]&lt;br /&gt;
&lt;br /&gt;
Essentially, New Jessie is about the closest Second Life can get to a first-person shooting game. Anyone there can use a reasonable weapon to fight anyone they want on the battlefield at any time.  Visitors create their own goals and objectives, although a capturable flag system is in place to supplement this idea. Individual free-for-all, player-versus-player combat is most popular, but military groups and other teams are always welcome too. &lt;br /&gt;
&lt;br /&gt;
Any group holding sway over the region may request that a notice be sent out across Second Life on their behalf, calling new combatants to join the fight.  This is made possible by the group that most visitors join upon coming to New Jessie, called &amp;quot;Republic of New Jessie - Friends.&amp;quot;  At roughly 7,000 members, it is the largest combat group in Second Life, and it provides news and updates about New Jessie and other combat regions.  It also gives access to the region&#039;s free weapons and visitor homepoint.&lt;br /&gt;
&lt;br /&gt;
Combatants are welcome to bring their own weapons, purchase weapons at New Jessie&#039;s gun shop, or use the the free weapons provided to visitors.  Most weapons are typically allowed in New Jessie, with some restrictions on autonomous weapons systems and armor limits, but good combatants often scale down their weapons as a personal challenge on the battlefield. Combat in New Jessie is mostly conventional - you&#039;ll see armored tanks rolling down streets, fighter jets whizzing through the skies, and plenty of infantry throughout.&lt;br /&gt;
&lt;br /&gt;
Most infantry use ordinary firearms and light explosives in New Jessie - though occasionally you will see someone pull a knife or throw a stiff punch. Even swords and crossbows will occasionally show up, though they rarely stand up against conventional firearms.  Most combatants fight on foot, but personal jetpacks are an increasingly common sight as well.&lt;br /&gt;
&lt;br /&gt;
New Jessie also enjoys an eclectic mix of visitors from across the grid and around the world, and all sorts of non-combatants routinely present their viewpoints in its public forum.  In tune with the broadly libertarian spirit of the combat region, free expression is a priority in New Jessie, although its administrative staff speaks to people who are intentionally disrupting combat or otherwise intentionally driving visitors out of the region. &lt;br /&gt;
&lt;br /&gt;
The region&#039;s current theme is a parody of America&#039;s small-town southwest.  There is no cost to participate in any of the activities that go on in New Jessie, and the region&#039;s administrative staff makes no money off of the region.  All money collected from visitors&#039; donations and from the sale of third-party weapons and regional advertisements goes directly toward paying for the cost of New Jessie&#039;s maintenance.   &lt;br /&gt;
&lt;br /&gt;
New Jessie is operated by a team of three co-equal Presidents - Caine Constantine, Fellon Miles, and Liana Pera - and seven administrative Directors.  It was founded on July 26th, 2008.  After operating for four years, New Jessie closed on October 5, 2012, but was re-founded on October 5, 2014 and celebrated its seventh anniversary in 2015.  If you&#039;d like to know more, check it out anytime by visiting New Jessie [http://maps.secondlife.com/secondlife/New%20Jessie/].&lt;/div&gt;</summary>
		<author><name>Caine Constantine</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=File:NewJessie.jpg&amp;diff=1196885</id>
		<title>File:NewJessie.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=File:NewJessie.jpg&amp;diff=1196885"/>
		<updated>2015-07-06T18:19:34Z</updated>

		<summary type="html">&lt;p&gt;Caine Constantine: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Caine Constantine</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=New_Jessie&amp;diff=1196884</id>
		<title>New Jessie</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=New_Jessie&amp;diff=1196884"/>
		<updated>2015-07-06T18:15:49Z</updated>

		<summary type="html">&lt;p&gt;Caine Constantine: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;New Jessie is a combat region in Second Life.  You can check it out anytime by visiting New Jessie [http://maps.secondlife.com/secondlife/New%20Jessie/].  It&#039;s different from most other combat regions in that New Jessie is neutral and open to everyone.  Anyone is welcome to visit and to engage in combat there, using Second Life&#039;s built-in damage system, also known as the Linden Lab Combat System (or LLCS, for short). For combatants looking for active combat or a permanent home, New Jessie provides a free, safe homepoint to all visitors as well.  &lt;br /&gt;
&lt;br /&gt;
Essentially, New Jessie is about the closest Second Life can get to a first-person shooting game. Anyone there can use a reasonable weapon to fight anyone they want on the battlefield at any time.  Visitors create their own goals and objectives, although a capturable flag system is in place to supplement this idea. Individual free-for-all, player-versus-player combat is most popular, but military groups and other teams are always welcome too. &lt;br /&gt;
&lt;br /&gt;
Any group holding sway over the region may request that a notice be sent out across Second Life on their behalf, calling new combatants to join the fight.  This is made possible by the group that most visitors join upon coming to New Jessie, called &amp;quot;Republic of New Jessie - Friends.&amp;quot;  At roughly 7,000 members, it is the largest combat group in Second Life, and it provides news and updates about New Jessie and other combat regions.  It also gives access to the region&#039;s free weapons and visitor homepoint.&lt;br /&gt;
&lt;br /&gt;
Combatants are welcome to bring their own weapons, purchase weapons at New Jessie&#039;s gun shop, or use the the free weapons provided to visitors.  Most weapons are typically allowed in New Jessie, with some restrictions on autonomous weapons systems and armor limits, but good combatants often scale down their weapons as a personal challenge on the battlefield. Combat in New Jessie is mostly conventional - you&#039;ll see armored tanks rolling down streets, fighter jets whizzing through the skies, and plenty of infantry throughout.&lt;br /&gt;
&lt;br /&gt;
Most infantry use ordinary firearms and light explosives in New Jessie - though occasionally you will see someone pull a knife or throw a stiff punch. Even swords and crossbows will occasionally show up, though they rarely stand up against conventional firearms.  Most combatants fight on foot, but personal jetpacks are an increasingly common sight as well.&lt;br /&gt;
&lt;br /&gt;
New Jessie also enjoys an eclectic mix of visitors from across the grid and around the world, and all sorts of non-combatants routinely present their viewpoints in its public forum.  In tune with the broadly libertarian spirit of the combat region, free expression is a priority in New Jessie, although its administrative staff speaks to people who are intentionally disrupting combat or otherwise intentionally driving visitors out of the region. &lt;br /&gt;
&lt;br /&gt;
The region&#039;s current theme is a parody of America&#039;s small-town southwest.  There is no cost to participate in any of the activities that go on in New Jessie, and the region&#039;s administrative staff makes no money off of the region.  All money collected from visitors&#039; donations and from the sale of third-party weapons and regional advertisements goes directly toward paying for the cost of New Jessie&#039;s maintenance.   &lt;br /&gt;
&lt;br /&gt;
New Jessie is operated by a team of three co-equal Presidents - Caine Constantine, Fellon Miles, and Liana Pera - and seven administrative Directors.  It was founded on July 26th, 2008.  After operating for four years, New Jessie closed on October 5, 2012, but was re-founded on October 5, 2014 and celebrated its seventh anniversary in 2015.  If you&#039;d like to know more, check it out anytime by visiting New Jessie [http://maps.secondlife.com/secondlife/New%20Jessie/].&lt;/div&gt;</summary>
		<author><name>Caine Constantine</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=New_Jessie&amp;diff=1196883</id>
		<title>New Jessie</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=New_Jessie&amp;diff=1196883"/>
		<updated>2015-07-06T18:15:30Z</updated>

		<summary type="html">&lt;p&gt;Caine Constantine: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;New Jessie is a combat region in Second Life.  You can check it out anytime by visiting New Jessie[http://maps.secondlife.com/secondlife/New%20Jessie/].  It&#039;s different from most other combat regions in that New Jessie is neutral and open to everyone.  Anyone is welcome to visit and to engage in combat there, using Second Life&#039;s built-in damage system, also known as the Linden Lab Combat System (or LLCS, for short). For combatants looking for active combat or a permanent home, New Jessie provides a free, safe homepoint to all visitors as well.  &lt;br /&gt;
&lt;br /&gt;
Essentially, New Jessie is about the closest Second Life can get to a first-person shooting game. Anyone there can use a reasonable weapon to fight anyone they want on the battlefield at any time.  Visitors create their own goals and objectives, although a capturable flag system is in place to supplement this idea. Individual free-for-all, player-versus-player combat is most popular, but military groups and other teams are always welcome too. &lt;br /&gt;
&lt;br /&gt;
Any group holding sway over the region may request that a notice be sent out across Second Life on their behalf, calling new combatants to join the fight.  This is made possible by the group that most visitors join upon coming to New Jessie, called &amp;quot;Republic of New Jessie - Friends.&amp;quot;  At roughly 7,000 members, it is the largest combat group in Second Life, and it provides news and updates about New Jessie and other combat regions.  It also gives access to the region&#039;s free weapons and visitor homepoint.&lt;br /&gt;
&lt;br /&gt;
Combatants are welcome to bring their own weapons, purchase weapons at New Jessie&#039;s gun shop, or use the the free weapons provided to visitors.  Most weapons are typically allowed in New Jessie, with some restrictions on autonomous weapons systems and armor limits, but good combatants often scale down their weapons as a personal challenge on the battlefield. Combat in New Jessie is mostly conventional - you&#039;ll see armored tanks rolling down streets, fighter jets whizzing through the skies, and plenty of infantry throughout.&lt;br /&gt;
&lt;br /&gt;
Most infantry use ordinary firearms and light explosives in New Jessie - though occasionally you will see someone pull a knife or throw a stiff punch. Even swords and crossbows will occasionally show up, though they rarely stand up against conventional firearms.  Most combatants fight on foot, but personal jetpacks are an increasingly common sight as well.&lt;br /&gt;
&lt;br /&gt;
New Jessie also enjoys an eclectic mix of visitors from across the grid and around the world, and all sorts of non-combatants routinely present their viewpoints in its public forum.  In tune with the broadly libertarian spirit of the combat region, free expression is a priority in New Jessie, although its administrative staff speaks to people who are intentionally disrupting combat or otherwise intentionally driving visitors out of the region. &lt;br /&gt;
&lt;br /&gt;
The region&#039;s current theme is a parody of America&#039;s small-town southwest.  There is no cost to participate in any of the activities that go on in New Jessie, and the region&#039;s administrative staff makes no money off of the region.  All money collected from visitors&#039; donations and from the sale of third-party weapons and regional advertisements goes directly toward paying for the cost of New Jessie&#039;s maintenance.   &lt;br /&gt;
&lt;br /&gt;
New Jessie is operated by a team of three co-equal Presidents - Caine Constantine, Fellon Miles, and Liana Pera - and seven administrative Directors.  It was founded on July 26th, 2008.  After operating for four years, New Jessie closed on October 5, 2012, but was re-founded on October 5, 2014 and celebrated its seventh anniversary in 2015.  If you&#039;d like to know more, check it out anytime by visiting New Jessie[http://maps.secondlife.com/secondlife/New%20Jessie/].&lt;/div&gt;</summary>
		<author><name>Caine Constantine</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=New_Jessie&amp;diff=1196882</id>
		<title>New Jessie</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=New_Jessie&amp;diff=1196882"/>
		<updated>2015-07-06T18:13:46Z</updated>

		<summary type="html">&lt;p&gt;Caine Constantine: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;New Jessie is a combat region in Second Life.  You can check it out anytime by visiting New Jessie.  It&#039;s different from most other combat regions in that New Jessie is neutral and open to everyone.  Anyone is welcome to visit and to engage in combat there, using Second Life&#039;s built-in damage system, also known as the Linden Lab Combat System (or LLCS, for short). For combatants looking for active combat or a permanent home, New Jessie provides a free, safe homepoint to all visitors as well.  &lt;br /&gt;
&lt;br /&gt;
[[File:New Jessie 2.0.jpg]]&lt;br /&gt;
&lt;br /&gt;
Essentially, New Jessie is about the closest Second Life can get to a first-person shooting game. Anyone there can use a reasonable weapon to fight anyone they want on the battlefield at any time.   &lt;br /&gt;
&lt;br /&gt;
Visitors create their own goals and objectives, although a capturable flag system is in place to supplement this idea. Individual free-for-all, player-versus-player combat is most popular, but military groups and other teams are always welcome too. &lt;br /&gt;
&lt;br /&gt;
Any group holding sway over the region may request that a notice be sent out across Second Life on their behalf, calling new combatants to join the fight.  This is made possible by the group that most visitors join upon coming to New Jessie, called &amp;quot;Republic of New Jessie - Friends.&amp;quot;  At roughly 7,000 members, it is the largest combat group in Second Life, and it provides news and updates about New Jessie and other combat regions.  It also gives access to the region&#039;s free weapons and visitor homepoint.&lt;br /&gt;
&lt;br /&gt;
Combatants are welcome to bring their own weapons, purchase weapons at New Jessie&#039;s gun shop, or use the the free weapons provided to visitors.  Most weapons are typically allowed in New Jessie, with some restrictions on autonomous weapons systems and armor limits, but good combatants often scale down their weapons as a personal challenge on the battlefield. Combat in New Jessie is mostly conventional - you&#039;ll see armored tanks rolling down streets, fighter jets whizzing through the skies, and plenty of infantry throughout.&lt;br /&gt;
&lt;br /&gt;
Most infantry use ordinary firearms and light explosives in New Jessie - though occasionally you will see someone pull a knife or throw a stiff punch. Even swords and crossbows will occasionally show up, though they rarely stand up against conventional firearms.  Most combatants fight on foot, but personal jetpacks are an increasingly common sight as well.&lt;br /&gt;
&lt;br /&gt;
New Jessie also enjoys an eclectic mix of visitors from across the grid and around the world, and all sorts of non-combatants routinely present their viewpoints in its public forum.  In tune with the broadly libertarian spirit of the combat region, free expression is a priority in New Jessie, although its administrative staff speaks to people who are intentionally disrupting combat or otherwise intentionally driving visitors out of the region. &lt;br /&gt;
&lt;br /&gt;
The region&#039;s current theme is a parody of America&#039;s small-town southwest.  There is no cost to participate in any of the activities that go on in New Jessie, and the region&#039;s administrative staff makes no money off of the region.  All money collected from visitors&#039; donations and from the sale of third-party weapons and regional advertisements goes directly toward paying for the cost of New Jessie&#039;s maintenance.   &lt;br /&gt;
&lt;br /&gt;
New Jessie is operated by a team of three co-equal Presidents - Caine Constantine, Fellon Miles, and Liana Pera - and seven administrative Directors.  It was founded on July 26th, 2008.  After operating for four years, New Jessie closed on October 5, 2012, but was re-founded on October 5, 2014 and celebrated its seventh anniversary in 2015.  If you&#039;d like to know more, check it out anytime by visiting New Jessie.&lt;/div&gt;</summary>
		<author><name>Caine Constantine</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=New_Jessie&amp;diff=1196881</id>
		<title>New Jessie</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=New_Jessie&amp;diff=1196881"/>
		<updated>2015-07-06T18:12:31Z</updated>

		<summary type="html">&lt;p&gt;Caine Constantine: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;New Jessie is a combat region in Second Life.  You can check it out anytime by visiting New Jessie.  It&#039;s different from most other combat regions in that New Jessie is neutral and open to everyone.  Anyone is welcome to visit and to engage in combat there, using Second Life&#039;s built-in damage system, also known as the Linden Lab Combat System (or LLCS, for short). For combatants looking for active combat or a permanent home, New Jessie provides a free, safe homepoint to all visitors as well.  &lt;br /&gt;
&lt;br /&gt;
[[File:http://secondlife.wikia.com/wiki/New_Jessie?file=New_Jessie_2.0-0.jpg]]&lt;br /&gt;
&lt;br /&gt;
Essentially, New Jessie is about the closest Second Life can get to a first-person shooting game. Anyone there can use a reasonable weapon to fight anyone they want on the battlefield at any time.   &lt;br /&gt;
&lt;br /&gt;
Visitors create their own goals and objectives, although a capturable flag system is in place to supplement this idea. Individual free-for-all, player-versus-player combat is most popular, but military groups and other teams are always welcome too. &lt;br /&gt;
&lt;br /&gt;
Any group holding sway over the region may request that a notice be sent out across Second Life on their behalf, calling new combatants to join the fight.  This is made possible by the group that most visitors join upon coming to New Jessie, called &amp;quot;Republic of New Jessie - Friends.&amp;quot;  At roughly 7,000 members, it is the largest combat group in Second Life, and it provides news and updates about New Jessie and other combat regions.  It also gives access to the region&#039;s free weapons and visitor homepoint.&lt;br /&gt;
&lt;br /&gt;
Combatants are welcome to bring their own weapons, purchase weapons at New Jessie&#039;s gun shop, or use the the free weapons provided to visitors.  Most weapons are typically allowed in New Jessie, with some restrictions on autonomous weapons systems and armor limits, but good combatants often scale down their weapons as a personal challenge on the battlefield. Combat in New Jessie is mostly conventional - you&#039;ll see armored tanks rolling down streets, fighter jets whizzing through the skies, and plenty of infantry throughout.&lt;br /&gt;
&lt;br /&gt;
Most infantry use ordinary firearms and light explosives in New Jessie - though occasionally you will see someone pull a knife or throw a stiff punch. Even swords and crossbows will occasionally show up, though they rarely stand up against conventional firearms.  Most combatants fight on foot, but personal jetpacks are an increasingly common sight as well.&lt;br /&gt;
&lt;br /&gt;
New Jessie also enjoys an eclectic mix of visitors from across the grid and around the world, and all sorts of non-combatants routinely present their viewpoints in its public forum.  In tune with the broadly libertarian spirit of the combat region, free expression is a priority in New Jessie, although its administrative staff speaks to people who are intentionally disrupting combat or otherwise intentionally driving visitors out of the region. &lt;br /&gt;
&lt;br /&gt;
The region&#039;s current theme is a parody of America&#039;s small-town southwest.  There is no cost to participate in any of the activities that go on in New Jessie, and the region&#039;s administrative staff makes no money off of the region.  All money collected from visitors&#039; donations and from the sale of third-party weapons and regional advertisements goes directly toward paying for the cost of New Jessie&#039;s maintenance.   &lt;br /&gt;
&lt;br /&gt;
New Jessie is operated by a team of three co-equal Presidents - Caine Constantine, Fellon Miles, and Liana Pera - and seven administrative Directors.  It was founded on July 26th, 2008.  After operating for four years, New Jessie closed on October 5, 2012, but was re-founded on October 5, 2014 and celebrated its seventh anniversary in 2015.  If you&#039;d like to know more, check it out anytime by visiting New Jessie.&lt;/div&gt;</summary>
		<author><name>Caine Constantine</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=New_Jessie&amp;diff=1196880</id>
		<title>New Jessie</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=New_Jessie&amp;diff=1196880"/>
		<updated>2015-07-06T18:11:47Z</updated>

		<summary type="html">&lt;p&gt;Caine Constantine: Created page with &amp;quot;New Jessie is a combat region in Second Life.  You can check it out anytime by visiting New Jessie.  It&amp;#039;s different from most other combat regions in that New Jessie is neutra...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;New Jessie is a combat region in Second Life.  You can check it out anytime by visiting New Jessie.&lt;br /&gt;
&lt;br /&gt;
It&#039;s different from most other combat regions in that New Jessie is neutral and open to everyone.  Anyone is welcome to visit and to engage in combat there, using Second Life&#039;s built-in damage system, also known as the Linden Lab Combat System (or LLCS, for short). For combatants looking for active combat or a permanent home, New Jessie provides a free, safe homepoint to all visitors as well.  &lt;br /&gt;
&lt;br /&gt;
Essentially, New Jessie is about the closest Second Life can get to a first-person shooting game. Anyone there can use a reasonable weapon to fight anyone they want on the battlefield at any time.   &lt;br /&gt;
&lt;br /&gt;
Visitors create their own goals and objectives, although a capturable flag system is in place to supplement this idea. Individual free-for-all, player-versus-player combat is most popular, but military groups and other teams are always welcome too. &lt;br /&gt;
&lt;br /&gt;
Any group holding sway over the region may request that a notice be sent out across Second Life on their behalf, calling new combatants to join the fight.  This is made possible by the group that most visitors join upon coming to New Jessie, called &amp;quot;Republic of New Jessie - Friends.&amp;quot;  At roughly 7,000 members, it is the largest combat group in Second Life, and it provides news and updates about New Jessie and other combat regions.  It also gives access to the region&#039;s free weapons and visitor homepoint.&lt;br /&gt;
&lt;br /&gt;
Combatants are welcome to bring their own weapons, purchase weapons at New Jessie&#039;s gun shop, or use the the free weapons provided to visitors.  Most weapons are typically allowed in New Jessie, with some restrictions on autonomous weapons systems and armor limits, but good combatants often scale down their weapons as a personal challenge on the battlefield. Combat in New Jessie is mostly conventional - you&#039;ll see armored tanks rolling down streets, fighter jets whizzing through the skies, and plenty of infantry throughout.&lt;br /&gt;
&lt;br /&gt;
Most infantry use ordinary firearms and light explosives in New Jessie - though occasionally you will see someone pull a knife or throw a stiff punch. Even swords and crossbows will occasionally show up, though they rarely stand up against conventional firearms.  Most combatants fight on foot, but personal jetpacks are an increasingly common sight as well.&lt;br /&gt;
&lt;br /&gt;
New Jessie also enjoys an eclectic mix of visitors from across the grid and around the world, and all sorts of non-combatants routinely present their viewpoints in its public forum.  In tune with the broadly libertarian spirit of the combat region, free expression is a priority in New Jessie, although its administrative staff speaks to people who are intentionally disrupting combat or otherwise intentionally driving visitors out of the region. &lt;br /&gt;
&lt;br /&gt;
The region&#039;s current theme is a parody of America&#039;s small-town southwest.  There is no cost to participate in any of the activities that go on in New Jessie, and the region&#039;s administrative staff makes no money off of the region.  All money collected from visitors&#039; donations and from the sale of third-party weapons and regional advertisements goes directly toward paying for the cost of New Jessie&#039;s maintenance.   &lt;br /&gt;
&lt;br /&gt;
New Jessie is operated by a team of three co-equal Presidents - Caine Constantine, Fellon Miles, and Liana Pera - and seven administrative Directors.  It was founded on July 26th, 2008.  After operating for four years, New Jessie closed on October 5, 2012, but was re-founded on October 5, 2014 and celebrated its seventh anniversary in 2015.  If you&#039;d like to know more, check it out anytime by visiting New Jessie.&lt;/div&gt;</summary>
		<author><name>Caine Constantine</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=Combat&amp;diff=222243</id>
		<title>Combat</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=Combat&amp;diff=222243"/>
		<updated>2009-02-03T07:54:58Z</updated>

		<summary type="html">&lt;p&gt;Caine Constantine: /* New Jessie- an Open Combat Zone */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Help|Misc=*}}&lt;br /&gt;
&lt;br /&gt;
Combat in Second Life is a dynamic and ever changing world. This article will try to teach you some of the basics of this world.&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
Some areas of Second Life &amp;lt;!-- We really don&#039;t need to start the article off by advertising a sim * , like New Jessie, * --&amp;gt;are designed for the sole purpose of inter-resident combat, in other areas combat is part of a larger role-playing ambiance.&lt;br /&gt;
There are two basic types of combat system in second life:&lt;br /&gt;
&lt;br /&gt;
*The built-in Linden Lab Combat System (LLCS)&lt;br /&gt;
*User-created combat systems.&lt;br /&gt;
&lt;br /&gt;
==Linden Lab Combat System (LLCS)==&lt;br /&gt;
&lt;br /&gt;
The Linden Lab Combat System is in effect in any parcel that the owner has designated as &amp;quot;unsafe&amp;quot;. When you are in one of these areas there will be a heart with a percentage next to it on your upper menu bar. When you see this meter, it means you can be killed in the area. When this percentage drops to zero, you are then &#039;dead&#039;, and you will teleported to your home location.&lt;br /&gt;
&lt;br /&gt;
Please note that being killed is &#039;&#039;&#039;not&#039;&#039;&#039; a big deal. You have to teleport back into the combat simulation from your home location, if you want to return to the combat. You will not lose anything (money, attachments, inventory) if you happen to die in this manner. However, NEVER set your home to an area that has Damage enabled, or else you may become stuck in an infinite teleport loop by a weapon that continuously kills you.&lt;br /&gt;
&lt;br /&gt;
In the LLCS, damage is dealt by collisions with scripted objects that have used [[LlSetDamage]] to make themselves damaging. Residents also take damage when they collide with any object, or with the ground (as in falling), at sufficiently high speed.&lt;br /&gt;
&lt;br /&gt;
There are several ways to defeat the LLCS. The most prominent method involves forcing your agent to become phantom. This is accomplished by sitting on an object, and then having that object enable Volume Detect. Upon standing, the agent will be “phantom” and no objects will be able to collide with that agent. To reverse this effect, sit on an object and have the object disable Volume Detect. Additionally, Volume Detect can be enabled before the agent sits, and the phantom status will be applied to the agent only while it is sitting on the object. If the agent teleports out of the region or crosses a region border, it will lose its phantom status.&lt;br /&gt;
&lt;br /&gt;
To instantly kill an agent, that agent must be hit with an object that has its damage percent set to 100% (via llSetDamage()). Here are the conditions that will cause death.&lt;br /&gt;
&lt;br /&gt;
*Agent is not sitting&lt;br /&gt;
**Agent is phantom&lt;br /&gt;
***Agent can’t be killed&lt;br /&gt;
**Agent is not phantom&lt;br /&gt;
***Agent can be killed by any non-physical, non-phantom object that has its damage percent set to 100%.&lt;br /&gt;
***Agent can be killed by any physical, non-phantom object that has its damage percent set to 100%.&lt;br /&gt;
*Agent is sitting&lt;br /&gt;
**Agent is phantom&lt;br /&gt;
***Agent can’t be killed&lt;br /&gt;
**Agent is not phantom&lt;br /&gt;
***Agent can NOT be killed by a non-physical object.&lt;br /&gt;
***Agent can be killed by any physical, non-phantom object that has its damage percent set to 100%.&lt;br /&gt;
&lt;br /&gt;
Damage &amp;quot;heals&amp;quot; gradually over time.&lt;br /&gt;
&lt;br /&gt;
So, what regions support combat? For the beginner, places like New Jessie, Core and Rausch are good ideas.  They all cater to different tastes, so let&#039;s check them out.&lt;br /&gt;
&lt;br /&gt;
===New Jessie - an Open Combat Zone===&lt;br /&gt;
&lt;br /&gt;
[http://slurl.com/secondlife/New%20Jessie%20Combat/240/251/303/  New Jessie SLURL]&lt;br /&gt;
&lt;br /&gt;
[[Image:New Jessie Ideal.jpg]]&lt;br /&gt;
&lt;br /&gt;
New Jessie is an open combat sim which is unaffiliated with any military and where everyone is welcome.  When you land here, you can set your home here so that during combat, you need not teleport back when you die. There is a healthy mix of close quarters combat in a small town there, as well as a pair of bunkers and a shorefront with barbed wire and tank spikes.  On top of all of it, there is a hub featuring a weapons shop, many free weapons, and a combat museum detailing the history of early combat in Second Life.  Full prim, class five and currently undergoing a major rebuild, New Jessie is the premier sim for conventional combat in Second Life.&lt;br /&gt;
&lt;br /&gt;
===Combat Core===&lt;br /&gt;
&lt;br /&gt;
Do or Die ?&lt;br /&gt;
 &lt;br /&gt;
This SIM is full of danger.Combat (sandbox) Core  (wipa 60min) LLCS damage.&lt;br /&gt;
&lt;br /&gt;
You do not need the reason for attack in this SIM.&lt;br /&gt;
The use of arms that the guns and are all HUD is permitted to you.&lt;br /&gt;
Prohibition item:HUGE PRIM, chat spam and more spam.&lt;br /&gt;
&lt;br /&gt;
[http://slurl.com/secondlife/Combat%20Core/128/128/28  Combat Core Safe Zone SLURL]&lt;br /&gt;
&lt;br /&gt;
[[Image:Core_logo02.jpg]]&lt;br /&gt;
&lt;br /&gt;
Combat Core is a free combat sandbox that allows you to utilize varioius weapons to fight other combatants.&lt;br /&gt;
There is no unnecessary obstacles and object, which makes movement in Combat Core smooth and relatively lag free.&lt;br /&gt;
At Combat Core, you may also make your own weapon, and use them during combat. If  you join the &amp;quot;Core Combat Crew&amp;quot; group at the front of the central tower, you will have access to home setting. &lt;br /&gt;
This will allow you to eliminate the time which must be used to TP from your home to the combat sandbox if you get killed.&lt;br /&gt;
All are free to join the &amp;quot;Core Combat Crew&amp;quot; group. Enjoy exciting and efficient combat simulation at Combat Core!&lt;br /&gt;
&lt;br /&gt;
===Public LLCS combat areas===&lt;br /&gt;
&lt;br /&gt;
Some of the most popular public LLCS combat areas are Rausch, Blue Base, and Red Base. These three sims are free-for-all sandboxes. There is a &amp;quot;safe zone&amp;quot; in the Rausch sandbox where you can&#039;t be attacked. It is usually surrounded by big yellow markers, and people have a tendency to gather in this area. (Please note that the &amp;quot;bases&amp;quot; are not really &amp;quot;bases&amp;quot; for anyone. They are free-for-all maps.)&lt;br /&gt;
&lt;br /&gt;
The difference between Rausch and other combat sims is that Rausch is a public sandbox region, as opposed to a private combat sim.  Anything is allowed here, so you&#039;re very likely to be killed before you know what hit you - although it also means you can kill others the same way.&lt;br /&gt;
&lt;br /&gt;
The fastest way to find these regions is to type &amp;quot;combat&amp;quot; into the places search.&lt;br /&gt;
&lt;br /&gt;
[http://slurl.com/secondlife/Combat%20(sandbox)%20Rausch/172/163/22 Rausch Safe Zone SLURL]&lt;br /&gt;
&lt;br /&gt;
[[Image:CombatBases.jpg]]&lt;br /&gt;
&lt;br /&gt;
There are also many other regions &amp;amp; groups specifically for combat or military roleplay, which are running the LLCS damage system, among these are:&lt;br /&gt;
&lt;br /&gt;
*[http://slurl.com/secondlife/Combat%20Core/160/68/34  Combat Core Safe Zone SLURL]&lt;br /&gt;
*[http://slurl.com/secondlife/New%20Jessie/197/92/301  New Jessie SLURL]&lt;br /&gt;
*[http://slurl.com/secondlife/Salamis/172/163/22  Merczateers HQ(Salamis) SLURL]&lt;br /&gt;
*[http://slurl.com/secondlife/Titan/172/163/22  Ordo HQ(Titan) SLURL]&lt;br /&gt;
*[http://slurl.com/secondlife/2142/172/163/22  2142 HQ(2142) SLURL]&lt;br /&gt;
*[http://slurl.com/secondlife/Elshout/172/163/22  Alliance Navy HQ(Elshout) SLURL]&lt;br /&gt;
*[http://slurl.com/secondlife/Ziost/172/163/22  39th HQ(Ziost) SLURL]&lt;br /&gt;
*[http://slurl.com/secondlife/Vadoo%20Reef/172/163/22  Echelon Union HQ(Vadoo Reef) SLURL] &lt;br /&gt;
*[http://slurl.com/secondlife/Cannes%20Villes/172/163/22  Imperium Battalion HQ(Cannes Villes) SLURL] &lt;br /&gt;
*[http://slurl.com/secondlife/Pacific%20Breeze/172/163/22  Sparta HQ(Pacific Breeze) SLURL]&lt;br /&gt;
*[http://slurl.com/secondlife/San%20Andreas/67/151/40  Rathium HQ(San Andreas) SLURL]&lt;br /&gt;
&lt;br /&gt;
== User-Created Combat Systems (UCCS) ==&lt;br /&gt;
&lt;br /&gt;
User-created combat systems do not use the built-in LLCS (and for this reason are sometimes called &amp;quot;safezone&amp;quot; combat systems), but instead use scripted objects both to track and to deal damage.&lt;br /&gt;
&lt;br /&gt;
This type of combat system can be used in any area that allows scripts to run. Usually these systems require the player to wear a &amp;quot;tag&amp;quot; or a &amp;quot;HUD&amp;quot; in order to play. This monitors your health, and various other stats, varying among the combat systems.&lt;br /&gt;
&lt;br /&gt;
These systems usually come with their own sets of rules that disallow the use of anything from advanced weapons to Bots to shields to instant-killers with the exception of basic weaponry and in some rare cases some small explosives. Sometimes the UCCS&#039; rules include the neccessity of [[Roleplay]]ing, but some again are just straight forward killing. Some advanced UCCS keep stats of the players such as kill count, death count, level etc. &lt;br /&gt;
&lt;br /&gt;
When the player dies, unlike the LLCS, they will not be teleported back home. They will typically either &amp;quot;respawn&amp;quot; after a few minutes or some advanced systems will spawn a &amp;quot;spawn ball&amp;quot; which  the player sits on and they will be able to respawn at a random location in the combat area with full health.&lt;br /&gt;
The exact effects of &amp;quot;death&amp;quot; depend on the particular UCCS in use.&lt;br /&gt;
&lt;br /&gt;
It is important to note that many UCCS frown upon Defenses (shield, auto orbit), Advanced &amp;quot;guns&amp;quot;, Large Scale Explosives (+5 m), Automated Turrets, orbit, lag bombs. Most UCCS simulations also recommend using High quality basic weaponry that do not cause Lag within the SIM.&lt;br /&gt;
&lt;br /&gt;
A Few Notable User Created Combat Systems are &#039;[http://www.bnjrps.com RPS]&#039;, &#039;CCS&#039; &#039;RCS &#039;DCS&#039; &#039;TCS&#039; &#039;Carnage Island Combat&#039; &#039;XCS&#039;, &#039;Pure Combat&#039;, &#039;[http://www.goodman-studios.biz/docs/battlezone-combat-system-2 BattleZone]&#039;, and &#039;[http://www.goodman-studios.biz/docs/gorean-ladder-meter Gorean Ladder Meter]&#039;.&lt;br /&gt;
&lt;br /&gt;
Because user-created combat systems generally depend on cooperation between scripted damage-dealing objects and scripted damage-sensing objects owned and worn by the player being damaged, there is a great potential for &#039;cheating&#039;, by writing scripts that appear to be obeying the rules of the system, but that in fact make the player very hard to damage, very good at dealing damage, or both.  While most users of these combat systems enjoy competing legitimately, there are always a few who try to cheat, and different combat communities and combat systems have taken various approaches to detecting, preventing, or discouraging the cheaters.&lt;br /&gt;
&lt;br /&gt;
== Engagement ==&lt;br /&gt;
&lt;br /&gt;
In Second Life you have a vast array of weapons, combat vehicles, and defense mechanisms at your disposal, for a vast and sometimes baffling array of different and often incompatible combat systems.&lt;br /&gt;
&lt;br /&gt;
When buying combat devices, it&#039;s important to be sure that they are compatible with&lt;br /&gt;
the combat system(s) in use in the area(s) where you plan to engage!&lt;br /&gt;
That Gorean sword may prove entirely useless against the band of Samurai&lt;br /&gt;
that you were planning to fight...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Weaponry ===&lt;br /&gt;
&lt;br /&gt;
There are hundreds of [[weapon]]s in Second Life to choose from, compatible with various different combat systems. These weapons may be classified into several categories:&lt;br /&gt;
&lt;br /&gt;
*Basic Guns - Guns that fire basic physical bullets. These are stopped by most quality shield systems.&lt;br /&gt;
*Advanced &amp;quot;Guns&amp;quot; - Guns that fire tracking, non-physical bullets. These can&#039;t be stopped by all but the most advanced (and expensive) defense systems.&lt;br /&gt;
*Explosives and &amp;quot;Nukes&amp;quot; - Self explanatory. These range from basic explosives to nukes that can kill everyone within 96m of the detonation point.&lt;br /&gt;
*Advanced Weapons - The most effective and powerful weapons often combine a number of different effects with sophisticated, often HUD-based controls. There are several quality HUD-based combat systems available, as described below.&lt;br /&gt;
*Robots and Turrets - These can be remote controlled, or set to fire on certain targets automatically.&lt;br /&gt;
*Annoyance weapons - Stuff like caging guns, anything that flings people into the air, and in general things that annoy rather than, or as well as, dealing combat-system damage. Considered &amp;quot;noobish&amp;quot; and frowned upon by experienced combat people.&lt;br /&gt;
&lt;br /&gt;
For more information, see [[Weapon]].&lt;br /&gt;
&lt;br /&gt;
=== Combat Vehicles ===&lt;br /&gt;
&lt;br /&gt;
Sadly, the use of combat vehicles has reduced in second life. While they are very fun to fly, most vehicles will be &amp;quot;disrupted&amp;quot; by shields in actual combat situations, causing them to fly away. The only way to avoid this is to use non-physical vehicles.&lt;br /&gt;
&lt;br /&gt;
=== Defense ===&lt;br /&gt;
&lt;br /&gt;
Defense plays an important part in combat life. An undefended avatar can be obliterated by modern weaponry, ruining the fun for many new combat players. There are several ways to defend yourself in Second Life.&lt;br /&gt;
&lt;br /&gt;
*Shields&lt;br /&gt;
*Offsim Bots&lt;br /&gt;
*The Phantom Glitch&lt;br /&gt;
&lt;br /&gt;
Shields, for the most part, have become obsolete with todays weapons. Any shield that offers true 100% protection will be using the Phantom glitch, by means of an object that you sit on.&lt;br /&gt;
&lt;br /&gt;
Offsim bots place your agent out of the current sim, while moving your camera so you see through the eyes of the bot. This technology works well against less sophisticated weapons, but it can and has been defeated.&lt;br /&gt;
&lt;br /&gt;
The Phantom Glitch was discussed in detail earlier in this article. When your agent is phantom, bullets and &amp;quot;killprims&amp;quot; can&#039;t collide with you, making you invincible.&lt;br /&gt;
&lt;br /&gt;
Note that many role-play areas disallow some defensive items.&lt;br /&gt;
&lt;br /&gt;
== Non-Lethal Warfare ==&lt;br /&gt;
&lt;br /&gt;
There are some weapons that can be used to disrupt or annoy another player without actually killing them.&lt;br /&gt;
&lt;br /&gt;
*Orbiting is the term used when one player causes another player to be flung up insanely high in the air.&lt;br /&gt;
*People use &amp;quot;traps&amp;quot; to render a physical avatar unable to move.&lt;br /&gt;
*&amp;quot;Lag-Bombs&amp;quot; are devices of various kinds that eat up Sim resources and cause lag, thus slowing down the target Resident&#039;s activities.&lt;br /&gt;
&lt;br /&gt;
While this kind on non-lethal device can (sometimes) be appropriate to delay or detour a legitimate opponent in a combat game, they are also commonly used by [[griefer]]s against unwilling victims in both combat and non-combat areas.  They therefore tend to have a poor reputation, and to be looked down upon in many combat communities.&lt;br /&gt;
&lt;br /&gt;
In the area of defense against pushes and pulls, most combatants use a device known as a &amp;quot;non-phys&amp;quot;. A non-phys makes your avatar non-physical, in other words immune to being pushed or pulled. Period. A non-phys is basically a prim that you sit on, usually it becomes invisible once you sit, and you steer it around just like you are moving normally. When using a non-phys, you can pass through objects and walls.&lt;br /&gt;
&lt;br /&gt;
If a non-phys is not handy and you are in danger of being orbited, just create a prim box and sit on it.&lt;br /&gt;
&lt;br /&gt;
== Advanced Weapons ==&lt;br /&gt;
&lt;br /&gt;
The most powerful weapons in Second Life enable you to simply say (or click) a command, such as &amp;quot;kill joh&amp;quot;, resulting in the nearest person with joh in their name being killed instantly. &lt;br /&gt;
Because many of the currently popular weapons in this class use Heads-Up Displays ([[HUD]]s), they are sometimes referred to as &amp;quot;Combat HUDs&amp;quot;.&lt;br /&gt;
They usually offer a substantial arsenal of attacks that you can deploy, other than the standard &amp;quot;kill person&amp;quot; command. These include orbiting, &amp;quot;burning&amp;quot; people, trapping, auto-killing, etc.&lt;br /&gt;
&lt;br /&gt;
Some advanced weapons are designed primarily to deal damage and provide defense in a single combat system (either LLCS or a user-created system); others support two or more different combat systems in a single device.&lt;br /&gt;
Still others concentrate on the non-lethal actions and annoyances described above, and merge into the category of griefer and anti-griefer devices and away from legitimate combat.&lt;br /&gt;
&lt;br /&gt;
== Related Links ==&lt;br /&gt;
* See also [http://swrp.wikia.com/wiki/Combat_System Combat Systems explained in the Wikia Wiki]&lt;br /&gt;
&lt;br /&gt;
[[Category:Tutorials|Combat]]&lt;/div&gt;</summary>
		<author><name>Caine Constantine</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=Combat&amp;diff=216643</id>
		<title>Combat</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=Combat&amp;diff=216643"/>
		<updated>2009-01-29T23:18:47Z</updated>

		<summary type="html">&lt;p&gt;Caine Constantine: /* New Jessie Combat- an Open Combat Zone */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Help|Misc=*}}&lt;br /&gt;
&lt;br /&gt;
Combat in Second Life is a dynamic and ever changing world. This article will try to teach you some of the basics of this world.&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
Some areas of Second Life &amp;lt;!-- We really don&#039;t need to start the article off by advertising a sim * , like New Jessie, * --&amp;gt;are designed for the sole purpose of inter-resident combat, in other areas combat is part of a larger role-playing ambiance.&lt;br /&gt;
There are two basic types of combat system in second life:&lt;br /&gt;
&lt;br /&gt;
*The built-in Linden Lab Combat System (LLCS)&lt;br /&gt;
*User-created combat systems.&lt;br /&gt;
&lt;br /&gt;
==Linden Lab Combat System (LLCS)==&lt;br /&gt;
&lt;br /&gt;
The Linden Lab Combat System is in effect in any parcel that the owner has designated as &amp;quot;unsafe&amp;quot;. When you are in one of these areas there will be a heart with a percentage next to it on your upper menu bar. When you see this meter, it means you can be killed in the area. When this percentage drops to zero, you are then &#039;dead&#039;, and you will teleported to your home location.&lt;br /&gt;
&lt;br /&gt;
Please note that being killed is &#039;&#039;&#039;not&#039;&#039;&#039; a big deal. You have to teleport back into the combat simulation from your home location, if you want to return to the combat. You will not lose anything (money, attachments, inventory) if you happen to die in this manner. However, NEVER set your home to an area that has Damage enabled, or else you may become stuck in an infinite teleport loop by a weapon that continuously kills you.&lt;br /&gt;
&lt;br /&gt;
In the LLCS, damage is dealt by collisions with scripted objects that have used [[LlSetDamage]] to make themselves damaging. Residents also take damage when they collide with any object, or with the ground (as in falling), at sufficiently high speed.&lt;br /&gt;
&lt;br /&gt;
There are several ways to defeat the LLCS. The most prominent method involves forcing your agent to become phantom. This is accomplished by sitting on an object, and then having that object enable Volume Detect. Upon standing, the agent will be “phantom” and no objects will be able to collide with that agent. To reverse this effect, sit on an object and have the object disable Volume Detect. Additionally, Volume Detect can be enabled before the agent sits, and the phantom status will be applied to the agent only while it is sitting on the object. If the agent teleports out of the region or crosses a region border, it will lose its phantom status.&lt;br /&gt;
&lt;br /&gt;
To instantly kill an agent, that agent must be hit with an object that has its damage percent set to 100% (via llSetDamage()). Here are the conditions that will cause death.&lt;br /&gt;
&lt;br /&gt;
*Agent is not sitting&lt;br /&gt;
**Agent is phantom&lt;br /&gt;
***Agent can’t be killed&lt;br /&gt;
**Agent is not phantom&lt;br /&gt;
***Agent can be killed by any non-physical, non-phantom object that has its damage percent set to 100%.&lt;br /&gt;
***Agent can be killed by any physical, non-phantom object that has its damage percent set to 100%.&lt;br /&gt;
*Agent is sitting&lt;br /&gt;
**Agent is phantom&lt;br /&gt;
***Agent can’t be killed&lt;br /&gt;
**Agent is not phantom&lt;br /&gt;
***Agent can NOT be killed by a non-physical object.&lt;br /&gt;
***Agent can be killed by any physical, non-phantom object that has its damage percent set to 100%.&lt;br /&gt;
&lt;br /&gt;
Damage &amp;quot;heals&amp;quot; gradually over time.&lt;br /&gt;
&lt;br /&gt;
So, what regions support combat? For the beginner, places like New Jessie, Core and Rausch are good ideas.  They all cater to different tastes, so let&#039;s check them out.&lt;br /&gt;
&lt;br /&gt;
===New Jessie- an Open Combat Zone===&lt;br /&gt;
&lt;br /&gt;
[http://slurl.com/secondlife/New%20Jessie%20Combat/240/251/303/  New Jessie SLURL]&lt;br /&gt;
&lt;br /&gt;
[[Image:New Jessie Ideal.jpg]]&lt;br /&gt;
&lt;br /&gt;
New Jessie is an open combat sim which is unaffiliated with any military and where everyone is welcome.  When you land here, you can set your home here so that during combat, you need not teleport back when you die. There is a healthy mix of close quarters combat in a small town there, as well as a pair of bunkers and a shorefront with barbed wire and tank spikes.  On top of all of it, there is a hub featuring a weapons shop, many free weapons, and a combat museum detailing the history of early combat in Second Life.  Full prim, class five and currently undergoing a major rebuild, New Jessie is the premier sim for conventional combat in Second Life.&lt;br /&gt;
&lt;br /&gt;
===Combat Core===&lt;br /&gt;
&lt;br /&gt;
Do or Die ?&lt;br /&gt;
 &lt;br /&gt;
This SIM is full of danger.Combat (sandbox) Core  (wipa 60min) LLCS damage.&lt;br /&gt;
&lt;br /&gt;
You do not need the reason for attack in this SIM.&lt;br /&gt;
The use of arms that the guns and are all HUD is permitted to you.&lt;br /&gt;
Prohibition item:HUGE PRIM, chat spam and more spam.&lt;br /&gt;
&lt;br /&gt;
[http://slurl.com/secondlife/Combat%20Core/128/128/28  Combat Core Safe Zone SLURL]&lt;br /&gt;
&lt;br /&gt;
[[Image:Core_logo02.jpg]]&lt;br /&gt;
&lt;br /&gt;
Combat Core is a free combat sandbox that allows you to utilize varioius weapons to fight other combatants.&lt;br /&gt;
There is no unnecessary obstacles and object, which makes movement in Combat Core smooth and relatively lag free.&lt;br /&gt;
At Combat Core, you may also make your own weapon, and use them during combat. If  you join the &amp;quot;Core Combat Crew&amp;quot; group at the front of the central tower, you will have access to home setting. &lt;br /&gt;
This will allow you to eliminate the time which must be used to TP from your home to the combat sandbox if you get killed.&lt;br /&gt;
All are free to join the &amp;quot;Core Combat Crew&amp;quot; group. Enjoy exciting and efficient combat simulation at Combat Core!&lt;br /&gt;
&lt;br /&gt;
===Public LLCS combat areas===&lt;br /&gt;
&lt;br /&gt;
Some of the most popular public LLCS combat areas are Rausch, Blue Base, and Red Base. These three sims are free-for-all sandboxes. There is a &amp;quot;safe zone&amp;quot; in the Rausch sandbox where you can&#039;t be attacked. It is usually surrounded by big yellow markers, and people have a tendency to gather in this area. (Please note that the &amp;quot;bases&amp;quot; are not really &amp;quot;bases&amp;quot; for anyone. They are free-for-all maps.)&lt;br /&gt;
&lt;br /&gt;
The difference between Rausch and other combat sims is that Rausch is a public sandbox region, as opposed to a private combat sim.  Anything is allowed here, so you&#039;re very likely to be killed before you know what hit you - although it also means you can kill others the same way.&lt;br /&gt;
&lt;br /&gt;
The fastest way to find these regions is to type &amp;quot;combat&amp;quot; into the places search.&lt;br /&gt;
&lt;br /&gt;
[http://slurl.com/secondlife/Combat%20(sandbox)%20Rausch/172/163/22 Rausch Safe Zone SLURL]&lt;br /&gt;
&lt;br /&gt;
[[Image:CombatBases.jpg]]&lt;br /&gt;
&lt;br /&gt;
There are also many other regions &amp;amp; groups specifically for combat or military roleplay, which are running the LLCS damage system, among these are:&lt;br /&gt;
&lt;br /&gt;
*[http://slurl.com/secondlife/Combat%20Core/160/68/34  Combat Core Safe Zone SLURL]&lt;br /&gt;
*[http://slurl.com/secondlife/New%20Jessie/197/92/301  New Jessie SLURL]&lt;br /&gt;
*[http://slurl.com/secondlife/Salamis/172/163/22  Merczateers HQ(Salamis) SLURL]&lt;br /&gt;
*[http://slurl.com/secondlife/Titan/172/163/22  Ordo HQ(Titan) SLURL]&lt;br /&gt;
*[http://slurl.com/secondlife/2142/172/163/22  2142 HQ(2142) SLURL]&lt;br /&gt;
*[http://slurl.com/secondlife/Elshout/172/163/22  Alliance Navy HQ(Elshout) SLURL]&lt;br /&gt;
*[http://slurl.com/secondlife/Ziost/172/163/22  39th HQ(Ziost) SLURL]&lt;br /&gt;
*[http://slurl.com/secondlife/Vadoo%20Reef/172/163/22  Echelon Union HQ(Vadoo Reef) SLURL] &lt;br /&gt;
*[http://slurl.com/secondlife/Cannes%20Villes/172/163/22  Imperium Battalion HQ(Cannes Villes) SLURL] &lt;br /&gt;
*[http://slurl.com/secondlife/Pacific%20Breeze/172/163/22  Sparta HQ(Pacific Breeze) SLURL]&lt;br /&gt;
*[http://slurl.com/secondlife/San%20Andreas/67/151/40  Rathium HQ(San Andreas) SLURL]&lt;br /&gt;
&lt;br /&gt;
== User-Created Combat Systems (UCCS) ==&lt;br /&gt;
&lt;br /&gt;
User-created combat systems do not use the built-in LLCS (and for this reason are sometimes called &amp;quot;safezone&amp;quot; combat systems), but instead use scripted objects both to track and to deal damage.&lt;br /&gt;
&lt;br /&gt;
This type of combat system can be used in any area that allows scripts to run. Usually these systems require the player to wear a &amp;quot;tag&amp;quot; or a &amp;quot;HUD&amp;quot; in order to play. This monitors your health, and various other stats, varying among the combat systems.&lt;br /&gt;
&lt;br /&gt;
These systems usually come with their own sets of rules that disallow the use of anything from advanced weapons to Bots to shields to instant-killers with the exception of basic weaponry and in some rare cases some small explosives. Sometimes the UCCS&#039; rules include the neccessity of [[Roleplay]]ing, but some again are just straight forward killing. Some advanced UCCS keep stats of the players such as kill count, death count, level etc. &lt;br /&gt;
&lt;br /&gt;
When the player dies, unlike the LLCS, they will not be teleported back home. They will typically either &amp;quot;respawn&amp;quot; after a few minutes or some advanced systems will spawn a &amp;quot;spawn ball&amp;quot; which  the player sits on and they will be able to respawn at a random location in the combat area with full health.&lt;br /&gt;
The exact effects of &amp;quot;death&amp;quot; depend on the particular UCCS in use.&lt;br /&gt;
&lt;br /&gt;
It is important to note that many UCCS frown upon Defenses (shield, auto orbit), Advanced &amp;quot;guns&amp;quot;, Large Scale Explosives (+5 m), Automated Turrets, orbit, lag bombs. Most UCCS simulations also recommend using High quality basic weaponry that do not cause Lag within the SIM.&lt;br /&gt;
&lt;br /&gt;
A Few Notable User Created Combat Systems are &#039;[http://www.bnjrps.com RPS]&#039;, &#039;CCS&#039; &#039;RCS &#039;DCS&#039; &#039;TCS&#039; &#039;Carnage Island Combat&#039; &#039;XCS&#039;, &#039;Pure Combat&#039;, &#039;[http://www.goodman-studios.biz/docs/battlezone-combat-system-2 BattleZone]&#039;, and &#039;[http://www.goodman-studios.biz/docs/gorean-ladder-meter Gorean Ladder Meter]&#039;.&lt;br /&gt;
&lt;br /&gt;
Because user-created combat systems generally depend on cooperation between scripted damage-dealing objects and scripted damage-sensing objects owned and worn by the player being damaged, there is a great potential for &#039;cheating&#039;, by writing scripts that appear to be obeying the rules of the system, but that in fact make the player very hard to damage, very good at dealing damage, or both.  While most users of these combat systems enjoy competing legitimately, there are always a few who try to cheat, and different combat communities and combat systems have taken various approaches to detecting, preventing, or discouraging the cheaters.&lt;br /&gt;
&lt;br /&gt;
== Engagement ==&lt;br /&gt;
&lt;br /&gt;
In Second Life you have a vast array of weapons, combat vehicles, and defense mechanisms at your disposal, for a vast and sometimes baffling array of different and often incompatible combat systems.&lt;br /&gt;
&lt;br /&gt;
When buying combat devices, it&#039;s important to be sure that they are compatible with&lt;br /&gt;
the combat system(s) in use in the area(s) where you plan to engage!&lt;br /&gt;
That Gorean sword may prove entirely useless against the band of Samurai&lt;br /&gt;
that you were planning to fight...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Weaponry ===&lt;br /&gt;
&lt;br /&gt;
There are hundreds of [[weapon]]s in Second Life to choose from, compatible with various different combat systems. These weapons may be classified into several categories:&lt;br /&gt;
&lt;br /&gt;
*Basic Guns - Guns that fire basic physical bullets. These are stopped by most quality shield systems.&lt;br /&gt;
*Advanced &amp;quot;Guns&amp;quot; - Guns that fire tracking, non-physical bullets. These can&#039;t be stopped by all but the most advanced (and expensive) defense systems.&lt;br /&gt;
*Explosives and &amp;quot;Nukes&amp;quot; - Self explanatory. These range from basic explosives to nukes that can kill everyone within 96m of the detonation point.&lt;br /&gt;
*Advanced Weapons - The most effective and powerful weapons often combine a number of different effects with sophisticated, often HUD-based controls. There are several quality HUD-based combat systems available, as described below.&lt;br /&gt;
*Robots and Turrets - These can be remote controlled, or set to fire on certain targets automatically.&lt;br /&gt;
*Annoyance weapons - Stuff like caging guns, anything that flings people into the air, and in general things that annoy rather than, or as well as, dealing combat-system damage. Considered &amp;quot;noobish&amp;quot; and frowned upon by experienced combat people.&lt;br /&gt;
&lt;br /&gt;
For more information, see [[Weapon]].&lt;br /&gt;
&lt;br /&gt;
=== Combat Vehicles ===&lt;br /&gt;
&lt;br /&gt;
Sadly, the use of combat vehicles has reduced in second life. While they are very fun to fly, most vehicles will be &amp;quot;disrupted&amp;quot; by shields in actual combat situations, causing them to fly away. The only way to avoid this is to use non-physical vehicles.&lt;br /&gt;
&lt;br /&gt;
=== Defense ===&lt;br /&gt;
&lt;br /&gt;
Defense plays an important part in combat life. An undefended avatar can be obliterated by modern weaponry, ruining the fun for many new combat players. There are several ways to defend yourself in Second Life.&lt;br /&gt;
&lt;br /&gt;
*Shields&lt;br /&gt;
*Offsim Bots&lt;br /&gt;
*The Phantom Glitch&lt;br /&gt;
&lt;br /&gt;
Shields, for the most part, have become obsolete with todays weapons. Any shield that offers true 100% protection will be using the Phantom glitch, by means of an object that you sit on.&lt;br /&gt;
&lt;br /&gt;
Offsim bots place your agent out of the current sim, while moving your camera so you see through the eyes of the bot. This technology works well against less sophisticated weapons, but it can and has been defeated.&lt;br /&gt;
&lt;br /&gt;
The Phantom Glitch was discussed in detail earlier in this article. When your agent is phantom, bullets and &amp;quot;killprims&amp;quot; can&#039;t collide with you, making you invincible.&lt;br /&gt;
&lt;br /&gt;
Note that many role-play areas disallow some defensive items.&lt;br /&gt;
&lt;br /&gt;
== Non-Lethal Warfare ==&lt;br /&gt;
&lt;br /&gt;
There are some weapons that can be used to disrupt or annoy another player without actually killing them.&lt;br /&gt;
&lt;br /&gt;
*Orbiting is the term used when one player causes another player to be flung up insanely high in the air.&lt;br /&gt;
*People use &amp;quot;traps&amp;quot; to render a physical avatar unable to move.&lt;br /&gt;
*&amp;quot;Lag-Bombs&amp;quot; are devices of various kinds that eat up Sim resources and cause lag, thus slowing down the target Resident&#039;s activities.&lt;br /&gt;
&lt;br /&gt;
While this kind on non-lethal device can (sometimes) be appropriate to delay or detour a legitimate opponent in a combat game, they are also commonly used by [[griefer]]s against unwilling victims in both combat and non-combat areas.  They therefore tend to have a poor reputation, and to be looked down upon in many combat communities.&lt;br /&gt;
&lt;br /&gt;
In the area of defense against pushes and pulls, most combatants use a device known as a &amp;quot;non-phys&amp;quot;. A non-phys makes your avatar non-physical, in other words immune to being pushed or pulled. Period. A non-phys is basically a prim that you sit on, usually it becomes invisible once you sit, and you steer it around just like you are moving normally. When using a non-phys, you can pass through objects and walls.&lt;br /&gt;
&lt;br /&gt;
If a non-phys is not handy and you are in danger of being orbited, just create a prim box and sit on it.&lt;br /&gt;
&lt;br /&gt;
== Advanced Weapons ==&lt;br /&gt;
&lt;br /&gt;
The most powerful weapons in Second Life enable you to simply say (or click) a command, such as &amp;quot;kill joh&amp;quot;, resulting in the nearest person with joh in their name being killed instantly. &lt;br /&gt;
Because many of the currently popular weapons in this class use Heads-Up Displays ([[HUD]]s), they are sometimes referred to as &amp;quot;Combat HUDs&amp;quot;.&lt;br /&gt;
They usually offer a substantial arsenal of attacks that you can deploy, other than the standard &amp;quot;kill person&amp;quot; command. These include orbiting, &amp;quot;burning&amp;quot; people, trapping, auto-killing, etc.&lt;br /&gt;
&lt;br /&gt;
Some advanced weapons are designed primarily to deal damage and provide defense in a single combat system (either LLCS or a user-created system); others support two or more different combat systems in a single device.&lt;br /&gt;
Still others concentrate on the non-lethal actions and annoyances described above, and merge into the category of griefer and anti-griefer devices and away from legitimate combat.&lt;br /&gt;
&lt;br /&gt;
== Related Links ==&lt;br /&gt;
* See also [http://swrp.wikia.com/wiki/Combat_System Combat Systems explained in the Wikia Wiki]&lt;br /&gt;
&lt;br /&gt;
[[Category:Tutorials|Combat]]&lt;/div&gt;</summary>
		<author><name>Caine Constantine</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=Combat&amp;diff=216633</id>
		<title>Combat</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=Combat&amp;diff=216633"/>
		<updated>2009-01-29T23:17:21Z</updated>

		<summary type="html">&lt;p&gt;Caine Constantine: /* New Jessie - an Open Combat Zone */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Help|Misc=*}}&lt;br /&gt;
&lt;br /&gt;
Combat in Second Life is a dynamic and ever changing world. This article will try to teach you some of the basics of this world.&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
Some areas of Second Life &amp;lt;!-- We really don&#039;t need to start the article off by advertising a sim * , like New Jessie, * --&amp;gt;are designed for the sole purpose of inter-resident combat, in other areas combat is part of a larger role-playing ambiance.&lt;br /&gt;
There are two basic types of combat system in second life:&lt;br /&gt;
&lt;br /&gt;
*The built-in Linden Lab Combat System (LLCS)&lt;br /&gt;
*User-created combat systems.&lt;br /&gt;
&lt;br /&gt;
==Linden Lab Combat System (LLCS)==&lt;br /&gt;
&lt;br /&gt;
The Linden Lab Combat System is in effect in any parcel that the owner has designated as &amp;quot;unsafe&amp;quot;. When you are in one of these areas there will be a heart with a percentage next to it on your upper menu bar. When you see this meter, it means you can be killed in the area. When this percentage drops to zero, you are then &#039;dead&#039;, and you will teleported to your home location.&lt;br /&gt;
&lt;br /&gt;
Please note that being killed is &#039;&#039;&#039;not&#039;&#039;&#039; a big deal. You have to teleport back into the combat simulation from your home location, if you want to return to the combat. You will not lose anything (money, attachments, inventory) if you happen to die in this manner. However, NEVER set your home to an area that has Damage enabled, or else you may become stuck in an infinite teleport loop by a weapon that continuously kills you.&lt;br /&gt;
&lt;br /&gt;
In the LLCS, damage is dealt by collisions with scripted objects that have used [[LlSetDamage]] to make themselves damaging. Residents also take damage when they collide with any object, or with the ground (as in falling), at sufficiently high speed.&lt;br /&gt;
&lt;br /&gt;
There are several ways to defeat the LLCS. The most prominent method involves forcing your agent to become phantom. This is accomplished by sitting on an object, and then having that object enable Volume Detect. Upon standing, the agent will be “phantom” and no objects will be able to collide with that agent. To reverse this effect, sit on an object and have the object disable Volume Detect. Additionally, Volume Detect can be enabled before the agent sits, and the phantom status will be applied to the agent only while it is sitting on the object. If the agent teleports out of the region or crosses a region border, it will lose its phantom status.&lt;br /&gt;
&lt;br /&gt;
To instantly kill an agent, that agent must be hit with an object that has its damage percent set to 100% (via llSetDamage()). Here are the conditions that will cause death.&lt;br /&gt;
&lt;br /&gt;
*Agent is not sitting&lt;br /&gt;
**Agent is phantom&lt;br /&gt;
***Agent can’t be killed&lt;br /&gt;
**Agent is not phantom&lt;br /&gt;
***Agent can be killed by any non-physical, non-phantom object that has its damage percent set to 100%.&lt;br /&gt;
***Agent can be killed by any physical, non-phantom object that has its damage percent set to 100%.&lt;br /&gt;
*Agent is sitting&lt;br /&gt;
**Agent is phantom&lt;br /&gt;
***Agent can’t be killed&lt;br /&gt;
**Agent is not phantom&lt;br /&gt;
***Agent can NOT be killed by a non-physical object.&lt;br /&gt;
***Agent can be killed by any physical, non-phantom object that has its damage percent set to 100%.&lt;br /&gt;
&lt;br /&gt;
Damage &amp;quot;heals&amp;quot; gradually over time.&lt;br /&gt;
&lt;br /&gt;
So, what regions support combat? For the beginner, places like New Jessie, Core and Rausch are good ideas.  They all cater to different tastes, so let&#039;s check them out.&lt;br /&gt;
&lt;br /&gt;
===New Jessie Combat- an Open Combat Zone===&lt;br /&gt;
&lt;br /&gt;
[http://slurl.com/secondlife/New%20Jessie%20Combat/240/251/303/  New Jessie SLURL]&lt;br /&gt;
&lt;br /&gt;
[[Image:New Jessie Ideal.jpg]]&lt;br /&gt;
&lt;br /&gt;
New Jessie Combat is an open combat sim which is unaffiliated with any military and where everyone is welcome.  When you land here, you can set your home here so that during combat, you need not teleport back when you die. There is a healthy mix of close quarters combat in a small town there, as well as a pair of bunkers and a shorefront with barbed wire and tank spikes.  On top of all of it, there is a hub featuring a weapons shop, many free weapons, and a combat museum detailing the history of early combat in Second Life.  Full prim, class five and currently undergoing a major rebuild, New Jessie Combat is the premier sim for conventional combat in Second Life.&lt;br /&gt;
&lt;br /&gt;
===Combat Core===&lt;br /&gt;
&lt;br /&gt;
Do or Die ?&lt;br /&gt;
 &lt;br /&gt;
This SIM is full of danger.Combat (sandbox) Core  (wipa 60min) LLCS damage.&lt;br /&gt;
&lt;br /&gt;
You do not need the reason for attack in this SIM.&lt;br /&gt;
The use of arms that the guns and are all HUD is permitted to you.&lt;br /&gt;
Prohibition item:HUGE PRIM, chat spam and more spam.&lt;br /&gt;
&lt;br /&gt;
[http://slurl.com/secondlife/Combat%20Core/128/128/28  Combat Core Safe Zone SLURL]&lt;br /&gt;
&lt;br /&gt;
[[Image:Core_logo02.jpg]]&lt;br /&gt;
&lt;br /&gt;
Combat Core is a free combat sandbox that allows you to utilize varioius weapons to fight other combatants.&lt;br /&gt;
There is no unnecessary obstacles and object, which makes movement in Combat Core smooth and relatively lag free.&lt;br /&gt;
At Combat Core, you may also make your own weapon, and use them during combat. If  you join the &amp;quot;Core Combat Crew&amp;quot; group at the front of the central tower, you will have access to home setting. &lt;br /&gt;
This will allow you to eliminate the time which must be used to TP from your home to the combat sandbox if you get killed.&lt;br /&gt;
All are free to join the &amp;quot;Core Combat Crew&amp;quot; group. Enjoy exciting and efficient combat simulation at Combat Core!&lt;br /&gt;
&lt;br /&gt;
===Public LLCS combat areas===&lt;br /&gt;
&lt;br /&gt;
Some of the most popular public LLCS combat areas are Rausch, Blue Base, and Red Base. These three sims are free-for-all sandboxes. There is a &amp;quot;safe zone&amp;quot; in the Rausch sandbox where you can&#039;t be attacked. It is usually surrounded by big yellow markers, and people have a tendency to gather in this area. (Please note that the &amp;quot;bases&amp;quot; are not really &amp;quot;bases&amp;quot; for anyone. They are free-for-all maps.)&lt;br /&gt;
&lt;br /&gt;
The difference between Rausch and other combat sims is that Rausch is a public sandbox region, as opposed to a private combat sim.  Anything is allowed here, so you&#039;re very likely to be killed before you know what hit you - although it also means you can kill others the same way.&lt;br /&gt;
&lt;br /&gt;
The fastest way to find these regions is to type &amp;quot;combat&amp;quot; into the places search.&lt;br /&gt;
&lt;br /&gt;
[http://slurl.com/secondlife/Combat%20(sandbox)%20Rausch/172/163/22 Rausch Safe Zone SLURL]&lt;br /&gt;
&lt;br /&gt;
[[Image:CombatBases.jpg]]&lt;br /&gt;
&lt;br /&gt;
There are also many other regions &amp;amp; groups specifically for combat or military roleplay, which are running the LLCS damage system, among these are:&lt;br /&gt;
&lt;br /&gt;
*[http://slurl.com/secondlife/Combat%20Core/160/68/34  Combat Core Safe Zone SLURL]&lt;br /&gt;
*[http://slurl.com/secondlife/New%20Jessie/197/92/301  New Jessie SLURL]&lt;br /&gt;
*[http://slurl.com/secondlife/Salamis/172/163/22  Merczateers HQ(Salamis) SLURL]&lt;br /&gt;
*[http://slurl.com/secondlife/Titan/172/163/22  Ordo HQ(Titan) SLURL]&lt;br /&gt;
*[http://slurl.com/secondlife/2142/172/163/22  2142 HQ(2142) SLURL]&lt;br /&gt;
*[http://slurl.com/secondlife/Elshout/172/163/22  Alliance Navy HQ(Elshout) SLURL]&lt;br /&gt;
*[http://slurl.com/secondlife/Ziost/172/163/22  39th HQ(Ziost) SLURL]&lt;br /&gt;
*[http://slurl.com/secondlife/Vadoo%20Reef/172/163/22  Echelon Union HQ(Vadoo Reef) SLURL] &lt;br /&gt;
*[http://slurl.com/secondlife/Cannes%20Villes/172/163/22  Imperium Battalion HQ(Cannes Villes) SLURL] &lt;br /&gt;
*[http://slurl.com/secondlife/Pacific%20Breeze/172/163/22  Sparta HQ(Pacific Breeze) SLURL]&lt;br /&gt;
*[http://slurl.com/secondlife/San%20Andreas/67/151/40  Rathium HQ(San Andreas) SLURL]&lt;br /&gt;
&lt;br /&gt;
== User-Created Combat Systems (UCCS) ==&lt;br /&gt;
&lt;br /&gt;
User-created combat systems do not use the built-in LLCS (and for this reason are sometimes called &amp;quot;safezone&amp;quot; combat systems), but instead use scripted objects both to track and to deal damage.&lt;br /&gt;
&lt;br /&gt;
This type of combat system can be used in any area that allows scripts to run. Usually these systems require the player to wear a &amp;quot;tag&amp;quot; or a &amp;quot;HUD&amp;quot; in order to play. This monitors your health, and various other stats, varying among the combat systems.&lt;br /&gt;
&lt;br /&gt;
These systems usually come with their own sets of rules that disallow the use of anything from advanced weapons to Bots to shields to instant-killers with the exception of basic weaponry and in some rare cases some small explosives. Sometimes the UCCS&#039; rules include the neccessity of [[Roleplay]]ing, but some again are just straight forward killing. Some advanced UCCS keep stats of the players such as kill count, death count, level etc. &lt;br /&gt;
&lt;br /&gt;
When the player dies, unlike the LLCS, they will not be teleported back home. They will typically either &amp;quot;respawn&amp;quot; after a few minutes or some advanced systems will spawn a &amp;quot;spawn ball&amp;quot; which  the player sits on and they will be able to respawn at a random location in the combat area with full health.&lt;br /&gt;
The exact effects of &amp;quot;death&amp;quot; depend on the particular UCCS in use.&lt;br /&gt;
&lt;br /&gt;
It is important to note that many UCCS frown upon Defenses (shield, auto orbit), Advanced &amp;quot;guns&amp;quot;, Large Scale Explosives (+5 m), Automated Turrets, orbit, lag bombs. Most UCCS simulations also recommend using High quality basic weaponry that do not cause Lag within the SIM.&lt;br /&gt;
&lt;br /&gt;
A Few Notable User Created Combat Systems are &#039;[http://www.bnjrps.com RPS]&#039;, &#039;CCS&#039; &#039;RCS &#039;DCS&#039; &#039;TCS&#039; &#039;Carnage Island Combat&#039; &#039;XCS&#039;, &#039;Pure Combat&#039;, &#039;[http://www.goodman-studios.biz/docs/battlezone-combat-system-2 BattleZone]&#039;, and &#039;[http://www.goodman-studios.biz/docs/gorean-ladder-meter Gorean Ladder Meter]&#039;.&lt;br /&gt;
&lt;br /&gt;
Because user-created combat systems generally depend on cooperation between scripted damage-dealing objects and scripted damage-sensing objects owned and worn by the player being damaged, there is a great potential for &#039;cheating&#039;, by writing scripts that appear to be obeying the rules of the system, but that in fact make the player very hard to damage, very good at dealing damage, or both.  While most users of these combat systems enjoy competing legitimately, there are always a few who try to cheat, and different combat communities and combat systems have taken various approaches to detecting, preventing, or discouraging the cheaters.&lt;br /&gt;
&lt;br /&gt;
== Engagement ==&lt;br /&gt;
&lt;br /&gt;
In Second Life you have a vast array of weapons, combat vehicles, and defense mechanisms at your disposal, for a vast and sometimes baffling array of different and often incompatible combat systems.&lt;br /&gt;
&lt;br /&gt;
When buying combat devices, it&#039;s important to be sure that they are compatible with&lt;br /&gt;
the combat system(s) in use in the area(s) where you plan to engage!&lt;br /&gt;
That Gorean sword may prove entirely useless against the band of Samurai&lt;br /&gt;
that you were planning to fight...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Weaponry ===&lt;br /&gt;
&lt;br /&gt;
There are hundreds of [[weapon]]s in Second Life to choose from, compatible with various different combat systems. These weapons may be classified into several categories:&lt;br /&gt;
&lt;br /&gt;
*Basic Guns - Guns that fire basic physical bullets. These are stopped by most quality shield systems.&lt;br /&gt;
*Advanced &amp;quot;Guns&amp;quot; - Guns that fire tracking, non-physical bullets. These can&#039;t be stopped by all but the most advanced (and expensive) defense systems.&lt;br /&gt;
*Explosives and &amp;quot;Nukes&amp;quot; - Self explanatory. These range from basic explosives to nukes that can kill everyone within 96m of the detonation point.&lt;br /&gt;
*Advanced Weapons - The most effective and powerful weapons often combine a number of different effects with sophisticated, often HUD-based controls. There are several quality HUD-based combat systems available, as described below.&lt;br /&gt;
*Robots and Turrets - These can be remote controlled, or set to fire on certain targets automatically.&lt;br /&gt;
*Annoyance weapons - Stuff like caging guns, anything that flings people into the air, and in general things that annoy rather than, or as well as, dealing combat-system damage. Considered &amp;quot;noobish&amp;quot; and frowned upon by experienced combat people.&lt;br /&gt;
&lt;br /&gt;
For more information, see [[Weapon]].&lt;br /&gt;
&lt;br /&gt;
=== Combat Vehicles ===&lt;br /&gt;
&lt;br /&gt;
Sadly, the use of combat vehicles has reduced in second life. While they are very fun to fly, most vehicles will be &amp;quot;disrupted&amp;quot; by shields in actual combat situations, causing them to fly away. The only way to avoid this is to use non-physical vehicles.&lt;br /&gt;
&lt;br /&gt;
=== Defense ===&lt;br /&gt;
&lt;br /&gt;
Defense plays an important part in combat life. An undefended avatar can be obliterated by modern weaponry, ruining the fun for many new combat players. There are several ways to defend yourself in Second Life.&lt;br /&gt;
&lt;br /&gt;
*Shields&lt;br /&gt;
*Offsim Bots&lt;br /&gt;
*The Phantom Glitch&lt;br /&gt;
&lt;br /&gt;
Shields, for the most part, have become obsolete with todays weapons. Any shield that offers true 100% protection will be using the Phantom glitch, by means of an object that you sit on.&lt;br /&gt;
&lt;br /&gt;
Offsim bots place your agent out of the current sim, while moving your camera so you see through the eyes of the bot. This technology works well against less sophisticated weapons, but it can and has been defeated.&lt;br /&gt;
&lt;br /&gt;
The Phantom Glitch was discussed in detail earlier in this article. When your agent is phantom, bullets and &amp;quot;killprims&amp;quot; can&#039;t collide with you, making you invincible.&lt;br /&gt;
&lt;br /&gt;
Note that many role-play areas disallow some defensive items.&lt;br /&gt;
&lt;br /&gt;
== Non-Lethal Warfare ==&lt;br /&gt;
&lt;br /&gt;
There are some weapons that can be used to disrupt or annoy another player without actually killing them.&lt;br /&gt;
&lt;br /&gt;
*Orbiting is the term used when one player causes another player to be flung up insanely high in the air.&lt;br /&gt;
*People use &amp;quot;traps&amp;quot; to render a physical avatar unable to move.&lt;br /&gt;
*&amp;quot;Lag-Bombs&amp;quot; are devices of various kinds that eat up Sim resources and cause lag, thus slowing down the target Resident&#039;s activities.&lt;br /&gt;
&lt;br /&gt;
While this kind on non-lethal device can (sometimes) be appropriate to delay or detour a legitimate opponent in a combat game, they are also commonly used by [[griefer]]s against unwilling victims in both combat and non-combat areas.  They therefore tend to have a poor reputation, and to be looked down upon in many combat communities.&lt;br /&gt;
&lt;br /&gt;
In the area of defense against pushes and pulls, most combatants use a device known as a &amp;quot;non-phys&amp;quot;. A non-phys makes your avatar non-physical, in other words immune to being pushed or pulled. Period. A non-phys is basically a prim that you sit on, usually it becomes invisible once you sit, and you steer it around just like you are moving normally. When using a non-phys, you can pass through objects and walls.&lt;br /&gt;
&lt;br /&gt;
If a non-phys is not handy and you are in danger of being orbited, just create a prim box and sit on it.&lt;br /&gt;
&lt;br /&gt;
== Advanced Weapons ==&lt;br /&gt;
&lt;br /&gt;
The most powerful weapons in Second Life enable you to simply say (or click) a command, such as &amp;quot;kill joh&amp;quot;, resulting in the nearest person with joh in their name being killed instantly. &lt;br /&gt;
Because many of the currently popular weapons in this class use Heads-Up Displays ([[HUD]]s), they are sometimes referred to as &amp;quot;Combat HUDs&amp;quot;.&lt;br /&gt;
They usually offer a substantial arsenal of attacks that you can deploy, other than the standard &amp;quot;kill person&amp;quot; command. These include orbiting, &amp;quot;burning&amp;quot; people, trapping, auto-killing, etc.&lt;br /&gt;
&lt;br /&gt;
Some advanced weapons are designed primarily to deal damage and provide defense in a single combat system (either LLCS or a user-created system); others support two or more different combat systems in a single device.&lt;br /&gt;
Still others concentrate on the non-lethal actions and annoyances described above, and merge into the category of griefer and anti-griefer devices and away from legitimate combat.&lt;br /&gt;
&lt;br /&gt;
== Related Links ==&lt;br /&gt;
* See also [http://swrp.wikia.com/wiki/Combat_System Combat Systems explained in the Wikia Wiki]&lt;br /&gt;
&lt;br /&gt;
[[Category:Tutorials|Combat]]&lt;/div&gt;</summary>
		<author><name>Caine Constantine</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=Combat&amp;diff=216623</id>
		<title>Combat</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=Combat&amp;diff=216623"/>
		<updated>2009-01-29T23:16:56Z</updated>

		<summary type="html">&lt;p&gt;Caine Constantine: /* New Jessie - an Open Combat Zone */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Help|Misc=*}}&lt;br /&gt;
&lt;br /&gt;
Combat in Second Life is a dynamic and ever changing world. This article will try to teach you some of the basics of this world.&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
Some areas of Second Life &amp;lt;!-- We really don&#039;t need to start the article off by advertising a sim * , like New Jessie, * --&amp;gt;are designed for the sole purpose of inter-resident combat, in other areas combat is part of a larger role-playing ambiance.&lt;br /&gt;
There are two basic types of combat system in second life:&lt;br /&gt;
&lt;br /&gt;
*The built-in Linden Lab Combat System (LLCS)&lt;br /&gt;
*User-created combat systems.&lt;br /&gt;
&lt;br /&gt;
==Linden Lab Combat System (LLCS)==&lt;br /&gt;
&lt;br /&gt;
The Linden Lab Combat System is in effect in any parcel that the owner has designated as &amp;quot;unsafe&amp;quot;. When you are in one of these areas there will be a heart with a percentage next to it on your upper menu bar. When you see this meter, it means you can be killed in the area. When this percentage drops to zero, you are then &#039;dead&#039;, and you will teleported to your home location.&lt;br /&gt;
&lt;br /&gt;
Please note that being killed is &#039;&#039;&#039;not&#039;&#039;&#039; a big deal. You have to teleport back into the combat simulation from your home location, if you want to return to the combat. You will not lose anything (money, attachments, inventory) if you happen to die in this manner. However, NEVER set your home to an area that has Damage enabled, or else you may become stuck in an infinite teleport loop by a weapon that continuously kills you.&lt;br /&gt;
&lt;br /&gt;
In the LLCS, damage is dealt by collisions with scripted objects that have used [[LlSetDamage]] to make themselves damaging. Residents also take damage when they collide with any object, or with the ground (as in falling), at sufficiently high speed.&lt;br /&gt;
&lt;br /&gt;
There are several ways to defeat the LLCS. The most prominent method involves forcing your agent to become phantom. This is accomplished by sitting on an object, and then having that object enable Volume Detect. Upon standing, the agent will be “phantom” and no objects will be able to collide with that agent. To reverse this effect, sit on an object and have the object disable Volume Detect. Additionally, Volume Detect can be enabled before the agent sits, and the phantom status will be applied to the agent only while it is sitting on the object. If the agent teleports out of the region or crosses a region border, it will lose its phantom status.&lt;br /&gt;
&lt;br /&gt;
To instantly kill an agent, that agent must be hit with an object that has its damage percent set to 100% (via llSetDamage()). Here are the conditions that will cause death.&lt;br /&gt;
&lt;br /&gt;
*Agent is not sitting&lt;br /&gt;
**Agent is phantom&lt;br /&gt;
***Agent can’t be killed&lt;br /&gt;
**Agent is not phantom&lt;br /&gt;
***Agent can be killed by any non-physical, non-phantom object that has its damage percent set to 100%.&lt;br /&gt;
***Agent can be killed by any physical, non-phantom object that has its damage percent set to 100%.&lt;br /&gt;
*Agent is sitting&lt;br /&gt;
**Agent is phantom&lt;br /&gt;
***Agent can’t be killed&lt;br /&gt;
**Agent is not phantom&lt;br /&gt;
***Agent can NOT be killed by a non-physical object.&lt;br /&gt;
***Agent can be killed by any physical, non-phantom object that has its damage percent set to 100%.&lt;br /&gt;
&lt;br /&gt;
Damage &amp;quot;heals&amp;quot; gradually over time.&lt;br /&gt;
&lt;br /&gt;
So, what regions support combat? For the beginner, places like New Jessie, Core and Rausch are good ideas.  They all cater to different tastes, so let&#039;s check them out.&lt;br /&gt;
&lt;br /&gt;
===New Jessie - an Open Combat Zone===&lt;br /&gt;
&lt;br /&gt;
[http://slurl.com/secondlife/New%20Jessie%20Combat/240/251/303/  New Jessie SLURL]&lt;br /&gt;
&lt;br /&gt;
[[Image:New Jessie Ideal.jpg]]&lt;br /&gt;
&lt;br /&gt;
New Jessie Combat is an open combat sim which is unaffiliated with any military and where everyone is welcome.  When you land here, you can set your home here so that during combat, you need not teleport back when you die. There is a healthy mix of close quarters combat in a small town there, as well as a pair of bunkers and a shorefront with barbed wire and tank spikes.  On top of all of it, there is a hub featuring a weapons shop, many free weapons, and a combat museum detailing the history of early combat in Second Life.  Full prim, class five and currently undergoing a major rebuild, New Jessie Combat is the premier sim for conventional combat in Second Life.&lt;br /&gt;
&lt;br /&gt;
===Combat Core===&lt;br /&gt;
&lt;br /&gt;
Do or Die ?&lt;br /&gt;
 &lt;br /&gt;
This SIM is full of danger.Combat (sandbox) Core  (wipa 60min) LLCS damage.&lt;br /&gt;
&lt;br /&gt;
You do not need the reason for attack in this SIM.&lt;br /&gt;
The use of arms that the guns and are all HUD is permitted to you.&lt;br /&gt;
Prohibition item:HUGE PRIM, chat spam and more spam.&lt;br /&gt;
&lt;br /&gt;
[http://slurl.com/secondlife/Combat%20Core/128/128/28  Combat Core Safe Zone SLURL]&lt;br /&gt;
&lt;br /&gt;
[[Image:Core_logo02.jpg]]&lt;br /&gt;
&lt;br /&gt;
Combat Core is a free combat sandbox that allows you to utilize varioius weapons to fight other combatants.&lt;br /&gt;
There is no unnecessary obstacles and object, which makes movement in Combat Core smooth and relatively lag free.&lt;br /&gt;
At Combat Core, you may also make your own weapon, and use them during combat. If  you join the &amp;quot;Core Combat Crew&amp;quot; group at the front of the central tower, you will have access to home setting. &lt;br /&gt;
This will allow you to eliminate the time which must be used to TP from your home to the combat sandbox if you get killed.&lt;br /&gt;
All are free to join the &amp;quot;Core Combat Crew&amp;quot; group. Enjoy exciting and efficient combat simulation at Combat Core!&lt;br /&gt;
&lt;br /&gt;
===Public LLCS combat areas===&lt;br /&gt;
&lt;br /&gt;
Some of the most popular public LLCS combat areas are Rausch, Blue Base, and Red Base. These three sims are free-for-all sandboxes. There is a &amp;quot;safe zone&amp;quot; in the Rausch sandbox where you can&#039;t be attacked. It is usually surrounded by big yellow markers, and people have a tendency to gather in this area. (Please note that the &amp;quot;bases&amp;quot; are not really &amp;quot;bases&amp;quot; for anyone. They are free-for-all maps.)&lt;br /&gt;
&lt;br /&gt;
The difference between Rausch and other combat sims is that Rausch is a public sandbox region, as opposed to a private combat sim.  Anything is allowed here, so you&#039;re very likely to be killed before you know what hit you - although it also means you can kill others the same way.&lt;br /&gt;
&lt;br /&gt;
The fastest way to find these regions is to type &amp;quot;combat&amp;quot; into the places search.&lt;br /&gt;
&lt;br /&gt;
[http://slurl.com/secondlife/Combat%20(sandbox)%20Rausch/172/163/22 Rausch Safe Zone SLURL]&lt;br /&gt;
&lt;br /&gt;
[[Image:CombatBases.jpg]]&lt;br /&gt;
&lt;br /&gt;
There are also many other regions &amp;amp; groups specifically for combat or military roleplay, which are running the LLCS damage system, among these are:&lt;br /&gt;
&lt;br /&gt;
*[http://slurl.com/secondlife/Combat%20Core/160/68/34  Combat Core Safe Zone SLURL]&lt;br /&gt;
*[http://slurl.com/secondlife/New%20Jessie/197/92/301  New Jessie SLURL]&lt;br /&gt;
*[http://slurl.com/secondlife/Salamis/172/163/22  Merczateers HQ(Salamis) SLURL]&lt;br /&gt;
*[http://slurl.com/secondlife/Titan/172/163/22  Ordo HQ(Titan) SLURL]&lt;br /&gt;
*[http://slurl.com/secondlife/2142/172/163/22  2142 HQ(2142) SLURL]&lt;br /&gt;
*[http://slurl.com/secondlife/Elshout/172/163/22  Alliance Navy HQ(Elshout) SLURL]&lt;br /&gt;
*[http://slurl.com/secondlife/Ziost/172/163/22  39th HQ(Ziost) SLURL]&lt;br /&gt;
*[http://slurl.com/secondlife/Vadoo%20Reef/172/163/22  Echelon Union HQ(Vadoo Reef) SLURL] &lt;br /&gt;
*[http://slurl.com/secondlife/Cannes%20Villes/172/163/22  Imperium Battalion HQ(Cannes Villes) SLURL] &lt;br /&gt;
*[http://slurl.com/secondlife/Pacific%20Breeze/172/163/22  Sparta HQ(Pacific Breeze) SLURL]&lt;br /&gt;
*[http://slurl.com/secondlife/San%20Andreas/67/151/40  Rathium HQ(San Andreas) SLURL]&lt;br /&gt;
&lt;br /&gt;
== User-Created Combat Systems (UCCS) ==&lt;br /&gt;
&lt;br /&gt;
User-created combat systems do not use the built-in LLCS (and for this reason are sometimes called &amp;quot;safezone&amp;quot; combat systems), but instead use scripted objects both to track and to deal damage.&lt;br /&gt;
&lt;br /&gt;
This type of combat system can be used in any area that allows scripts to run. Usually these systems require the player to wear a &amp;quot;tag&amp;quot; or a &amp;quot;HUD&amp;quot; in order to play. This monitors your health, and various other stats, varying among the combat systems.&lt;br /&gt;
&lt;br /&gt;
These systems usually come with their own sets of rules that disallow the use of anything from advanced weapons to Bots to shields to instant-killers with the exception of basic weaponry and in some rare cases some small explosives. Sometimes the UCCS&#039; rules include the neccessity of [[Roleplay]]ing, but some again are just straight forward killing. Some advanced UCCS keep stats of the players such as kill count, death count, level etc. &lt;br /&gt;
&lt;br /&gt;
When the player dies, unlike the LLCS, they will not be teleported back home. They will typically either &amp;quot;respawn&amp;quot; after a few minutes or some advanced systems will spawn a &amp;quot;spawn ball&amp;quot; which  the player sits on and they will be able to respawn at a random location in the combat area with full health.&lt;br /&gt;
The exact effects of &amp;quot;death&amp;quot; depend on the particular UCCS in use.&lt;br /&gt;
&lt;br /&gt;
It is important to note that many UCCS frown upon Defenses (shield, auto orbit), Advanced &amp;quot;guns&amp;quot;, Large Scale Explosives (+5 m), Automated Turrets, orbit, lag bombs. Most UCCS simulations also recommend using High quality basic weaponry that do not cause Lag within the SIM.&lt;br /&gt;
&lt;br /&gt;
A Few Notable User Created Combat Systems are &#039;[http://www.bnjrps.com RPS]&#039;, &#039;CCS&#039; &#039;RCS &#039;DCS&#039; &#039;TCS&#039; &#039;Carnage Island Combat&#039; &#039;XCS&#039;, &#039;Pure Combat&#039;, &#039;[http://www.goodman-studios.biz/docs/battlezone-combat-system-2 BattleZone]&#039;, and &#039;[http://www.goodman-studios.biz/docs/gorean-ladder-meter Gorean Ladder Meter]&#039;.&lt;br /&gt;
&lt;br /&gt;
Because user-created combat systems generally depend on cooperation between scripted damage-dealing objects and scripted damage-sensing objects owned and worn by the player being damaged, there is a great potential for &#039;cheating&#039;, by writing scripts that appear to be obeying the rules of the system, but that in fact make the player very hard to damage, very good at dealing damage, or both.  While most users of these combat systems enjoy competing legitimately, there are always a few who try to cheat, and different combat communities and combat systems have taken various approaches to detecting, preventing, or discouraging the cheaters.&lt;br /&gt;
&lt;br /&gt;
== Engagement ==&lt;br /&gt;
&lt;br /&gt;
In Second Life you have a vast array of weapons, combat vehicles, and defense mechanisms at your disposal, for a vast and sometimes baffling array of different and often incompatible combat systems.&lt;br /&gt;
&lt;br /&gt;
When buying combat devices, it&#039;s important to be sure that they are compatible with&lt;br /&gt;
the combat system(s) in use in the area(s) where you plan to engage!&lt;br /&gt;
That Gorean sword may prove entirely useless against the band of Samurai&lt;br /&gt;
that you were planning to fight...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Weaponry ===&lt;br /&gt;
&lt;br /&gt;
There are hundreds of [[weapon]]s in Second Life to choose from, compatible with various different combat systems. These weapons may be classified into several categories:&lt;br /&gt;
&lt;br /&gt;
*Basic Guns - Guns that fire basic physical bullets. These are stopped by most quality shield systems.&lt;br /&gt;
*Advanced &amp;quot;Guns&amp;quot; - Guns that fire tracking, non-physical bullets. These can&#039;t be stopped by all but the most advanced (and expensive) defense systems.&lt;br /&gt;
*Explosives and &amp;quot;Nukes&amp;quot; - Self explanatory. These range from basic explosives to nukes that can kill everyone within 96m of the detonation point.&lt;br /&gt;
*Advanced Weapons - The most effective and powerful weapons often combine a number of different effects with sophisticated, often HUD-based controls. There are several quality HUD-based combat systems available, as described below.&lt;br /&gt;
*Robots and Turrets - These can be remote controlled, or set to fire on certain targets automatically.&lt;br /&gt;
*Annoyance weapons - Stuff like caging guns, anything that flings people into the air, and in general things that annoy rather than, or as well as, dealing combat-system damage. Considered &amp;quot;noobish&amp;quot; and frowned upon by experienced combat people.&lt;br /&gt;
&lt;br /&gt;
For more information, see [[Weapon]].&lt;br /&gt;
&lt;br /&gt;
=== Combat Vehicles ===&lt;br /&gt;
&lt;br /&gt;
Sadly, the use of combat vehicles has reduced in second life. While they are very fun to fly, most vehicles will be &amp;quot;disrupted&amp;quot; by shields in actual combat situations, causing them to fly away. The only way to avoid this is to use non-physical vehicles.&lt;br /&gt;
&lt;br /&gt;
=== Defense ===&lt;br /&gt;
&lt;br /&gt;
Defense plays an important part in combat life. An undefended avatar can be obliterated by modern weaponry, ruining the fun for many new combat players. There are several ways to defend yourself in Second Life.&lt;br /&gt;
&lt;br /&gt;
*Shields&lt;br /&gt;
*Offsim Bots&lt;br /&gt;
*The Phantom Glitch&lt;br /&gt;
&lt;br /&gt;
Shields, for the most part, have become obsolete with todays weapons. Any shield that offers true 100% protection will be using the Phantom glitch, by means of an object that you sit on.&lt;br /&gt;
&lt;br /&gt;
Offsim bots place your agent out of the current sim, while moving your camera so you see through the eyes of the bot. This technology works well against less sophisticated weapons, but it can and has been defeated.&lt;br /&gt;
&lt;br /&gt;
The Phantom Glitch was discussed in detail earlier in this article. When your agent is phantom, bullets and &amp;quot;killprims&amp;quot; can&#039;t collide with you, making you invincible.&lt;br /&gt;
&lt;br /&gt;
Note that many role-play areas disallow some defensive items.&lt;br /&gt;
&lt;br /&gt;
== Non-Lethal Warfare ==&lt;br /&gt;
&lt;br /&gt;
There are some weapons that can be used to disrupt or annoy another player without actually killing them.&lt;br /&gt;
&lt;br /&gt;
*Orbiting is the term used when one player causes another player to be flung up insanely high in the air.&lt;br /&gt;
*People use &amp;quot;traps&amp;quot; to render a physical avatar unable to move.&lt;br /&gt;
*&amp;quot;Lag-Bombs&amp;quot; are devices of various kinds that eat up Sim resources and cause lag, thus slowing down the target Resident&#039;s activities.&lt;br /&gt;
&lt;br /&gt;
While this kind on non-lethal device can (sometimes) be appropriate to delay or detour a legitimate opponent in a combat game, they are also commonly used by [[griefer]]s against unwilling victims in both combat and non-combat areas.  They therefore tend to have a poor reputation, and to be looked down upon in many combat communities.&lt;br /&gt;
&lt;br /&gt;
In the area of defense against pushes and pulls, most combatants use a device known as a &amp;quot;non-phys&amp;quot;. A non-phys makes your avatar non-physical, in other words immune to being pushed or pulled. Period. A non-phys is basically a prim that you sit on, usually it becomes invisible once you sit, and you steer it around just like you are moving normally. When using a non-phys, you can pass through objects and walls.&lt;br /&gt;
&lt;br /&gt;
If a non-phys is not handy and you are in danger of being orbited, just create a prim box and sit on it.&lt;br /&gt;
&lt;br /&gt;
== Advanced Weapons ==&lt;br /&gt;
&lt;br /&gt;
The most powerful weapons in Second Life enable you to simply say (or click) a command, such as &amp;quot;kill joh&amp;quot;, resulting in the nearest person with joh in their name being killed instantly. &lt;br /&gt;
Because many of the currently popular weapons in this class use Heads-Up Displays ([[HUD]]s), they are sometimes referred to as &amp;quot;Combat HUDs&amp;quot;.&lt;br /&gt;
They usually offer a substantial arsenal of attacks that you can deploy, other than the standard &amp;quot;kill person&amp;quot; command. These include orbiting, &amp;quot;burning&amp;quot; people, trapping, auto-killing, etc.&lt;br /&gt;
&lt;br /&gt;
Some advanced weapons are designed primarily to deal damage and provide defense in a single combat system (either LLCS or a user-created system); others support two or more different combat systems in a single device.&lt;br /&gt;
Still others concentrate on the non-lethal actions and annoyances described above, and merge into the category of griefer and anti-griefer devices and away from legitimate combat.&lt;br /&gt;
&lt;br /&gt;
== Related Links ==&lt;br /&gt;
* See also [http://swrp.wikia.com/wiki/Combat_System Combat Systems explained in the Wikia Wiki]&lt;br /&gt;
&lt;br /&gt;
[[Category:Tutorials|Combat]]&lt;/div&gt;</summary>
		<author><name>Caine Constantine</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=Combat&amp;diff=106003</id>
		<title>Combat</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=Combat&amp;diff=106003"/>
		<updated>2008-10-20T22:57:35Z</updated>

		<summary type="html">&lt;p&gt;Caine Constantine: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Help|Misc=*}}&lt;br /&gt;
&lt;br /&gt;
Combat in Second Life is a dynamic and ever changing world. This article will try to teach you some of the basics of this world.&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
Some areas of Second Life &amp;lt;!-- We really don&#039;t need to start the article off by advertising a sim * , like New Jessie, * --&amp;gt;are designed for the sole purpose of inter-resident combat, in other areas combat is part of a larger role-playing ambiance.&lt;br /&gt;
There are two basic types of combat system in second life:&lt;br /&gt;
&lt;br /&gt;
*The built-in Linden Lab Combat System (LLCS)&lt;br /&gt;
*User-created combat systems.&lt;br /&gt;
&lt;br /&gt;
==Linden Lab Combat System (LLCS)==&lt;br /&gt;
&lt;br /&gt;
The Linden Lab Combat System is in effect in any parcel that the owner has designated as &amp;quot;unsafe&amp;quot;. When you are in one of these areas there will be a heart with a percentage next to it on your upper menu bar. When you see this meter, it means you can be killed in the area. When this percentage drops to zero, you are then &#039;dead&#039;, and you will teleported to your home location.&lt;br /&gt;
&lt;br /&gt;
Please note that being killed is &#039;&#039;&#039;not&#039;&#039;&#039; a big deal. You have to teleport back into the combat simulation from your home location, if you want to return to the combat. You will not lose anything (money, attachments, inventory) if you happen to die in this manner. However, NEVER set your home to an area that has Damage enabled, or else you may become stuck in an infinite teleport loop by a weapon that continuously kills you.&lt;br /&gt;
&lt;br /&gt;
In the LLCS, damage is dealt by collisions with scripted objects that have used [[LlSetDamage]] to make themselves damaging. Residents also take damage when they collide with any object, or with the ground (as in falling), at sufficiently high speed.&lt;br /&gt;
&lt;br /&gt;
There are several ways to defeat the LLCS. Most of them will lead to your being banned from most LLCS damage sims by owners.&lt;br /&gt;
&lt;br /&gt;
The most prominent method involves forcing your agent to become phantom. This is accomplished by sitting on an object, and then having that object enable Volume Detect. Upon standing, the agent will be “phantom” and no objects will be able to collide with that agent. To reverse this effect, sit on an object and have the object disable Volume Detect. Additionally, Volume Detect can be enabled before the agent sits, and the phantom status will be applied to the agent only while it is sitting on the object. If the agent teleports out of the region or crosses a region border, it will lose its phantom status.&lt;br /&gt;
&lt;br /&gt;
To instantly kill an agent, that agent must be hit with an object that has its damage percent set to 100% (via llSetDamage()). Here are the conditions that will cause death.&lt;br /&gt;
&lt;br /&gt;
*Agent is not sitting&lt;br /&gt;
**Agent is phantom&lt;br /&gt;
***Agent can’t be killed&lt;br /&gt;
**Agent is not phantom&lt;br /&gt;
***Agent can be killed by any non-physical, non-phantom object that has its damage percent set to 100%.&lt;br /&gt;
***Agent can be killed by any physical, non-phantom object that has its damage percent set to 100%.&lt;br /&gt;
*Agent is sitting&lt;br /&gt;
**Agent is phantom&lt;br /&gt;
***Agent can’t be killed&lt;br /&gt;
**Agent is not phantom&lt;br /&gt;
***Agent can NOT be killed by a non-physical object.&lt;br /&gt;
***Agent can be killed by any physical, non-phantom object that has its damage percent set to 100%.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damage &amp;quot;heals&amp;quot; gradually over time.&lt;br /&gt;
&lt;br /&gt;
So, what regions support combat? For the beginner, places like New Jessie, Core and Rausch are good ideas.  They all cater to different tastes, so let&#039;s check them out.&lt;br /&gt;
&lt;br /&gt;
===New Jessie - an Open Combat Zone===&lt;br /&gt;
&lt;br /&gt;
[http://slurl.com/secondlife/New%20Jessie/197/92/301  New Jessie SLURL]&lt;br /&gt;
&lt;br /&gt;
[[Image:New Jessie Ideal.jpg]]&lt;br /&gt;
&lt;br /&gt;
New Jessie is an open combat sim which is unaffiliated with any military and where everyone is welcome.  When you land here, you can set your home here so that during combat, you need not teleport back when you die. There is a healthy mix of close quarters combat in a small town there, as well as a pair of bunkers and a shorefront with barbed wire and tank spikes.  On top of all of it, there is a hub featuring a weapons shop, many free weapons, and a combat museum detailing the history of early combat in Second Life.&lt;br /&gt;
&lt;br /&gt;
===Core===&lt;br /&gt;
&lt;br /&gt;
Do or Die ?&lt;br /&gt;
 &lt;br /&gt;
This SIM is full of danger.Core is MUH FUCKA&#039;S COMBAT SIM.&lt;br /&gt;
&lt;br /&gt;
You do not need the reason for attack in this SIM.&lt;br /&gt;
The use of arms that the guns and are all HUD is permitted to you.&lt;br /&gt;
Prohibition item:HUGE PRIM, chat spam and more spam.&lt;br /&gt;
&lt;br /&gt;
[http://slurl.com/secondlife/core/161/68/34  Core Safe Zone SLURL]&lt;br /&gt;
&lt;br /&gt;
[[Image:Core_logo02.jpg]]&lt;br /&gt;
&lt;br /&gt;
Core is a free combat sandbox that allows you to utilize varioius weapons to fight other combatants.&lt;br /&gt;
There is no unnecessary obstacles and object, which makes movement in Core smooth and relatively lag free.&lt;br /&gt;
At Core, you may also make your own weapon, and use them during combat. If  you join the &amp;quot;Core Combat Crew&amp;quot; group at the front of the central tower, you will have access to home setting. &lt;br /&gt;
This will allow you to eliminate the time which must be used to TP from your home to the combat sandbox if you get killed.&lt;br /&gt;
All are free to join the &amp;quot;Core Combat Crew&amp;quot; group. Enjoy exciting and efficient combat simulation at Core!&lt;br /&gt;
&lt;br /&gt;
===Public LLCS combat areas===&lt;br /&gt;
&lt;br /&gt;
Some of the most popular public LLCS combat areas are Rausch, Blue Base, and Red Base. These three sims are free-for-all sandboxes. There is a &amp;quot;safe zone&amp;quot; in the Rausch sandbox where you can&#039;t be attacked. It is usually surrounded by big yellow markers, and people have a tendency to gather in this area. (Please note that the &amp;quot;bases&amp;quot; are not really &amp;quot;bases&amp;quot; for anyone. They are free-for-all maps.)&lt;br /&gt;
&lt;br /&gt;
The difference between Rausch and other combat sims is that Rausch is a public sandbox region, as opposed to a private combat sim.  Anything is allowed here, so you&#039;re very likely to be killed before you know what hit you - although it also means you can kill others the same way.&lt;br /&gt;
&lt;br /&gt;
The fastest way to find these regions is to type &amp;quot;combat&amp;quot; into the places search.&lt;br /&gt;
&lt;br /&gt;
[http://slurl.com/secondlife/Combat%20(sandbox)%20Rausch/172/163/22 Rausch Safe Zone SLURL]&lt;br /&gt;
&lt;br /&gt;
[[Image:CombatBases.jpg]]&lt;br /&gt;
&lt;br /&gt;
There are also many other regions &amp;amp; groups specifically for combat or military roleplay, which are running the LLCS damage system, among these are:&lt;br /&gt;
&lt;br /&gt;
*[http://slurl.com/secondlife/core/161/68/34  Core Safe Zone SLURL]&lt;br /&gt;
*[http://slurl.com/secondlife/New%20Jessie/197/92/301  New Jessie SLURL]&lt;br /&gt;
*[http://slurl.com/secondlife/Salamis/172/163/22  Merczateers HQ(Salamis) SLURL]&lt;br /&gt;
*[http://slurl.com/secondlife/Titan/172/163/22  Ordo HQ(Titan) SLURL]&lt;br /&gt;
*[http://slurl.com/secondlife/2142/172/163/22  2142 HQ(2142) SLURL]&lt;br /&gt;
*[http://slurl.com/secondlife/Elshout/172/163/22  Alliance Navy HQ(Elshout) SLURL]&lt;br /&gt;
*[http://slurl.com/secondlife/Ziost/172/163/22  39th HQ(Ziost) SLURL]&lt;br /&gt;
*[http://slurl.com/secondlife/Vadoo%20Reef/172/163/22  Echelon Union HQ(Vadoo Reef) SLURL] &lt;br /&gt;
*[http://slurl.com/secondlife/Cannes%20Villes/172/163/22  Imperium Battalion HQ(Cannes Villes) SLURL] &lt;br /&gt;
*[http://slurl.com/secondlife/Pacific%20Breeze/172/163/22  Sparta HQ(Pacific Breeze) SLURL]&lt;br /&gt;
*[http://slurl.com/secondlife/San%20Andreas/67/151/40  Rathium HQ(San Andreas) SLURL]&lt;br /&gt;
&lt;br /&gt;
== User-Created Combat Systems (UCCS) ==&lt;br /&gt;
&lt;br /&gt;
User-created combat systems do not use the built-in LLCS (and for this reason are sometimes called &amp;quot;safezone&amp;quot; combat systems), but instead use scripted objects both to track and to deal damage.&lt;br /&gt;
&lt;br /&gt;
This type of combat system can be used in any area that allows scripts to run. Usually these systems require the player to wear a &amp;quot;tag&amp;quot; or a &amp;quot;HUD&amp;quot; in order to play. This monitors your health, and various other stats, varying among the combat systems.&lt;br /&gt;
&lt;br /&gt;
These systems usually come with their own sets of rules that disallow the use of anything from advanced weapons to Bots to shields to instant-killers with the exception of basic weaponry and in some rare cases some small explosives. Sometimes the UCCS&#039; rules include the neccessity of [[Roleplay]]ing, but some again are just straight forward killing. Some advanced UCCS keep stats of the players such as kill count, death count, level etc. &lt;br /&gt;
&lt;br /&gt;
When the player dies, unlike the LLCS, they will not be teleported back home. They will typically either &amp;quot;respawn&amp;quot; after a few minutes or some advanced systems will spawn a &amp;quot;spawn ball&amp;quot; which  the player sits on and they will be able to respawn at a random location in the combat area with full health.&lt;br /&gt;
The exact effects of &amp;quot;death&amp;quot; depend on the particular UCCS in use.&lt;br /&gt;
&lt;br /&gt;
It is important to note that many UCCS frown upon Defenses (shield, auto orbit), Advanced &amp;quot;guns&amp;quot;, Large Scale Explosives (+5 m), Automated Turrets, orbit, lag bombs. Most UCCS simulations also recommend using High quality basic weaponry that do not cause Lag within the SIM.&lt;br /&gt;
&lt;br /&gt;
A Few Notable User Created Combat Systems are &#039;CCS&#039; &#039;RCS &#039;DCS&#039; &#039;TCS&#039; &#039;Carnage Island Combat&#039; &#039;XCS&#039;, &#039;Pure Combat&#039;, &#039;[http://www.goodman-studios.biz/docs/battlezone-combat-system-2 BattleZone]&#039;, and &#039;[http://www.goodman-studios.biz/docs/gorean-ladder-meter Gorean Ladder Meter]&#039;.&lt;br /&gt;
&lt;br /&gt;
Because user-created combat systems generally depend on cooperation between scripted damage-dealing objects and scripted damage-sensing objects owned and worn by the player being damaged, there is a great potential for &#039;cheating&#039;, by writing scripts that appear to be obeying the rules of the system, but that in fact make the player very hard to damage, very good at dealing damage, or both.  While most users of these combat systems enjoy competing legitimately, there are always a few who try to cheat, and different combat communities and combat systems have taken various approaches to detecting, preventing, or discouraging the cheaters.&lt;br /&gt;
&lt;br /&gt;
== Engagement ==&lt;br /&gt;
&lt;br /&gt;
In Second Life you have a vast array of weapons, combat vehicles, and defense mechanisms at your disposal, for a vast and sometimes baffling array of different and often incompatible combat systems.&lt;br /&gt;
&lt;br /&gt;
When buying combat devices, it&#039;s important to be sure that they are compatible with&lt;br /&gt;
the combat system(s) in use in the area(s) where you plan to engage!&lt;br /&gt;
That Gorean sword may prove entirely useless against the band of Samurai&lt;br /&gt;
that you were planning to fight...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Weaponry ===&lt;br /&gt;
&lt;br /&gt;
There are hundreds of [[weapon]]s in Second Life to choose from, compatible with various different combat systems. These weapons may be classified into several categories:&lt;br /&gt;
&lt;br /&gt;
*Basic Guns - Guns that fire basic physical bullets. These are stopped by most quality shield systems.&lt;br /&gt;
*Advanced &amp;quot;Guns&amp;quot; - Guns that fire tracking, non-physical bullets. These can&#039;t be stopped by all but the most advanced (and expensive) defense systems.&lt;br /&gt;
*Explosives and &amp;quot;Nukes&amp;quot; - Self explanatory. These range from basic explosives to nukes that can kill everyone within 96m of the detonation point.&lt;br /&gt;
*Advanced Weapons - The most effective and powerful weapons often combine a number of different effects with sophisticated, often HUD-based controls. There are several quality HUD-based combat systems available, as described below.&lt;br /&gt;
*Robots and Turrets - These can be remote controlled, or set to fire on certain targets automatically.&lt;br /&gt;
*Annoyance weapons - Stuff like caging guns, anything that flings people into the air, and in general things that annoy rather than, or as well as, dealing combat-system damage. Considered &amp;quot;noobish&amp;quot; and frowned upon by experienced combat people.&lt;br /&gt;
&lt;br /&gt;
For more information, see [[Weapon]].&lt;br /&gt;
&lt;br /&gt;
=== Combat Vehicles ===&lt;br /&gt;
&lt;br /&gt;
Sadly, the use of combat vehicles has reduced in second life. While they are very fun to fly, most vehicles will be &amp;quot;disrupted&amp;quot; by shields in actual combat situations, causing them to fly away. The only way to avoid this is to use non-physical vehicles.&lt;br /&gt;
&lt;br /&gt;
=== Defense ===&lt;br /&gt;
&lt;br /&gt;
Defense plays an important part in combat life. An undefended avatar can be obliterated by modern weaponry, ruining the fun for many new combat players. There are several ways to defend yourself in Second Life.&lt;br /&gt;
&lt;br /&gt;
*Shields&lt;br /&gt;
*Offsim Bots&lt;br /&gt;
*The Phantom Glitch&lt;br /&gt;
&lt;br /&gt;
Shields, for the most part, have become obsolete with todays weapons. Any shield that offers true 100% protection will be using the Phantom glitch, by means of an object that you sit on.&lt;br /&gt;
&lt;br /&gt;
Offsim bots place your agent out of the current sim, while moving your camera so you see through the eyes of the bot. This technology works well against less sophisticated weapons, but it can and has been defeated.&lt;br /&gt;
&lt;br /&gt;
The Phantom Glitch was discussed in detail earlier in this article. When your agent is phantom, bullets and &amp;quot;killprims&amp;quot; can&#039;t collide with you, making you invincible.&lt;br /&gt;
&lt;br /&gt;
Note that many role-play areas disallow some defensive items.&lt;br /&gt;
&lt;br /&gt;
== Non-Lethal Warfare ==&lt;br /&gt;
&lt;br /&gt;
There are some weapons that can be used to disrupt or annoy another player without actually killing them.&lt;br /&gt;
&lt;br /&gt;
*Orbiting is the term used when one player causes another player to be flung up insanely high in the air.&lt;br /&gt;
*People use &amp;quot;traps&amp;quot; to render a physical avatar unable to move.&lt;br /&gt;
*&amp;quot;Lag-Bombs&amp;quot; are devices of various kinds that eat up Sim resources and cause lag, thus slowing down the target Resident&#039;s activities.&lt;br /&gt;
&lt;br /&gt;
While this kind on non-lethal device can (sometimes) be appropriate to delay or detour a legitimate opponent in a combat game, they are also commonly used by [[griefer]]s against unwilling victims in both combat and non-combat areas.  They therefore tend to have a poor reputation, and to be looked down upon in many combat communities.&lt;br /&gt;
&lt;br /&gt;
In the area of defense against pushes and pulls, most combatants use a device known as a &amp;quot;non-phys&amp;quot;. A non-phys makes your avatar non-physical, in other words immune to being pushed or pulled. Period. A non-phys is basically a prim that you sit on, usually it becomes invisible once you sit, and you steer it around just like you are moving normally. When using a non-phys, you can pass through objects and walls.&lt;br /&gt;
&lt;br /&gt;
If a non-phys is not handy and you are in danger of being orbited, just create a prim box and sit on it.&lt;br /&gt;
&lt;br /&gt;
== Advanced Weapons ==&lt;br /&gt;
&lt;br /&gt;
The most powerful weapons in Second Life enable you to simply say (or click) a command, such as &amp;quot;kill joh&amp;quot;, resulting in the nearest person with joh in their name being killed instantly. &lt;br /&gt;
Because many of the currently popular weapons in this class use Heads-Up Displays ([[HUD]]s), they are sometimes referred to as &amp;quot;Combat HUDs&amp;quot;.&lt;br /&gt;
They usually offer a substantial arsenal of attacks that you can deploy, other than the standard &amp;quot;kill person&amp;quot; command. These include orbiting, &amp;quot;burning&amp;quot; people, trapping, auto-killing, etc.&lt;br /&gt;
&lt;br /&gt;
Some advanced weapons are designed primarily to deal damage and provide defense in a single combat system (either LLCS or a user-created system); others support two or more different combat systems in a single device.&lt;br /&gt;
Still others concentrate on the non-lethal actions and annoyances described above, and merge into the category of griefer and anti-griefer devices and away from legitimate combat.&lt;br /&gt;
&lt;br /&gt;
[[Category:Tutorials|Combat]]&lt;/div&gt;</summary>
		<author><name>Caine Constantine</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=Combat&amp;diff=105993</id>
		<title>Combat</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=Combat&amp;diff=105993"/>
		<updated>2008-10-20T22:55:09Z</updated>

		<summary type="html">&lt;p&gt;Caine Constantine: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Help|Misc=*}}&lt;br /&gt;
&lt;br /&gt;
Combat in Second Life is a dynamic and ever changing world. This article will try to teach you some of the basics of this world.&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
Some areas of Second Life &amp;lt;!-- We really don&#039;t need to start the article off by advertising a sim * , like New Jessie, * --&amp;gt;are designed for the sole purpose of inter-resident combat, in other areas combat is part of a larger role-playing ambiance.&lt;br /&gt;
There are two basic types of combat system in second life:&lt;br /&gt;
&lt;br /&gt;
*The built-in Linden Lab Combat System (LLCS)&lt;br /&gt;
*User-created combat systems.&lt;br /&gt;
&lt;br /&gt;
==Linden Lab Combat System (LLCS)==&lt;br /&gt;
&lt;br /&gt;
The Linden Lab Combat System is in effect in any parcel that the owner has designated as &amp;quot;unsafe&amp;quot;. When you are in one of these areas there will be a heart with a percentage next to it on your upper menu bar. When you see this meter, it means you can be killed in the area. When this percentage drops to zero, you are then &#039;dead&#039;, and you will teleported to your home location.&lt;br /&gt;
&lt;br /&gt;
Please note that being killed is &#039;&#039;&#039;not&#039;&#039;&#039; a big deal. You have to teleport back into the combat simulation from your home location, if you want to return to the combat. You will not lose anything (money, attachments, inventory) if you happen to die in this manner. However, NEVER set your home to an area that has Damage enabled, or else you may become stuck in an infinite teleport loop by a weapon that continuously kills you.&lt;br /&gt;
&lt;br /&gt;
In the LLCS, damage is dealt by collisions with scripted objects that have used [[LlSetDamage]] to make themselves damaging. Residents also take damage when they collide with any object, or with the ground (as in falling), at sufficiently high speed.&lt;br /&gt;
&lt;br /&gt;
There are several ways to defeat the LLCS. Most of them will lead to your being banned from most LLCS damage sims by owners.&lt;br /&gt;
&lt;br /&gt;
The most prominent method involves forcing your agent to become phantom. This is accomplished by sitting on an object, and then having that object enable Volume Detect. Upon standing, the agent will be “phantom” and no objects will be able to collide with that agent. To reverse this effect, sit on an object and have the object disable Volume Detect. Additionally, Volume Detect can be enabled before the agent sits, and the phantom status will be applied to the agent only while it is sitting on the object. If the agent teleports out of the region or crosses a region border, it will lose its phantom status.&lt;br /&gt;
&lt;br /&gt;
To instantly kill an agent, that agent must be hit with an object that has its damage percent set to 100% (via llSetDamage()). Here are the conditions that will cause death.&lt;br /&gt;
&lt;br /&gt;
*Agent is not sitting&lt;br /&gt;
**Agent is phantom&lt;br /&gt;
***Agent can’t be killed&lt;br /&gt;
**Agent is not phantom&lt;br /&gt;
***Agent can be killed by any non-physical, non-phantom object that has its damage percent set to 100%.&lt;br /&gt;
***Agent can be killed by any physical, non-phantom object that has its damage percent set to 100%.&lt;br /&gt;
*Agent is sitting&lt;br /&gt;
**Agent is phantom&lt;br /&gt;
***Agent can’t be killed&lt;br /&gt;
**Agent is not phantom&lt;br /&gt;
***Agent can NOT be killed by a non-physical object.&lt;br /&gt;
***Agent can be killed by any physical, non-phantom object that has its damage percent set to 100%.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damage &amp;quot;heals&amp;quot; gradually over time.&lt;br /&gt;
&lt;br /&gt;
So, what regions support combat? For the beginner, places like New Jessie, Core and Rausch are good ideas.  They all cater to different tastes, so let&#039;s check them out.&lt;br /&gt;
&lt;br /&gt;
===New Jessie - an Open Combat Zone===&lt;br /&gt;
&lt;br /&gt;
[http://slurl.com/secondlife/New%20Jessie/197/92/301  New Jessie SLURL]&lt;br /&gt;
&lt;br /&gt;
[[Image:New Jessie Ideal.jpg]]&lt;br /&gt;
&lt;br /&gt;
New Jessie is an open combat sim which is unaffiliated with any military and where everyone is welcome.  When you land here, you can set your home here so that during combat, you need not teleport back when you die. There is a healthy mix of close quarters combat in a small town there, as well as a pair of bunkers and a shorefront with barbed wire and tank spikes.  On top of all of it, there is a hub featuring a weapons shop, many free weapons, and a combat museum detailing the history of early combat in Second Life.&lt;br /&gt;
&lt;br /&gt;
===Core===&lt;br /&gt;
&lt;br /&gt;
Do or Die ?&lt;br /&gt;
 &lt;br /&gt;
This SIM is full of danger.Core is MUH FUCKA&#039;S COMBAT SIM.&lt;br /&gt;
&lt;br /&gt;
You do not need the reason for attack in this SIM.&lt;br /&gt;
The use of arms that the guns and are all HUD is permitted to you.&lt;br /&gt;
Prohibition item:HUGE PRIM, chat spam and more spam.&lt;br /&gt;
&lt;br /&gt;
[http://slurl.com/secondlife/core/161/68/34  Core Safe Zone SLURL]&lt;br /&gt;
&lt;br /&gt;
[[Image:Core_logo02.jpg]]&lt;br /&gt;
&lt;br /&gt;
Core is a free combat sandbox that allows you to utilize varioius weapons to fight other combatants.&lt;br /&gt;
There is no unnecessary obstacles and object, which makes movement in Core smooth and relatively lag free.&lt;br /&gt;
At Core, you may also make your own weapon, and use them during combat. If  you join the &amp;quot;Core Combat Crew&amp;quot; group at the front of the central tower, you will have access to home setting. &lt;br /&gt;
This will allow you to eliminate the time which must be used to TP from your home to the combat sandbox if you get killed.&lt;br /&gt;
All are free to join the &amp;quot;Core Combat Crew&amp;quot; group. Enjoy exciting and efficient combat simulation at Core!&lt;br /&gt;
&lt;br /&gt;
===Public LLCS combat areas===&lt;br /&gt;
&lt;br /&gt;
Some of the most popular public LLCS combat areas are Rausch, Blue Base, and Red Base. These three sims are free-for-all sandboxes. There is a &amp;quot;safe zone&amp;quot; in the Rausch sandbox where you can&#039;t be attacked. It is usually surrounded by big yellow markers, and people have a tendency to gather in this area. (Please note that the &amp;quot;bases&amp;quot; are not really &amp;quot;bases&amp;quot; for anyone. They are free-for-all maps.)&lt;br /&gt;
&lt;br /&gt;
The difference between Rausch and other combat sims is that Rausch is a public sandbox region, as opposed to a private combat sim.&lt;br /&gt;
&lt;br /&gt;
The fastest way to find these regions is to type &amp;quot;combat&amp;quot; into the places search.&lt;br /&gt;
&lt;br /&gt;
[http://slurl.com/secondlife/Combat%20(sandbox)%20Rausch/172/163/22 Rausch Safe Zone SLURL]&lt;br /&gt;
&lt;br /&gt;
[[Image:CombatBases.jpg]]&lt;br /&gt;
&lt;br /&gt;
There are also many other regions &amp;amp; groups specifically for combat or military roleplay, which are running the LLCS damage system, among these are:&lt;br /&gt;
&lt;br /&gt;
*[http://slurl.com/secondlife/core/161/68/34  Core Safe Zone SLURL]&lt;br /&gt;
*[http://slurl.com/secondlife/New%20Jessie/197/92/301  New Jessie SLURL]&lt;br /&gt;
*[http://slurl.com/secondlife/Salamis/172/163/22  Merczateers HQ(Salamis) SLURL]&lt;br /&gt;
*[http://slurl.com/secondlife/Titan/172/163/22  Ordo HQ(Titan) SLURL]&lt;br /&gt;
*[http://slurl.com/secondlife/2142/172/163/22  2142 HQ(2142) SLURL]&lt;br /&gt;
*[http://slurl.com/secondlife/Elshout/172/163/22  Alliance Navy HQ(Elshout) SLURL]&lt;br /&gt;
*[http://slurl.com/secondlife/Ziost/172/163/22  39th HQ(Ziost) SLURL]&lt;br /&gt;
*[http://slurl.com/secondlife/Vadoo%20Reef/172/163/22  Echelon Union HQ(Vadoo Reef) SLURL] &lt;br /&gt;
*[http://slurl.com/secondlife/Cannes%20Villes/172/163/22  Imperium Battalion HQ(Cannes Villes) SLURL] &lt;br /&gt;
*[http://slurl.com/secondlife/Pacific%20Breeze/172/163/22  Sparta HQ(Pacific Breeze) SLURL]&lt;br /&gt;
*[http://slurl.com/secondlife/San%20Andreas/67/151/40  Rathium HQ(San Andreas) SLURL]&lt;br /&gt;
&lt;br /&gt;
== User-Created Combat Systems (UCCS) ==&lt;br /&gt;
&lt;br /&gt;
User-created combat systems do not use the built-in LLCS (and for this reason are sometimes called &amp;quot;safezone&amp;quot; combat systems), but instead use scripted objects both to track and to deal damage.&lt;br /&gt;
&lt;br /&gt;
This type of combat system can be used in any area that allows scripts to run. Usually these systems require the player to wear a &amp;quot;tag&amp;quot; or a &amp;quot;HUD&amp;quot; in order to play. This monitors your health, and various other stats, varying among the combat systems.&lt;br /&gt;
&lt;br /&gt;
These systems usually come with their own sets of rules that disallow the use of anything from advanced weapons to Bots to shields to instant-killers with the exception of basic weaponry and in some rare cases some small explosives. Sometimes the UCCS&#039; rules include the neccessity of [[Roleplay]]ing, but some again are just straight forward killing. Some advanced UCCS keep stats of the players such as kill count, death count, level etc. &lt;br /&gt;
&lt;br /&gt;
When the player dies, unlike the LLCS, they will not be teleported back home. They will typically either &amp;quot;respawn&amp;quot; after a few minutes or some advanced systems will spawn a &amp;quot;spawn ball&amp;quot; which  the player sits on and they will be able to respawn at a random location in the combat area with full health.&lt;br /&gt;
The exact effects of &amp;quot;death&amp;quot; depend on the particular UCCS in use.&lt;br /&gt;
&lt;br /&gt;
It is important to note that many UCCS frown upon Defenses (shield, auto orbit), Advanced &amp;quot;guns&amp;quot;, Large Scale Explosives (+5 m), Automated Turrets, orbit, lag bombs. Most UCCS simulations also recommend using High quality basic weaponry that do not cause Lag within the SIM.&lt;br /&gt;
&lt;br /&gt;
A Few Notable User Created Combat Systems are &#039;CCS&#039; &#039;RCS &#039;DCS&#039; &#039;TCS&#039; &#039;Carnage Island Combat&#039; &#039;XCS&#039;, &#039;Pure Combat&#039;, &#039;[http://www.goodman-studios.biz/docs/battlezone-combat-system-2 BattleZone]&#039;, and &#039;[http://www.goodman-studios.biz/docs/gorean-ladder-meter Gorean Ladder Meter]&#039;.&lt;br /&gt;
&lt;br /&gt;
Because user-created combat systems generally depend on cooperation between scripted damage-dealing objects and scripted damage-sensing objects owned and worn by the player being damaged, there is a great potential for &#039;cheating&#039;, by writing scripts that appear to be obeying the rules of the system, but that in fact make the player very hard to damage, very good at dealing damage, or both.  While most users of these combat systems enjoy competing legitimately, there are always a few who try to cheat, and different combat communities and combat systems have taken various approaches to detecting, preventing, or discouraging the cheaters.&lt;br /&gt;
&lt;br /&gt;
== Engagement ==&lt;br /&gt;
&lt;br /&gt;
In Second Life you have a vast array of weapons, combat vehicles, and defense mechanisms at your disposal, for a vast and sometimes baffling array of different and often incompatible combat systems.&lt;br /&gt;
&lt;br /&gt;
When buying combat devices, it&#039;s important to be sure that they are compatible with&lt;br /&gt;
the combat system(s) in use in the area(s) where you plan to engage!&lt;br /&gt;
That Gorean sword may prove entirely useless against the band of Samurai&lt;br /&gt;
that you were planning to fight...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Weaponry ===&lt;br /&gt;
&lt;br /&gt;
There are hundreds of [[weapon]]s in Second Life to choose from, compatible with various different combat systems. These weapons may be classified into several categories:&lt;br /&gt;
&lt;br /&gt;
*Basic Guns - Guns that fire basic physical bullets. These are stopped by most quality shield systems.&lt;br /&gt;
*Advanced &amp;quot;Guns&amp;quot; - Guns that fire tracking, non-physical bullets. These can&#039;t be stopped by all but the most advanced (and expensive) defense systems.&lt;br /&gt;
*Explosives and &amp;quot;Nukes&amp;quot; - Self explanatory. These range from basic explosives to nukes that can kill everyone within 96m of the detonation point.&lt;br /&gt;
*Advanced Weapons - The most effective and powerful weapons often combine a number of different effects with sophisticated, often HUD-based controls. There are several quality HUD-based combat systems available, as described below.&lt;br /&gt;
*Robots and Turrets - These can be remote controlled, or set to fire on certain targets automatically.&lt;br /&gt;
*Annoyance weapons - Stuff like caging guns, anything that flings people into the air, and in general things that annoy rather than, or as well as, dealing combat-system damage. Considered &amp;quot;noobish&amp;quot; and frowned upon by experienced combat people.&lt;br /&gt;
&lt;br /&gt;
For more information, see [[Weapon]].&lt;br /&gt;
&lt;br /&gt;
=== Combat Vehicles ===&lt;br /&gt;
&lt;br /&gt;
Sadly, the use of combat vehicles has reduced in second life. While they are very fun to fly, most vehicles will be &amp;quot;disrupted&amp;quot; by shields in actual combat situations, causing them to fly away. The only way to avoid this is to use non-physical vehicles.&lt;br /&gt;
&lt;br /&gt;
=== Defense ===&lt;br /&gt;
&lt;br /&gt;
Defense plays an important part in combat life. An undefended avatar can be obliterated by modern weaponry, ruining the fun for many new combat players. There are several ways to defend yourself in Second Life.&lt;br /&gt;
&lt;br /&gt;
*Shields&lt;br /&gt;
*Offsim Bots&lt;br /&gt;
*The Phantom Glitch&lt;br /&gt;
&lt;br /&gt;
Shields, for the most part, have become obsolete with todays weapons. Any shield that offers true 100% protection will be using the Phantom glitch, by means of an object that you sit on.&lt;br /&gt;
&lt;br /&gt;
Offsim bots place your agent out of the current sim, while moving your camera so you see through the eyes of the bot. This technology works well against less sophisticated weapons, but it can and has been defeated.&lt;br /&gt;
&lt;br /&gt;
The Phantom Glitch was discussed in detail earlier in this article. When your agent is phantom, bullets and &amp;quot;killprims&amp;quot; can&#039;t collide with you, making you invincible.&lt;br /&gt;
&lt;br /&gt;
Note that many role-play areas disallow some defensive items.&lt;br /&gt;
&lt;br /&gt;
== Non-Lethal Warfare ==&lt;br /&gt;
&lt;br /&gt;
There are some weapons that can be used to disrupt or annoy another player without actually killing them.&lt;br /&gt;
&lt;br /&gt;
*Orbiting is the term used when one player causes another player to be flung up insanely high in the air.&lt;br /&gt;
*People use &amp;quot;traps&amp;quot; to render a physical avatar unable to move.&lt;br /&gt;
*&amp;quot;Lag-Bombs&amp;quot; are devices of various kinds that eat up Sim resources and cause lag, thus slowing down the target Resident&#039;s activities.&lt;br /&gt;
&lt;br /&gt;
While this kind on non-lethal device can (sometimes) be appropriate to delay or detour a legitimate opponent in a combat game, they are also commonly used by [[griefer]]s against unwilling victims in both combat and non-combat areas.  They therefore tend to have a poor reputation, and to be looked down upon in many combat communities.&lt;br /&gt;
&lt;br /&gt;
In the area of defense against pushes and pulls, most combatants use a device known as a &amp;quot;non-phys&amp;quot;. A non-phys makes your avatar non-physical, in other words immune to being pushed or pulled. Period. A non-phys is basically a prim that you sit on, usually it becomes invisible once you sit, and you steer it around just like you are moving normally. When using a non-phys, you can pass through objects and walls.&lt;br /&gt;
&lt;br /&gt;
If a non-phys is not handy and you are in danger of being orbited, just create a prim box and sit on it.&lt;br /&gt;
&lt;br /&gt;
== Advanced Weapons ==&lt;br /&gt;
&lt;br /&gt;
The most powerful weapons in Second Life enable you to simply say (or click) a command, such as &amp;quot;kill joh&amp;quot;, resulting in the nearest person with joh in their name being killed instantly. &lt;br /&gt;
Because many of the currently popular weapons in this class use Heads-Up Displays ([[HUD]]s), they are sometimes referred to as &amp;quot;Combat HUDs&amp;quot;.&lt;br /&gt;
They usually offer a substantial arsenal of attacks that you can deploy, other than the standard &amp;quot;kill person&amp;quot; command. These include orbiting, &amp;quot;burning&amp;quot; people, trapping, auto-killing, etc.&lt;br /&gt;
&lt;br /&gt;
Some advanced weapons are designed primarily to deal damage and provide defense in a single combat system (either LLCS or a user-created system); others support two or more different combat systems in a single device.&lt;br /&gt;
Still others concentrate on the non-lethal actions and annoyances described above, and merge into the category of griefer and anti-griefer devices and away from legitimate combat.&lt;br /&gt;
&lt;br /&gt;
[[Category:Tutorials|Combat]]&lt;/div&gt;</summary>
		<author><name>Caine Constantine</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=Combat&amp;diff=94417</id>
		<title>Combat</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=Combat&amp;diff=94417"/>
		<updated>2008-10-04T09:32:12Z</updated>

		<summary type="html">&lt;p&gt;Caine Constantine: /* New Jessie - an Open Combat Zone */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Help|Misc=*}}&lt;br /&gt;
&lt;br /&gt;
Combat in Second Life is a very fun and active hobby. This article will try to teach you exactly how Second Life combat works.&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
Some areas of Second Life, like New Jessie, are designed for the sole purpose of inter-resident combat;&lt;br /&gt;
in other areas combat is part of a larger role-playing ambiance.&lt;br /&gt;
There are two basic types of combat system in second life:&lt;br /&gt;
the built-in Linden Lab Combat System, and a variety of&lt;br /&gt;
User-created combat systems.&lt;br /&gt;
&lt;br /&gt;
==Linden Lab Combat System (LLCS)==&lt;br /&gt;
&lt;br /&gt;
The Linden Lab Combat System is in effect in any parcel that the owner has&lt;br /&gt;
designated as &amp;quot;unsafe&amp;quot;. When you are in one of these areas there will be a heart with a percentage next to it on your upper menu bar. When you see this meter, it means you can be killed in the area. When this percentage drops to zero, you are then &#039;dead&#039;, and you will teleported to your home location.&lt;br /&gt;
&lt;br /&gt;
Please note that being killed is &#039;&#039;&#039;not&#039;&#039;&#039; a big deal. You have to teleport back into the combat simulation from your home location, if you want to return to the combat. You will not lose anything (money, attachments, inventory) if you happen to die in this manner.&lt;br /&gt;
&lt;br /&gt;
In the LLCS, damage is dealt by collisions with scripted objects that have used&lt;br /&gt;
[[LlSetDamage]] to make themselves damaging; Residents also take damage when they&lt;br /&gt;
collide with any object, or with the ground (as in falling), at sufficiently high&lt;br /&gt;
speed.&lt;br /&gt;
&lt;br /&gt;
Damage &amp;quot;heals&amp;quot; gradually over time.&lt;br /&gt;
&lt;br /&gt;
So, where do you go when you&#039;re looking for a fight?&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===New Jessie - an Open Combat Zone===&lt;br /&gt;
&lt;br /&gt;
[http://slurl.com/secondlife/New%20Jessie/197/92/301  New Jessie SLURL]&lt;br /&gt;
&lt;br /&gt;
[[Image:New Jessie Ideal.jpg]]&lt;br /&gt;
&lt;br /&gt;
New Jessie is an open combat sim which is unaffiliated with any military and where everyone is welcome.  When you land here, you can set your home here so that during combat, you need not teleport back when you die.  There is a healthy mix of close quarters combat in a small town there, as well as a pair of bunkers and a shorefront with barbed wire and tank spikes.  On top of all of it, there is a hub featuring a weapons shop, many free weapons, and a combat museum detailing the history of early combat in Second Life.&lt;br /&gt;
&lt;br /&gt;
===Core===&lt;br /&gt;
&lt;br /&gt;
Core is MUH FUCKA&#039;S BATTLE SIM&lt;br /&gt;
You do not need the reason for attack in this SIM.&lt;br /&gt;
The use of arms that the guns and are all HUD is permitted to you.&lt;br /&gt;
Prohibition item:HUGE PRIM, chat spam and more spam.&lt;br /&gt;
&lt;br /&gt;
[http://slurl.com/secondlife/core/161/68/34  Core Combat Sand Box Safe Zone(Core) SLURL]&lt;br /&gt;
&lt;br /&gt;
[[Image:Core_logo02.jpg]]&lt;br /&gt;
&lt;br /&gt;
===Rausch===&lt;br /&gt;
&lt;br /&gt;
Some of the most popular public LLCS combat areas are Rausch, Blue Base, and Red Base. These three sims are free-for-all sandboxes. There is a &amp;quot;safe zone&amp;quot; in the Rausch sandbox where you can&#039;t be attacked. It is usually surrounded by big yellow markers, and people have a tendency to gather in this area. (Please note that the &amp;quot;bases&amp;quot; are not really &amp;quot;bases&amp;quot; for anyone. They are free-for-all maps.)&lt;br /&gt;
&lt;br /&gt;
The difference between Rausch and New Jessie and other sims is that while New Jessie is governed in the name of fair combat, Rausch truly is a complete free for all.&lt;br /&gt;
&lt;br /&gt;
The fastest way to find these regions is to type &amp;quot;combat&amp;quot; into the places search.&lt;br /&gt;
&lt;br /&gt;
[http://slurl.com/secondlife/Combat%20(sandbox)%20Rausch/172/163/22 Rausch Safe Zone SLURL]&lt;br /&gt;
&lt;br /&gt;
[[Image:CombatBases.jpg]]&lt;br /&gt;
&lt;br /&gt;
There are also many other regions &amp;amp; groups specifically for fair combat / military roleplay, which are non profit and running the LLCS damage, these are:&lt;br /&gt;
&lt;br /&gt;
[http://slurl.com/secondlife/Salamis/172/163/22  Merczateers HQ(Salamis) SLURL]&lt;br /&gt;
&lt;br /&gt;
[http://slurl.com/secondlife/Titan/172/163/22  Ordo HQ(Titan) SLURL]&lt;br /&gt;
&lt;br /&gt;
[http://slurl.com/secondlife/2142/172/163/22  2142 HQ(2142) SLURL]&lt;br /&gt;
&lt;br /&gt;
[http://slurl.com/secondlife/Elshout/172/163/22  Alliance Navy HQ(Elshout) SLURL]&lt;br /&gt;
&lt;br /&gt;
[http://slurl.com/secondlife/Ziost/172/163/22  39th HQ(Ziost) SLURL]&lt;br /&gt;
&lt;br /&gt;
[http://slurl.com/secondlife/Vadoo%20Reef/172/163/22  Echelon Union HQ(Vadoo Reef) SLURL] &lt;br /&gt;
&lt;br /&gt;
[http://slurl.com/secondlife/Cannes%20Villes/172/163/22  Imperium Battalion HQ(Cannes Villes) SLURL] &lt;br /&gt;
&lt;br /&gt;
[http://slurl.com/secondlife/Pacific%20Breeze/172/163/22  Sparta HQ(Pacific Breeze) SLURL]&lt;br /&gt;
&lt;br /&gt;
[http://slurl.com/secondlife/San%20Andreas/67/151/40  Rathium HQ(San Andreas) SLURL]&lt;br /&gt;
&lt;br /&gt;
== User-Created Combat Systems (UCCS) ==&lt;br /&gt;
&lt;br /&gt;
User-created combat systems do not use the built-in LLCS (and for this reason are sometimes called &amp;quot;safezone&amp;quot; combat systems), but instead use scripted objects both to track and to deal damage.&lt;br /&gt;
&lt;br /&gt;
This type of combat system can be used in any area that allows scripts to run. Usually these systems require the player to wear a &amp;quot;tag&amp;quot; or a &amp;quot;HUD&amp;quot; in order to play. This monitors your health, and various other stats, varying among the combat systems.&lt;br /&gt;
&lt;br /&gt;
These systems usually come with their own sets of rules that disallow the use of anything from advanced weapons to Bots to shields to instant-killers with the exception of basic weaponry and in some rare cases some small explosives. Sometimes the UCCS&#039; rules include the neccessity of [[Roleplay]]ing, but some again are just straight forward killing. Some advanced UCCS keep stats of the players such as kill count, death count, level etc. &lt;br /&gt;
&lt;br /&gt;
When the player dies, unlike the LLCS, they will not be teleported back home. They will typically either &amp;quot;respawn&amp;quot; after a few minutes or some advanced systems will spawn a &amp;quot;spawn ball&amp;quot; which  the player sits on and they will be able to respawn at a random location in the combat area with full health.&lt;br /&gt;
The exact effects of &amp;quot;death&amp;quot; depend on the particular UCCS in use.&lt;br /&gt;
&lt;br /&gt;
It is important to note that many UCCS frown upon Defenses (shield, auto orbit), Advanced &amp;quot;guns&amp;quot;, Large Scale Explosives (+5 m), Automated Turrets, orbit, lag bombs. Most UCCS simulations also recommend using High quality basic weaponry that do not cause Lag within the SIM.&lt;br /&gt;
&lt;br /&gt;
A Few Notable User Created Combat Systems are &#039;CCS&#039; &#039;RCS &#039;DCS&#039; &#039;TCS&#039; &#039;Carnage Island Combat&#039; &#039;XCS&#039;, &#039;Pure Combat&#039;, &#039;[http://www.goodman-studios.biz/docs/battlezone-combat-system-2 BattleZone]&#039;, and &#039;[http://www.goodman-studios.biz/docs/gorean-ladder-meter Gorean Ladder Meter]&#039;.&lt;br /&gt;
&lt;br /&gt;
Because user-created combat systems generally depend on cooperation between scripted damage-dealing objects and scripted damage-sensing objects owned and worn by the player being damaged, there is a great potential for &#039;cheating&#039;, by writing scripts that appear to be obeying the rules of the system, but that in fact make the player very hard to damage, very good at dealing damage, or both.  While most users of these combat systems enjoy competing legitimately, there are always a few who try to cheat, and different combat communities and combat systems have taken various approaches to detecting, preventing, or discouraging the cheaters.&lt;br /&gt;
&lt;br /&gt;
== Engagement ==&lt;br /&gt;
&lt;br /&gt;
In Second Life you have a vast array of weapons, combat vehicles, and defense mechanisms at your disposal, for a vast and sometimes baffling array of different and often incompatible combat systems.&lt;br /&gt;
&lt;br /&gt;
When buying combat devices, it&#039;s important to be sure that they are compatible with&lt;br /&gt;
the combat system(s) in use in the area(s) where you plan to engage!&lt;br /&gt;
That Gorean sword may prove entirely useless against the band of Samurai&lt;br /&gt;
that you were planning to fight...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Weaponry ===&lt;br /&gt;
&lt;br /&gt;
There are hundreds of [[weapon]]s in Second Life to choose from, compatible with various different combat systems. These weapons may be classified into several categories:&lt;br /&gt;
&lt;br /&gt;
*Basic Guns - Guns that fire basic physical bullets. These are stopped by most quality shield systems.&lt;br /&gt;
*Advanced &amp;quot;Guns&amp;quot; - Guns that fire tracking, non-physical bullets. These can&#039;t be stopped by all but the most advanced (and expensive) defense systems.&lt;br /&gt;
*Explosives and &amp;quot;Nukes&amp;quot; - Self explanatory. These range from basic explosives to nukes that can kill everyone within 96m of the detonation point.&lt;br /&gt;
*Advanced Weapons - The most effective and powerful weapons often combine a number of different effects with sophisticated, often HUD-based controls. There are several quality HUD-based combat systems available, as described below.&lt;br /&gt;
*Robots and Turrets - These can be remote controlled, or set to fire on certain targets automatically.&lt;br /&gt;
*Annoyance weapons - Stuff like caging guns, anything that flings people into the air, and in general things that annoy rather than, or as well as, dealing combat-system damage. Considered &amp;quot;noobish&amp;quot; and frowned upon by experienced combat people.&lt;br /&gt;
&lt;br /&gt;
For more information, see [[Weapon]].&lt;br /&gt;
&lt;br /&gt;
=== Combat Vehicles ===&lt;br /&gt;
&lt;br /&gt;
Sadly, the use of combat vehicles has reduced in second life. While they are very fun to fly, most vehicles will be &amp;quot;disrupted&amp;quot; by shields in actual combat situations, causing them to fly away. The only way to avoid this is to use non-physical vehicles.&lt;br /&gt;
&lt;br /&gt;
=== Defense ===&lt;br /&gt;
&lt;br /&gt;
Defense plays an important part in combat life. An undefended avatar can be obliterated by modern weaponry, ruining the fun for many new combat players. There are several ways to defend yourself in Second Life.&lt;br /&gt;
&lt;br /&gt;
*Shields&lt;br /&gt;
*Defense Bots&lt;br /&gt;
*Killing someone before they kill you&lt;br /&gt;
&lt;br /&gt;
There are several different &amp;quot;brands&amp;quot; of shields to choose from, compatible with various different combat systems. Shields are a must, and they are well worth the cost. A good shield should physically push bullets away before they reach the actual shield. Even the best shield, however, is vulnerable to tracking bullets.&lt;br /&gt;
&lt;br /&gt;
Defense bots are the most advanced way of keeping alive in Second Life combat. Defense bots position your physical avatar underground and/or out of the sim, where it is not possible for 98% of weapons to kill them, while allowing you to play &amp;quot;through&amp;quot; the bot. Just like in real life, weapons in SL advance in complexity every day. There are several weapons that can kill someone using the &amp;quot;off-sim&amp;quot; modes of these bots, and more appear all the time.&lt;br /&gt;
&lt;br /&gt;
Most defense bots allow you to issue &amp;quot;Combat HUD-like&amp;quot; commands on people, enabling you to kill them and stay safely protected in your bot.&lt;br /&gt;
&lt;br /&gt;
Note that many combat systems and combat areas, such as medieval or primitive role-play&lt;br /&gt;
areas, will probably disallow some or all of the &amp;quot;high-tech&amp;quot; defensive items, especially bots.&lt;br /&gt;
&lt;br /&gt;
== Non-Lethal Warfare ==&lt;br /&gt;
&lt;br /&gt;
There are some weapons that can be used to disrupt or annoy another player without actually killing them.&lt;br /&gt;
&lt;br /&gt;
*Orbiting is the term used when one player causes another player to be flung up insanely high in the air.&lt;br /&gt;
*People use &amp;quot;traps&amp;quot; to render a physical avatar unable to move.&lt;br /&gt;
*&amp;quot;Lag-Bombs&amp;quot; are devices of various kinds that eat up Sim resources and cause lag, thus slowing down the target Resident&#039;s activities.&lt;br /&gt;
&lt;br /&gt;
While this kind on non-lethal device can (sometimes) be appropriate to delay or detour a legitimate opponent in a combat game, they are also commonly used by [[griefer]]s against unwilling victims in both combat and non-combat areas.  They therefore tend to have a poor reputation, and to be looked down upon in many combat communities.&lt;br /&gt;
&lt;br /&gt;
In the area of defense against pushes and pulls, most combatants use a device known as a &amp;quot;non-phys&amp;quot;. A non-phys makes your avatar non-physical, in other words immune to being pushed or pulled. Period. A non-phys is basically a prim that you sit on, usually it becomes invisible once you sit, and you steer it around just like you are moving normally. When using a non-phys, you can pass through objects and walls.&lt;br /&gt;
&lt;br /&gt;
If a non-phys is not handy and you are in danger of being orbited, just create a prim box and sit on it. Sitting on the ground will do you no good at all.&lt;br /&gt;
&lt;br /&gt;
== Advanced Weapons ==&lt;br /&gt;
&lt;br /&gt;
The most powerful weapons in Second Life enable you to simply say (or click) a command, such as &amp;quot;kill joh&amp;quot;, resulting in the nearest person (within 96m) with joh in their name being killed instantly - shields or no shields. &lt;br /&gt;
Because many of the currently popular weapons in this class use Heads-Up Displays ([[HUD]]s), they are sometimes referred to as &amp;quot;Combat HUDs&amp;quot;.&lt;br /&gt;
They usually offer a substantial arsenal of attacks that you can deploy, other than the standard &amp;quot;kill person&amp;quot; command. These include orbiting, &amp;quot;burning&amp;quot; people, trapping, auto-killing, etc.&lt;br /&gt;
&lt;br /&gt;
Some advanced weapons are designed primarily to deal damage and provide defense in a single combat system (either LLCS or a user-created system); others support two or more different combat systems in a single device.&lt;br /&gt;
Still others concentrate on the non-lethal actions and annoyances described above, and merge into the category of griefer and anti-griefer devices and away from legitimate combat.&lt;br /&gt;
&lt;br /&gt;
Underground bots and phase devices (in a nutshell devices that make you undetectable to sensors) are the only protection against the most powerful weapon in this class.&lt;br /&gt;
&lt;br /&gt;
[[Category:Tutorials|Combat]]&lt;/div&gt;</summary>
		<author><name>Caine Constantine</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=File:New_Jessie_Ideal.jpg&amp;diff=94416</id>
		<title>File:New Jessie Ideal.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=File:New_Jessie_Ideal.jpg&amp;diff=94416"/>
		<updated>2008-10-04T09:31:51Z</updated>

		<summary type="html">&lt;p&gt;Caine Constantine: Updated picture.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Updated picture.&lt;/div&gt;</summary>
		<author><name>Caine Constantine</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=Combat&amp;diff=94415</id>
		<title>Combat</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=Combat&amp;diff=94415"/>
		<updated>2008-10-04T09:30:26Z</updated>

		<summary type="html">&lt;p&gt;Caine Constantine: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Help|Misc=*}}&lt;br /&gt;
&lt;br /&gt;
Combat in Second Life is a very fun and active hobby. This article will try to teach you exactly how Second Life combat works.&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
Some areas of Second Life, like New Jessie, are designed for the sole purpose of inter-resident combat;&lt;br /&gt;
in other areas combat is part of a larger role-playing ambiance.&lt;br /&gt;
There are two basic types of combat system in second life:&lt;br /&gt;
the built-in Linden Lab Combat System, and a variety of&lt;br /&gt;
User-created combat systems.&lt;br /&gt;
&lt;br /&gt;
==Linden Lab Combat System (LLCS)==&lt;br /&gt;
&lt;br /&gt;
The Linden Lab Combat System is in effect in any parcel that the owner has&lt;br /&gt;
designated as &amp;quot;unsafe&amp;quot;. When you are in one of these areas there will be a heart with a percentage next to it on your upper menu bar. When you see this meter, it means you can be killed in the area. When this percentage drops to zero, you are then &#039;dead&#039;, and you will teleported to your home location.&lt;br /&gt;
&lt;br /&gt;
Please note that being killed is &#039;&#039;&#039;not&#039;&#039;&#039; a big deal. You have to teleport back into the combat simulation from your home location, if you want to return to the combat. You will not lose anything (money, attachments, inventory) if you happen to die in this manner.&lt;br /&gt;
&lt;br /&gt;
In the LLCS, damage is dealt by collisions with scripted objects that have used&lt;br /&gt;
[[LlSetDamage]] to make themselves damaging; Residents also take damage when they&lt;br /&gt;
collide with any object, or with the ground (as in falling), at sufficiently high&lt;br /&gt;
speed.&lt;br /&gt;
&lt;br /&gt;
Damage &amp;quot;heals&amp;quot; gradually over time.&lt;br /&gt;
&lt;br /&gt;
So, where do you go when you&#039;re looking for a fight?&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===New Jessie - an Open Combat Zone===&lt;br /&gt;
&lt;br /&gt;
[http://slurl.com/secondlife/New%20Jessie/197/92/301  New Jessie SLURL]&lt;br /&gt;
&lt;br /&gt;
[[Image:New Jessie Ideal 001.jpg]]&lt;br /&gt;
&lt;br /&gt;
New Jessie is an open combat sim which is unaffiliated with any military and where everyone is welcome.  When you land here, you can set your home here so that during combat, you need not teleport back when you die.  There is a healthy mix of close quarters combat in a small town there, as well as a pair of bunkers and a shorefront with barbed wire and tank spikes.  On top of all of it, there is a hub featuring a weapons shop, many free weapons, and a combat museum detailing the history of early combat in Second Life.&lt;br /&gt;
&lt;br /&gt;
===Core===&lt;br /&gt;
&lt;br /&gt;
Core is MUH FUCKA&#039;S BATTLE SIM&lt;br /&gt;
You do not need the reason for attack in this SIM.&lt;br /&gt;
The use of arms that the guns and are all HUD is permitted to you.&lt;br /&gt;
Prohibition item:HUGE PRIM, chat spam and more spam.&lt;br /&gt;
&lt;br /&gt;
[http://slurl.com/secondlife/core/161/68/34  Core Combat Sand Box Safe Zone(Core) SLURL]&lt;br /&gt;
&lt;br /&gt;
[[Image:Core_logo02.jpg]]&lt;br /&gt;
&lt;br /&gt;
===Rausch===&lt;br /&gt;
&lt;br /&gt;
Some of the most popular public LLCS combat areas are Rausch, Blue Base, and Red Base. These three sims are free-for-all sandboxes. There is a &amp;quot;safe zone&amp;quot; in the Rausch sandbox where you can&#039;t be attacked. It is usually surrounded by big yellow markers, and people have a tendency to gather in this area. (Please note that the &amp;quot;bases&amp;quot; are not really &amp;quot;bases&amp;quot; for anyone. They are free-for-all maps.)&lt;br /&gt;
&lt;br /&gt;
The difference between Rausch and New Jessie and other sims is that while New Jessie is governed in the name of fair combat, Rausch truly is a complete free for all.&lt;br /&gt;
&lt;br /&gt;
The fastest way to find these regions is to type &amp;quot;combat&amp;quot; into the places search.&lt;br /&gt;
&lt;br /&gt;
[http://slurl.com/secondlife/Combat%20(sandbox)%20Rausch/172/163/22 Rausch Safe Zone SLURL]&lt;br /&gt;
&lt;br /&gt;
[[Image:CombatBases.jpg]]&lt;br /&gt;
&lt;br /&gt;
There are also many other regions &amp;amp; groups specifically for fair combat / military roleplay, which are non profit and running the LLCS damage, these are:&lt;br /&gt;
&lt;br /&gt;
[http://slurl.com/secondlife/Salamis/172/163/22  Merczateers HQ(Salamis) SLURL]&lt;br /&gt;
&lt;br /&gt;
[http://slurl.com/secondlife/Titan/172/163/22  Ordo HQ(Titan) SLURL]&lt;br /&gt;
&lt;br /&gt;
[http://slurl.com/secondlife/2142/172/163/22  2142 HQ(2142) SLURL]&lt;br /&gt;
&lt;br /&gt;
[http://slurl.com/secondlife/Elshout/172/163/22  Alliance Navy HQ(Elshout) SLURL]&lt;br /&gt;
&lt;br /&gt;
[http://slurl.com/secondlife/Ziost/172/163/22  39th HQ(Ziost) SLURL]&lt;br /&gt;
&lt;br /&gt;
[http://slurl.com/secondlife/Vadoo%20Reef/172/163/22  Echelon Union HQ(Vadoo Reef) SLURL] &lt;br /&gt;
&lt;br /&gt;
[http://slurl.com/secondlife/Cannes%20Villes/172/163/22  Imperium Battalion HQ(Cannes Villes) SLURL] &lt;br /&gt;
&lt;br /&gt;
[http://slurl.com/secondlife/Pacific%20Breeze/172/163/22  Sparta HQ(Pacific Breeze) SLURL]&lt;br /&gt;
&lt;br /&gt;
[http://slurl.com/secondlife/San%20Andreas/67/151/40  Rathium HQ(San Andreas) SLURL]&lt;br /&gt;
&lt;br /&gt;
== User-Created Combat Systems (UCCS) ==&lt;br /&gt;
&lt;br /&gt;
User-created combat systems do not use the built-in LLCS (and for this reason are sometimes called &amp;quot;safezone&amp;quot; combat systems), but instead use scripted objects both to track and to deal damage.&lt;br /&gt;
&lt;br /&gt;
This type of combat system can be used in any area that allows scripts to run. Usually these systems require the player to wear a &amp;quot;tag&amp;quot; or a &amp;quot;HUD&amp;quot; in order to play. This monitors your health, and various other stats, varying among the combat systems.&lt;br /&gt;
&lt;br /&gt;
These systems usually come with their own sets of rules that disallow the use of anything from advanced weapons to Bots to shields to instant-killers with the exception of basic weaponry and in some rare cases some small explosives. Sometimes the UCCS&#039; rules include the neccessity of [[Roleplay]]ing, but some again are just straight forward killing. Some advanced UCCS keep stats of the players such as kill count, death count, level etc. &lt;br /&gt;
&lt;br /&gt;
When the player dies, unlike the LLCS, they will not be teleported back home. They will typically either &amp;quot;respawn&amp;quot; after a few minutes or some advanced systems will spawn a &amp;quot;spawn ball&amp;quot; which  the player sits on and they will be able to respawn at a random location in the combat area with full health.&lt;br /&gt;
The exact effects of &amp;quot;death&amp;quot; depend on the particular UCCS in use.&lt;br /&gt;
&lt;br /&gt;
It is important to note that many UCCS frown upon Defenses (shield, auto orbit), Advanced &amp;quot;guns&amp;quot;, Large Scale Explosives (+5 m), Automated Turrets, orbit, lag bombs. Most UCCS simulations also recommend using High quality basic weaponry that do not cause Lag within the SIM.&lt;br /&gt;
&lt;br /&gt;
A Few Notable User Created Combat Systems are &#039;CCS&#039; &#039;RCS &#039;DCS&#039; &#039;TCS&#039; &#039;Carnage Island Combat&#039; &#039;XCS&#039;, &#039;Pure Combat&#039;, &#039;[http://www.goodman-studios.biz/docs/battlezone-combat-system-2 BattleZone]&#039;, and &#039;[http://www.goodman-studios.biz/docs/gorean-ladder-meter Gorean Ladder Meter]&#039;.&lt;br /&gt;
&lt;br /&gt;
Because user-created combat systems generally depend on cooperation between scripted damage-dealing objects and scripted damage-sensing objects owned and worn by the player being damaged, there is a great potential for &#039;cheating&#039;, by writing scripts that appear to be obeying the rules of the system, but that in fact make the player very hard to damage, very good at dealing damage, or both.  While most users of these combat systems enjoy competing legitimately, there are always a few who try to cheat, and different combat communities and combat systems have taken various approaches to detecting, preventing, or discouraging the cheaters.&lt;br /&gt;
&lt;br /&gt;
== Engagement ==&lt;br /&gt;
&lt;br /&gt;
In Second Life you have a vast array of weapons, combat vehicles, and defense mechanisms at your disposal, for a vast and sometimes baffling array of different and often incompatible combat systems.&lt;br /&gt;
&lt;br /&gt;
When buying combat devices, it&#039;s important to be sure that they are compatible with&lt;br /&gt;
the combat system(s) in use in the area(s) where you plan to engage!&lt;br /&gt;
That Gorean sword may prove entirely useless against the band of Samurai&lt;br /&gt;
that you were planning to fight...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Weaponry ===&lt;br /&gt;
&lt;br /&gt;
There are hundreds of [[weapon]]s in Second Life to choose from, compatible with various different combat systems. These weapons may be classified into several categories:&lt;br /&gt;
&lt;br /&gt;
*Basic Guns - Guns that fire basic physical bullets. These are stopped by most quality shield systems.&lt;br /&gt;
*Advanced &amp;quot;Guns&amp;quot; - Guns that fire tracking, non-physical bullets. These can&#039;t be stopped by all but the most advanced (and expensive) defense systems.&lt;br /&gt;
*Explosives and &amp;quot;Nukes&amp;quot; - Self explanatory. These range from basic explosives to nukes that can kill everyone within 96m of the detonation point.&lt;br /&gt;
*Advanced Weapons - The most effective and powerful weapons often combine a number of different effects with sophisticated, often HUD-based controls. There are several quality HUD-based combat systems available, as described below.&lt;br /&gt;
*Robots and Turrets - These can be remote controlled, or set to fire on certain targets automatically.&lt;br /&gt;
*Annoyance weapons - Stuff like caging guns, anything that flings people into the air, and in general things that annoy rather than, or as well as, dealing combat-system damage. Considered &amp;quot;noobish&amp;quot; and frowned upon by experienced combat people.&lt;br /&gt;
&lt;br /&gt;
For more information, see [[Weapon]].&lt;br /&gt;
&lt;br /&gt;
=== Combat Vehicles ===&lt;br /&gt;
&lt;br /&gt;
Sadly, the use of combat vehicles has reduced in second life. While they are very fun to fly, most vehicles will be &amp;quot;disrupted&amp;quot; by shields in actual combat situations, causing them to fly away. The only way to avoid this is to use non-physical vehicles.&lt;br /&gt;
&lt;br /&gt;
=== Defense ===&lt;br /&gt;
&lt;br /&gt;
Defense plays an important part in combat life. An undefended avatar can be obliterated by modern weaponry, ruining the fun for many new combat players. There are several ways to defend yourself in Second Life.&lt;br /&gt;
&lt;br /&gt;
*Shields&lt;br /&gt;
*Defense Bots&lt;br /&gt;
*Killing someone before they kill you&lt;br /&gt;
&lt;br /&gt;
There are several different &amp;quot;brands&amp;quot; of shields to choose from, compatible with various different combat systems. Shields are a must, and they are well worth the cost. A good shield should physically push bullets away before they reach the actual shield. Even the best shield, however, is vulnerable to tracking bullets.&lt;br /&gt;
&lt;br /&gt;
Defense bots are the most advanced way of keeping alive in Second Life combat. Defense bots position your physical avatar underground and/or out of the sim, where it is not possible for 98% of weapons to kill them, while allowing you to play &amp;quot;through&amp;quot; the bot. Just like in real life, weapons in SL advance in complexity every day. There are several weapons that can kill someone using the &amp;quot;off-sim&amp;quot; modes of these bots, and more appear all the time.&lt;br /&gt;
&lt;br /&gt;
Most defense bots allow you to issue &amp;quot;Combat HUD-like&amp;quot; commands on people, enabling you to kill them and stay safely protected in your bot.&lt;br /&gt;
&lt;br /&gt;
Note that many combat systems and combat areas, such as medieval or primitive role-play&lt;br /&gt;
areas, will probably disallow some or all of the &amp;quot;high-tech&amp;quot; defensive items, especially bots.&lt;br /&gt;
&lt;br /&gt;
== Non-Lethal Warfare ==&lt;br /&gt;
&lt;br /&gt;
There are some weapons that can be used to disrupt or annoy another player without actually killing them.&lt;br /&gt;
&lt;br /&gt;
*Orbiting is the term used when one player causes another player to be flung up insanely high in the air.&lt;br /&gt;
*People use &amp;quot;traps&amp;quot; to render a physical avatar unable to move.&lt;br /&gt;
*&amp;quot;Lag-Bombs&amp;quot; are devices of various kinds that eat up Sim resources and cause lag, thus slowing down the target Resident&#039;s activities.&lt;br /&gt;
&lt;br /&gt;
While this kind on non-lethal device can (sometimes) be appropriate to delay or detour a legitimate opponent in a combat game, they are also commonly used by [[griefer]]s against unwilling victims in both combat and non-combat areas.  They therefore tend to have a poor reputation, and to be looked down upon in many combat communities.&lt;br /&gt;
&lt;br /&gt;
In the area of defense against pushes and pulls, most combatants use a device known as a &amp;quot;non-phys&amp;quot;. A non-phys makes your avatar non-physical, in other words immune to being pushed or pulled. Period. A non-phys is basically a prim that you sit on, usually it becomes invisible once you sit, and you steer it around just like you are moving normally. When using a non-phys, you can pass through objects and walls.&lt;br /&gt;
&lt;br /&gt;
If a non-phys is not handy and you are in danger of being orbited, just create a prim box and sit on it. Sitting on the ground will do you no good at all.&lt;br /&gt;
&lt;br /&gt;
== Advanced Weapons ==&lt;br /&gt;
&lt;br /&gt;
The most powerful weapons in Second Life enable you to simply say (or click) a command, such as &amp;quot;kill joh&amp;quot;, resulting in the nearest person (within 96m) with joh in their name being killed instantly - shields or no shields. &lt;br /&gt;
Because many of the currently popular weapons in this class use Heads-Up Displays ([[HUD]]s), they are sometimes referred to as &amp;quot;Combat HUDs&amp;quot;.&lt;br /&gt;
They usually offer a substantial arsenal of attacks that you can deploy, other than the standard &amp;quot;kill person&amp;quot; command. These include orbiting, &amp;quot;burning&amp;quot; people, trapping, auto-killing, etc.&lt;br /&gt;
&lt;br /&gt;
Some advanced weapons are designed primarily to deal damage and provide defense in a single combat system (either LLCS or a user-created system); others support two or more different combat systems in a single device.&lt;br /&gt;
Still others concentrate on the non-lethal actions and annoyances described above, and merge into the category of griefer and anti-griefer devices and away from legitimate combat.&lt;br /&gt;
&lt;br /&gt;
Underground bots and phase devices (in a nutshell devices that make you undetectable to sensors) are the only protection against the most powerful weapon in this class.&lt;br /&gt;
&lt;br /&gt;
[[Category:Tutorials|Combat]]&lt;/div&gt;</summary>
		<author><name>Caine Constantine</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=File:New_Jessie_Ideal_001.jpg&amp;diff=94414</id>
		<title>File:New Jessie Ideal 001.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=File:New_Jessie_Ideal_001.jpg&amp;diff=94414"/>
		<updated>2008-10-04T09:29:26Z</updated>

		<summary type="html">&lt;p&gt;Caine Constantine: This is a photograph of New Jessie.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a photograph of New Jessie.&lt;/div&gt;</summary>
		<author><name>Caine Constantine</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=Combat&amp;diff=93280</id>
		<title>Combat</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=Combat&amp;diff=93280"/>
		<updated>2008-09-28T00:49:21Z</updated>

		<summary type="html">&lt;p&gt;Caine Constantine: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Help|Misc=*}}&lt;br /&gt;
&lt;br /&gt;
Combat in Second Life is a very fun and active hobby. This article will try to teach you exactly how Second Life combat works.&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
Some areas of Second Life, like New Jessie, are designed for the sole purpose of inter-resident combat;&lt;br /&gt;
in other areas combat is part of a larger role-playing ambiance.&lt;br /&gt;
&lt;br /&gt;
===New Jessie - an Open Combat Zone===&lt;br /&gt;
&lt;br /&gt;
[http://slurl.com/secondlife/New%20Jessie/197/92/301  New Jessie SLURL]&lt;br /&gt;
&lt;br /&gt;
New Jessie is an open combat sim which is unaffiliated with any military and where everyone is welcome.  When you land here, you can set your home here so that during combat, you need not teleport back when you die.  There is a healthy mix of close quarters combat in a small town there, as well as a pair of bunkers and a shorefront with barbed wire and tank spikes.  On top of all of it, there is a hub featuring a weapons shop, many free weapons, and a combat museum detailing the history of early combat in Second Life.&lt;br /&gt;
&lt;br /&gt;
There are two basic types of combat system in second life: the built-in Linden Lab Combat System, and a variety of User-created combat systems.&lt;br /&gt;
&lt;br /&gt;
===Linden Lab Combat System (LLCS)===&lt;br /&gt;
&lt;br /&gt;
The Linden Lab Combat System is in effect in any parcel that the owner has&lt;br /&gt;
designated as &amp;quot;unsafe&amp;quot;. When you are in one of these areas there will be a heart with a percentage next to it on your upper menu bar. When you see this meter, it means you can be killed in the area. When this percentage drops to zero, you are then &#039;dead&#039;, and you will teleported to your home location.&lt;br /&gt;
&lt;br /&gt;
Please note that being killed is &#039;&#039;&#039;not&#039;&#039;&#039; a big deal. You have to teleport back into the combat simulation from your home location, if you want to return to the combat. You will not lose anything (money, attachments, inventory) if you happen to die in this manner.&lt;br /&gt;
&lt;br /&gt;
In the LLCS, damage is dealt by collisions with scripted objects that have used&lt;br /&gt;
[[LlSetDamage]] to make themselves damaging; Residents also take damage when they&lt;br /&gt;
collide with any object, or with the ground (as in falling), at sufficiently high&lt;br /&gt;
speed.&lt;br /&gt;
&lt;br /&gt;
Damage &amp;quot;heals&amp;quot; gradually over time.&lt;br /&gt;
&lt;br /&gt;
New Jessie is a fun place to go for combat, but else where do you go when you&#039;re looking for a fight?&lt;br /&gt;
&lt;br /&gt;
===Rausch===&lt;br /&gt;
&lt;br /&gt;
Some of the most popular public LLCS combat areas are Rausch, Blue Base, and Red Base. These three sims are free-for-all sandboxes. There is a &amp;quot;safe zone&amp;quot; in the Rausch sandbox where you can&#039;t be attacked. It is usually surrounded by big yellow markers, and people have a tendency to gather in this area. (Please note that the &amp;quot;bases&amp;quot; are not really &amp;quot;bases&amp;quot; for anyone. They are free-for-all maps.)&lt;br /&gt;
&lt;br /&gt;
The difference between Rausch and New Jessie and other sims is that while New Jessie is governed in the name of fair combat, Rausch truly is a complete free for all.&lt;br /&gt;
&lt;br /&gt;
The fastest way to find these regions is to type &amp;quot;combat&amp;quot; into the places search.&lt;br /&gt;
&lt;br /&gt;
[http://slurl.com/secondlife/Combat%20(sandbox)%20Rausch/172/163/22 Rausch Safe Zone SLURL]&lt;br /&gt;
&lt;br /&gt;
[[Image:CombatBases.jpg]]&lt;br /&gt;
&lt;br /&gt;
There are also many other regions &amp;amp; groups specifically for fair combat / military roleplay, which are non profit and running the LLCS damage, these are:&lt;br /&gt;
&lt;br /&gt;
[http://slurl.com/secondlife/Salamis/172/163/22  Merczateers HQ(Salamis) SLURL]&lt;br /&gt;
&lt;br /&gt;
[http://slurl.com/secondlife/Titan/172/163/22  Ordo HQ(Titan) SLURL]&lt;br /&gt;
&lt;br /&gt;
[http://slurl.com/secondlife/2142/172/163/22  2142 HQ(2142) SLURL]&lt;br /&gt;
&lt;br /&gt;
[http://slurl.com/secondlife/Elshout/172/163/22  Alliance Navy HQ(Elshout) SLURL]&lt;br /&gt;
&lt;br /&gt;
[http://slurl.com/secondlife/Ziost/172/163/22  39th HQ(Ziost) SLURL]&lt;br /&gt;
&lt;br /&gt;
[http://slurl.com/secondlife/Vadoo%20Reef/172/163/22  Echelon Union HQ(Vadoo Reef) SLURL] &lt;br /&gt;
&lt;br /&gt;
[http://slurl.com/secondlife/Cannes%20Villes/172/163/22  Imperium Battalion HQ(Cannes Villes) SLURL] &lt;br /&gt;
&lt;br /&gt;
[http://slurl.com/secondlife/Pacific%20Breeze/172/163/22  Sparta HQ(Pacific Breeze) SLURL]&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== User-Created Combat Systems (UCCS) ===&lt;br /&gt;
&lt;br /&gt;
User-created combat systems do not use the built-in LLCS (and for this reason are sometimes called &amp;quot;safezone&amp;quot; combat systems), but instead use scripted objects both to track and to deal damage.&lt;br /&gt;
&lt;br /&gt;
This type of combat system can be used in any area that allows scripts to run. Usually these systems require the player to wear a &amp;quot;tag&amp;quot; or a &amp;quot;HUD&amp;quot; in order to play. This monitors your health, and various other stats, varying among the combat systems.&lt;br /&gt;
&lt;br /&gt;
These systems usually come with their own sets of rules that disallow the use of anything from advanced weapons to Bots to shields to instant-killers with the exception of basic weaponry and in some rare cases some small explosives. Sometimes the UCCS&#039; rules include the neccessity of [[Roleplay]]ing, but some again are just straight forward killing. Some advanced UCCS keep stats of the players such as kill count, death count, level etc. &lt;br /&gt;
&lt;br /&gt;
When the player dies, unlike the LLCS, they will not be teleported back home. They will typically either &amp;quot;respawn&amp;quot; after a few minutes or some advanced systems will spawn a &amp;quot;spawn ball&amp;quot; which  the player sits on and they will be able to respawn at a random location in the combat area with full health.&lt;br /&gt;
The exact effects of &amp;quot;death&amp;quot; depend on the particular UCCS in use.&lt;br /&gt;
&lt;br /&gt;
It is important to note that many UCCS frown upon Defenses (shield, auto orbit), Advanced &amp;quot;guns&amp;quot;, Large Scale Explosives (+5 m), Automated Turrets, orbit, lag bombs. Most UCCS simulations also recommend using High quality basic weaponry that do not cause Lag within the SIM.&lt;br /&gt;
&lt;br /&gt;
A Few Notable User Created Combat Systems are &#039;CCS&#039; &#039;RCS &#039;DCS&#039; &#039;TCS&#039; &#039;Carnage Island Combat&#039; &#039;XCS&#039;, &#039;Pure Combat&#039;, &#039;[http://www.goodman-studios.biz/docs/battlezone-combat-system-2 BattleZone]&#039;, and &#039;[http://www.goodman-studios.biz/docs/gorean-ladder-meter Gorean Ladder Meter]&#039;.&lt;br /&gt;
&lt;br /&gt;
Because user-created combat systems generally depend on cooperation between scripted damage-dealing objects and scripted damage-sensing objects owned and worn by the player being damaged, there is a great potential for &#039;cheating&#039;, by writing scripts that appear to be obeying the rules of the system, but that in fact make the player very hard to damage, very good at dealing damage, or both.  While most users of these combat systems enjoy competing legitimately, there are always a few who try to cheat, and different combat communities and combat systems have taken various approaches to detecting, preventing, or discouraging the cheaters.&lt;br /&gt;
&lt;br /&gt;
== Engagement ==&lt;br /&gt;
&lt;br /&gt;
In Second Life you have a vast array of weapons, combat vehicles, and defense mechanisms at your disposal, for a vast and sometimes baffling array of different and often incompatible combat systems.&lt;br /&gt;
&lt;br /&gt;
When buying combat devices, it&#039;s important to be sure that they are compatible with&lt;br /&gt;
the combat system(s) in use in the area(s) where you plan to engage!&lt;br /&gt;
That Gorean sword may prove entirely useless against the band of Samurai&lt;br /&gt;
that you were planning to fight...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Weaponry ===&lt;br /&gt;
&lt;br /&gt;
There are hundreds of [[weapon]]s in Second Life to choose from, compatible with various different combat systems. These weapons may be classified into several categories:&lt;br /&gt;
&lt;br /&gt;
*Basic Guns - Guns that fire basic physical bullets. These are stopped by most quality shield systems.&lt;br /&gt;
*Advanced &amp;quot;Guns&amp;quot; - Guns that fire tracking, non-physical bullets. These can&#039;t be stopped by all but the most advanced (and expensive) defense systems.&lt;br /&gt;
*Explosives and &amp;quot;Nukes&amp;quot; - Self explanatory. These range from basic explosives to nukes that can kill everyone within 96m of the detonation point.&lt;br /&gt;
*Advanced Weapons - The most effective and powerful weapons often combine a number of different effects with sophisticated, often HUD-based controls. There are several quality HUD-based combat systems available, as described below.&lt;br /&gt;
*Robots and Turrets - These can be remote controlled, or set to fire on certain targets automatically.&lt;br /&gt;
*Annoyance weapons - Stuff like caging guns, anything that flings people into the air, and in general things that annoy rather than, or as well as, dealing combat-system damage. Considered &amp;quot;noobish&amp;quot; and frowned upon by experienced combat people.&lt;br /&gt;
&lt;br /&gt;
For more information, see [[Weapon]].&lt;br /&gt;
&lt;br /&gt;
=== Combat Vehicles ===&lt;br /&gt;
&lt;br /&gt;
Sadly, the use of combat vehicles has reduced in second life. While they are very fun to fly, most vehicles will be &amp;quot;disrupted&amp;quot; by shields in actual combat situations, causing them to fly away. The only way to avoid this is to use non-physical vehicles.&lt;br /&gt;
&lt;br /&gt;
=== Defense ===&lt;br /&gt;
&lt;br /&gt;
Defense plays an important part in combat life. An undefended avatar can be obliterated by modern weaponry, ruining the fun for many new combat players. There are several ways to defend yourself in Second Life.&lt;br /&gt;
&lt;br /&gt;
*Shields&lt;br /&gt;
*Defense Bots&lt;br /&gt;
*Killing someone before they kill you&lt;br /&gt;
&lt;br /&gt;
There are several different &amp;quot;brands&amp;quot; of shields to choose from, compatible with various different combat systems. Shields are a must, and they are well worth the cost. A good shield should physically push bullets away before they reach the actual shield. Even the best shield, however, is vulnerable to tracking bullets.&lt;br /&gt;
&lt;br /&gt;
Defense bots are the most advanced way of keeping alive in Second Life combat. Defense bots position your physical avatar underground and/or out of the sim, where it is not possible for 98% of weapons to kill them, while allowing you to play &amp;quot;through&amp;quot; the bot. Just like in real life, weapons in SL advance in complexity every day. There are several weapons that can kill someone using the &amp;quot;off-sim&amp;quot; modes of these bots, and more appear all the time.&lt;br /&gt;
&lt;br /&gt;
Most defense bots allow you to issue &amp;quot;Combat HUD-like&amp;quot; commands on people, enabling you to kill them and stay safely protected in your bot.&lt;br /&gt;
&lt;br /&gt;
Note that many combat systems and combat areas, such as medieval or primitive role-play&lt;br /&gt;
areas, will probably disallow some or all of the &amp;quot;high-tech&amp;quot; defensive items, especially bots.&lt;br /&gt;
&lt;br /&gt;
== Non-Lethal Warfare ==&lt;br /&gt;
&lt;br /&gt;
There are some weapons that can be used to disrupt or annoy another player without actually killing them.&lt;br /&gt;
&lt;br /&gt;
*Orbiting is the term used when one player causes another player to be flung up insanely high in the air.&lt;br /&gt;
*People use &amp;quot;traps&amp;quot; to render a physical avatar unable to move.&lt;br /&gt;
*&amp;quot;Lag-Bombs&amp;quot; are devices of various kinds that eat up Sim resources and cause lag, thus slowing down the target Resident&#039;s activities.&lt;br /&gt;
&lt;br /&gt;
While this kind on non-lethal device can (sometimes) be appropriate to delay or detour a legitimate opponent in a combat game, they are also commonly used by [[griefer]]s against unwilling victims in both combat and non-combat areas.  They therefore tend to have a poor reputation, and to be looked down upon in many combat communities.&lt;br /&gt;
&lt;br /&gt;
In the area of defense against pushes and pulls, most combatants use a device known as a &amp;quot;non-phys&amp;quot;. A non-phys makes your avatar non-physical, in other words immune to being pushed or pulled. Period. A non-phys is basically a prim that you sit on, usually it becomes invisible once you sit, and you steer it around just like you are moving normally. When using a non-phys, you can pass through objects and walls.&lt;br /&gt;
&lt;br /&gt;
If a non-phys is not handy and you are in danger of being orbited, just create a prim box and sit on it. Sitting on the ground will do you no good at all.&lt;br /&gt;
&lt;br /&gt;
== Advanced Weapons ==&lt;br /&gt;
&lt;br /&gt;
The most powerful weapons in Second Life enable you to simply say (or click) a command, such as &amp;quot;kill joh&amp;quot;, resulting in the nearest person (within 96m) with joh in their name being killed instantly - shields or no shields. &lt;br /&gt;
Because many of the currently popular weapons in this class use Heads-Up Displays ([[HUD]]s), they are sometimes referred to as &amp;quot;Combat HUDs&amp;quot;.&lt;br /&gt;
They usually offer a substantial arsenal of attacks that you can deploy, other than the standard &amp;quot;kill person&amp;quot; command. These include orbiting, &amp;quot;burning&amp;quot; people, trapping, auto-killing, etc.&lt;br /&gt;
&lt;br /&gt;
Some advanced weapons are designed primarily to deal damage and provide defense in a single combat system (either LLCS or a user-created system); others support two or more different combat systems in a single device.&lt;br /&gt;
Still others concentrate on the non-lethal actions and annoyances described above, and merge into the category of griefer and anti-griefer devices and away from legitimate combat.&lt;br /&gt;
&lt;br /&gt;
Underground bots and phase devices (in a nutshell devices that make you undetectable to sensors) are the only protection against the most powerful weapon in this class.&lt;br /&gt;
&lt;br /&gt;
[[Category:Tutorials|Combat]]&lt;/div&gt;</summary>
		<author><name>Caine Constantine</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=Combat&amp;diff=93279</id>
		<title>Combat</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=Combat&amp;diff=93279"/>
		<updated>2008-09-28T00:48:49Z</updated>

		<summary type="html">&lt;p&gt;Caine Constantine: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Help|Misc=*}}&lt;br /&gt;
&lt;br /&gt;
Combat in Second Life is a very fun and active hobby. This article will try to teach you exactly how Second Life combat works.&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
Some areas of Second Life, like New Jessie, are designed for the sole purpose of inter-resident combat;&lt;br /&gt;
in other areas combat is part of a larger role-playing ambiance.&lt;br /&gt;
&lt;br /&gt;
===New Jessie - an Open Combat Zone===&lt;br /&gt;
&lt;br /&gt;
[http://slurl.com/secondlife/New%20Jessie/197/92/301  New Jessie SLURL]&lt;br /&gt;
&lt;br /&gt;
New Jessie is an open combat sim which is unaffiliated with any military and where everyone is welcome.  When you land here, you can set your home here so that during combat, you need not teleport back when you die.  There is a healthy mix of close quarters combat in a small town there, as well as a pair of bunkers and a shorefront with barbed wire and tank spikes.  On top of all of it, there is a hub featuring a weapons shop, many free weapons, and a combat museum detailing the history of early combat in Second Life.&lt;br /&gt;
&lt;br /&gt;
There are two basic types of combat system in second life: the built-in Linden Lab Combat System, and a variety of User-created combat systems.&lt;br /&gt;
&lt;br /&gt;
===Linden Lab Combat System (LLCS)===&lt;br /&gt;
&lt;br /&gt;
The Linden Lab Combat System is in effect in any parcel that the owner has&lt;br /&gt;
designated as &amp;quot;unsafe&amp;quot;. When you are in one of these areas there will be a heart with a percentage next to it on your upper menu bar. When you see this meter, it means you can be killed in the area. When this percentage drops to zero, you are then &#039;dead&#039;, and you will teleported to your home location.&lt;br /&gt;
&lt;br /&gt;
Please note that being killed is &#039;&#039;&#039;not&#039;&#039;&#039; a big deal. You have to teleport back into the combat simulation from your home location, if you want to return to the combat. You will not lose anything (money, attachments, inventory) if you happen to die in this manner.&lt;br /&gt;
&lt;br /&gt;
In the LLCS, damage is dealt by collisions with scripted objects that have used&lt;br /&gt;
[[LlSetDamage]] to make themselves damaging; Residents also take damage when they&lt;br /&gt;
collide with any object, or with the ground (as in falling), at sufficiently high&lt;br /&gt;
speed.&lt;br /&gt;
&lt;br /&gt;
Damage &amp;quot;heals&amp;quot; gradually over time.&lt;br /&gt;
&lt;br /&gt;
New Jessie is probably the best place to go for combat, but else where do you go when you&#039;re looking for a fight?&lt;br /&gt;
&lt;br /&gt;
===Rausch===&lt;br /&gt;
&lt;br /&gt;
Some of the most popular public LLCS combat areas are Rausch, Blue Base, and Red Base. These three sims are free-for-all sandboxes. There is a &amp;quot;safe zone&amp;quot; in the Rausch sandbox where you can&#039;t be attacked. It is usually surrounded by big yellow markers, and people have a tendency to gather in this area. (Please note that the &amp;quot;bases&amp;quot; are not really &amp;quot;bases&amp;quot; for anyone. They are free-for-all maps.)&lt;br /&gt;
&lt;br /&gt;
The difference between Rausch and New Jessie and other sims is that while New Jessie is governed in the name of fair combat, Rausch truly is a complete free for all.&lt;br /&gt;
&lt;br /&gt;
The fastest way to find these regions is to type &amp;quot;combat&amp;quot; into the places search.&lt;br /&gt;
&lt;br /&gt;
[http://slurl.com/secondlife/Combat%20(sandbox)%20Rausch/172/163/22 Rausch Safe Zone SLURL]&lt;br /&gt;
&lt;br /&gt;
[[Image:CombatBases.jpg]]&lt;br /&gt;
&lt;br /&gt;
There are also many other regions &amp;amp; groups specifically for fair combat / military roleplay, which are non profit and running the LLCS damage, these are:&lt;br /&gt;
&lt;br /&gt;
[http://slurl.com/secondlife/Salamis/172/163/22  Merczateers HQ(Salamis) SLURL]&lt;br /&gt;
&lt;br /&gt;
[http://slurl.com/secondlife/Titan/172/163/22  Ordo HQ(Titan) SLURL]&lt;br /&gt;
&lt;br /&gt;
[http://slurl.com/secondlife/2142/172/163/22  2142 HQ(2142) SLURL]&lt;br /&gt;
&lt;br /&gt;
[http://slurl.com/secondlife/Elshout/172/163/22  Alliance Navy HQ(Elshout) SLURL]&lt;br /&gt;
&lt;br /&gt;
[http://slurl.com/secondlife/Ziost/172/163/22  39th HQ(Ziost) SLURL]&lt;br /&gt;
&lt;br /&gt;
[http://slurl.com/secondlife/Vadoo%20Reef/172/163/22  Echelon Union HQ(Vadoo Reef) SLURL] &lt;br /&gt;
&lt;br /&gt;
[http://slurl.com/secondlife/Cannes%20Villes/172/163/22  Imperium Battalion HQ(Cannes Villes) SLURL] &lt;br /&gt;
&lt;br /&gt;
[http://slurl.com/secondlife/Pacific%20Breeze/172/163/22  Sparta HQ(Pacific Breeze) SLURL]&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== User-Created Combat Systems (UCCS) ===&lt;br /&gt;
&lt;br /&gt;
User-created combat systems do not use the built-in LLCS (and for this reason are sometimes called &amp;quot;safezone&amp;quot; combat systems), but instead use scripted objects both to track and to deal damage.&lt;br /&gt;
&lt;br /&gt;
This type of combat system can be used in any area that allows scripts to run. Usually these systems require the player to wear a &amp;quot;tag&amp;quot; or a &amp;quot;HUD&amp;quot; in order to play. This monitors your health, and various other stats, varying among the combat systems.&lt;br /&gt;
&lt;br /&gt;
These systems usually come with their own sets of rules that disallow the use of anything from advanced weapons to Bots to shields to instant-killers with the exception of basic weaponry and in some rare cases some small explosives. Sometimes the UCCS&#039; rules include the neccessity of [[Roleplay]]ing, but some again are just straight forward killing. Some advanced UCCS keep stats of the players such as kill count, death count, level etc. &lt;br /&gt;
&lt;br /&gt;
When the player dies, unlike the LLCS, they will not be teleported back home. They will typically either &amp;quot;respawn&amp;quot; after a few minutes or some advanced systems will spawn a &amp;quot;spawn ball&amp;quot; which  the player sits on and they will be able to respawn at a random location in the combat area with full health.&lt;br /&gt;
The exact effects of &amp;quot;death&amp;quot; depend on the particular UCCS in use.&lt;br /&gt;
&lt;br /&gt;
It is important to note that many UCCS frown upon Defenses (shield, auto orbit), Advanced &amp;quot;guns&amp;quot;, Large Scale Explosives (+5 m), Automated Turrets, orbit, lag bombs. Most UCCS simulations also recommend using High quality basic weaponry that do not cause Lag within the SIM.&lt;br /&gt;
&lt;br /&gt;
A Few Notable User Created Combat Systems are &#039;CCS&#039; &#039;RCS &#039;DCS&#039; &#039;TCS&#039; &#039;Carnage Island Combat&#039; &#039;XCS&#039;, &#039;Pure Combat&#039;, &#039;[http://www.goodman-studios.biz/docs/battlezone-combat-system-2 BattleZone]&#039;, and &#039;[http://www.goodman-studios.biz/docs/gorean-ladder-meter Gorean Ladder Meter]&#039;.&lt;br /&gt;
&lt;br /&gt;
Because user-created combat systems generally depend on cooperation between scripted damage-dealing objects and scripted damage-sensing objects owned and worn by the player being damaged, there is a great potential for &#039;cheating&#039;, by writing scripts that appear to be obeying the rules of the system, but that in fact make the player very hard to damage, very good at dealing damage, or both.  While most users of these combat systems enjoy competing legitimately, there are always a few who try to cheat, and different combat communities and combat systems have taken various approaches to detecting, preventing, or discouraging the cheaters.&lt;br /&gt;
&lt;br /&gt;
== Engagement ==&lt;br /&gt;
&lt;br /&gt;
In Second Life you have a vast array of weapons, combat vehicles, and defense mechanisms at your disposal, for a vast and sometimes baffling array of different and often incompatible combat systems.&lt;br /&gt;
&lt;br /&gt;
When buying combat devices, it&#039;s important to be sure that they are compatible with&lt;br /&gt;
the combat system(s) in use in the area(s) where you plan to engage!&lt;br /&gt;
That Gorean sword may prove entirely useless against the band of Samurai&lt;br /&gt;
that you were planning to fight...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Weaponry ===&lt;br /&gt;
&lt;br /&gt;
There are hundreds of [[weapon]]s in Second Life to choose from, compatible with various different combat systems. These weapons may be classified into several categories:&lt;br /&gt;
&lt;br /&gt;
*Basic Guns - Guns that fire basic physical bullets. These are stopped by most quality shield systems.&lt;br /&gt;
*Advanced &amp;quot;Guns&amp;quot; - Guns that fire tracking, non-physical bullets. These can&#039;t be stopped by all but the most advanced (and expensive) defense systems.&lt;br /&gt;
*Explosives and &amp;quot;Nukes&amp;quot; - Self explanatory. These range from basic explosives to nukes that can kill everyone within 96m of the detonation point.&lt;br /&gt;
*Advanced Weapons - The most effective and powerful weapons often combine a number of different effects with sophisticated, often HUD-based controls. There are several quality HUD-based combat systems available, as described below.&lt;br /&gt;
*Robots and Turrets - These can be remote controlled, or set to fire on certain targets automatically.&lt;br /&gt;
*Annoyance weapons - Stuff like caging guns, anything that flings people into the air, and in general things that annoy rather than, or as well as, dealing combat-system damage. Considered &amp;quot;noobish&amp;quot; and frowned upon by experienced combat people.&lt;br /&gt;
&lt;br /&gt;
For more information, see [[Weapon]].&lt;br /&gt;
&lt;br /&gt;
=== Combat Vehicles ===&lt;br /&gt;
&lt;br /&gt;
Sadly, the use of combat vehicles has reduced in second life. While they are very fun to fly, most vehicles will be &amp;quot;disrupted&amp;quot; by shields in actual combat situations, causing them to fly away. The only way to avoid this is to use non-physical vehicles.&lt;br /&gt;
&lt;br /&gt;
=== Defense ===&lt;br /&gt;
&lt;br /&gt;
Defense plays an important part in combat life. An undefended avatar can be obliterated by modern weaponry, ruining the fun for many new combat players. There are several ways to defend yourself in Second Life.&lt;br /&gt;
&lt;br /&gt;
*Shields&lt;br /&gt;
*Defense Bots&lt;br /&gt;
*Killing someone before they kill you&lt;br /&gt;
&lt;br /&gt;
There are several different &amp;quot;brands&amp;quot; of shields to choose from, compatible with various different combat systems. Shields are a must, and they are well worth the cost. A good shield should physically push bullets away before they reach the actual shield. Even the best shield, however, is vulnerable to tracking bullets.&lt;br /&gt;
&lt;br /&gt;
Defense bots are the most advanced way of keeping alive in Second Life combat. Defense bots position your physical avatar underground and/or out of the sim, where it is not possible for 98% of weapons to kill them, while allowing you to play &amp;quot;through&amp;quot; the bot. Just like in real life, weapons in SL advance in complexity every day. There are several weapons that can kill someone using the &amp;quot;off-sim&amp;quot; modes of these bots, and more appear all the time.&lt;br /&gt;
&lt;br /&gt;
Most defense bots allow you to issue &amp;quot;Combat HUD-like&amp;quot; commands on people, enabling you to kill them and stay safely protected in your bot.&lt;br /&gt;
&lt;br /&gt;
Note that many combat systems and combat areas, such as medieval or primitive role-play&lt;br /&gt;
areas, will probably disallow some or all of the &amp;quot;high-tech&amp;quot; defensive items, especially bots.&lt;br /&gt;
&lt;br /&gt;
== Non-Lethal Warfare ==&lt;br /&gt;
&lt;br /&gt;
There are some weapons that can be used to disrupt or annoy another player without actually killing them.&lt;br /&gt;
&lt;br /&gt;
*Orbiting is the term used when one player causes another player to be flung up insanely high in the air.&lt;br /&gt;
*People use &amp;quot;traps&amp;quot; to render a physical avatar unable to move.&lt;br /&gt;
*&amp;quot;Lag-Bombs&amp;quot; are devices of various kinds that eat up Sim resources and cause lag, thus slowing down the target Resident&#039;s activities.&lt;br /&gt;
&lt;br /&gt;
While this kind on non-lethal device can (sometimes) be appropriate to delay or detour a legitimate opponent in a combat game, they are also commonly used by [[griefer]]s against unwilling victims in both combat and non-combat areas.  They therefore tend to have a poor reputation, and to be looked down upon in many combat communities.&lt;br /&gt;
&lt;br /&gt;
In the area of defense against pushes and pulls, most combatants use a device known as a &amp;quot;non-phys&amp;quot;. A non-phys makes your avatar non-physical, in other words immune to being pushed or pulled. Period. A non-phys is basically a prim that you sit on, usually it becomes invisible once you sit, and you steer it around just like you are moving normally. When using a non-phys, you can pass through objects and walls.&lt;br /&gt;
&lt;br /&gt;
If a non-phys is not handy and you are in danger of being orbited, just create a prim box and sit on it. Sitting on the ground will do you no good at all.&lt;br /&gt;
&lt;br /&gt;
== Advanced Weapons ==&lt;br /&gt;
&lt;br /&gt;
The most powerful weapons in Second Life enable you to simply say (or click) a command, such as &amp;quot;kill joh&amp;quot;, resulting in the nearest person (within 96m) with joh in their name being killed instantly - shields or no shields. &lt;br /&gt;
Because many of the currently popular weapons in this class use Heads-Up Displays ([[HUD]]s), they are sometimes referred to as &amp;quot;Combat HUDs&amp;quot;.&lt;br /&gt;
They usually offer a substantial arsenal of attacks that you can deploy, other than the standard &amp;quot;kill person&amp;quot; command. These include orbiting, &amp;quot;burning&amp;quot; people, trapping, auto-killing, etc.&lt;br /&gt;
&lt;br /&gt;
Some advanced weapons are designed primarily to deal damage and provide defense in a single combat system (either LLCS or a user-created system); others support two or more different combat systems in a single device.&lt;br /&gt;
Still others concentrate on the non-lethal actions and annoyances described above, and merge into the category of griefer and anti-griefer devices and away from legitimate combat.&lt;br /&gt;
&lt;br /&gt;
Underground bots and phase devices (in a nutshell devices that make you undetectable to sensors) are the only protection against the most powerful weapon in this class.&lt;br /&gt;
&lt;br /&gt;
[[Category:Tutorials|Combat]]&lt;/div&gt;</summary>
		<author><name>Caine Constantine</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=Combat&amp;diff=93278</id>
		<title>Combat</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=Combat&amp;diff=93278"/>
		<updated>2008-09-28T00:48:03Z</updated>

		<summary type="html">&lt;p&gt;Caine Constantine: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Help|Misc=*}}&lt;br /&gt;
&lt;br /&gt;
Combat in Second Life is a very fun and active hobby. This article will try to teach you exactly how Second Life combat works.&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
Some areas of Second Life, like New Jessie, are designed for the sole purpose of inter-resident combat;&lt;br /&gt;
in other areas combat is part of a larger role-playing ambiance.&lt;br /&gt;
There are two basic types of combat system in second life:&lt;br /&gt;
the built-in Linden Lab Combat System, and a variety of&lt;br /&gt;
User-created combat systems.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===New Jessie - an Open Combat Zone===&lt;br /&gt;
&lt;br /&gt;
[http://slurl.com/secondlife/New%20Jessie/197/92/301  New Jessie SLURL]&lt;br /&gt;
&lt;br /&gt;
New Jessie is an open combat sim which is unaffiliated with any military and where everyone is welcome.  When you land here, you can set your home here so that during combat, you need not teleport back when you die.  There is a healthy mix of close quarters combat in a small town there, as well as a pair of bunkers and a shorefront with barbed wire and tank spikes.  On top of all of it, there is a hub featuring a weapons shop, many free weapons, and a combat museum detailing the history of early combat in Second Life.&lt;br /&gt;
&lt;br /&gt;
===Linden Lab Combat System (LLCS)===&lt;br /&gt;
&lt;br /&gt;
The Linden Lab Combat System is in effect in any parcel that the owner has&lt;br /&gt;
designated as &amp;quot;unsafe&amp;quot;. When you are in one of these areas there will be a heart with a percentage next to it on your upper menu bar. When you see this meter, it means you can be killed in the area. When this percentage drops to zero, you are then &#039;dead&#039;, and you will teleported to your home location.&lt;br /&gt;
&lt;br /&gt;
Please note that being killed is &#039;&#039;&#039;not&#039;&#039;&#039; a big deal. You have to teleport back into the combat simulation from your home location, if you want to return to the combat. You will not lose anything (money, attachments, inventory) if you happen to die in this manner.&lt;br /&gt;
&lt;br /&gt;
In the LLCS, damage is dealt by collisions with scripted objects that have used&lt;br /&gt;
[[LlSetDamage]] to make themselves damaging; Residents also take damage when they&lt;br /&gt;
collide with any object, or with the ground (as in falling), at sufficiently high&lt;br /&gt;
speed.&lt;br /&gt;
&lt;br /&gt;
Damage &amp;quot;heals&amp;quot; gradually over time.&lt;br /&gt;
&lt;br /&gt;
New Jessie is probably the best place to go for combat, but else where do you go when you&#039;re looking for a fight?&lt;br /&gt;
&lt;br /&gt;
===Rausch===&lt;br /&gt;
&lt;br /&gt;
Some of the most popular public LLCS combat areas are Rausch, Blue Base, and Red Base. These three sims are free-for-all sandboxes. There is a &amp;quot;safe zone&amp;quot; in the Rausch sandbox where you can&#039;t be attacked. It is usually surrounded by big yellow markers, and people have a tendency to gather in this area. (Please note that the &amp;quot;bases&amp;quot; are not really &amp;quot;bases&amp;quot; for anyone. They are free-for-all maps.)&lt;br /&gt;
&lt;br /&gt;
The difference between Rausch and New Jessie and other sims is that while New Jessie is governed in the name of fair combat, Rausch truly is a complete free for all.&lt;br /&gt;
&lt;br /&gt;
The fastest way to find these regions is to type &amp;quot;combat&amp;quot; into the places search.&lt;br /&gt;
&lt;br /&gt;
[http://slurl.com/secondlife/Combat%20(sandbox)%20Rausch/172/163/22 Rausch Safe Zone SLURL]&lt;br /&gt;
&lt;br /&gt;
[[Image:CombatBases.jpg]]&lt;br /&gt;
&lt;br /&gt;
There are also many other regions &amp;amp; groups specifically for fair combat / military roleplay, which are non profit and running the LLCS damage, these are:&lt;br /&gt;
&lt;br /&gt;
[http://slurl.com/secondlife/Salamis/172/163/22  Merczateers HQ(Salamis) SLURL]&lt;br /&gt;
&lt;br /&gt;
[http://slurl.com/secondlife/Titan/172/163/22  Ordo HQ(Titan) SLURL]&lt;br /&gt;
&lt;br /&gt;
[http://slurl.com/secondlife/2142/172/163/22  2142 HQ(2142) SLURL]&lt;br /&gt;
&lt;br /&gt;
[http://slurl.com/secondlife/Elshout/172/163/22  Alliance Navy HQ(Elshout) SLURL]&lt;br /&gt;
&lt;br /&gt;
[http://slurl.com/secondlife/Ziost/172/163/22  39th HQ(Ziost) SLURL]&lt;br /&gt;
&lt;br /&gt;
[http://slurl.com/secondlife/Vadoo%20Reef/172/163/22  Echelon Union HQ(Vadoo Reef) SLURL] &lt;br /&gt;
&lt;br /&gt;
[http://slurl.com/secondlife/Cannes%20Villes/172/163/22  Imperium Battalion HQ(Cannes Villes) SLURL] &lt;br /&gt;
&lt;br /&gt;
[http://slurl.com/secondlife/Pacific%20Breeze/172/163/22  Sparta HQ(Pacific Breeze) SLURL]&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== User-Created Combat Systems (UCCS) ===&lt;br /&gt;
&lt;br /&gt;
User-created combat systems do not use the built-in LLCS (and for this reason are sometimes called &amp;quot;safezone&amp;quot; combat systems), but instead use scripted objects both to track and to deal damage.&lt;br /&gt;
&lt;br /&gt;
This type of combat system can be used in any area that allows scripts to run. Usually these systems require the player to wear a &amp;quot;tag&amp;quot; or a &amp;quot;HUD&amp;quot; in order to play. This monitors your health, and various other stats, varying among the combat systems.&lt;br /&gt;
&lt;br /&gt;
These systems usually come with their own sets of rules that disallow the use of anything from advanced weapons to Bots to shields to instant-killers with the exception of basic weaponry and in some rare cases some small explosives. Sometimes the UCCS&#039; rules include the neccessity of [[Roleplay]]ing, but some again are just straight forward killing. Some advanced UCCS keep stats of the players such as kill count, death count, level etc. &lt;br /&gt;
&lt;br /&gt;
When the player dies, unlike the LLCS, they will not be teleported back home. They will typically either &amp;quot;respawn&amp;quot; after a few minutes or some advanced systems will spawn a &amp;quot;spawn ball&amp;quot; which  the player sits on and they will be able to respawn at a random location in the combat area with full health.&lt;br /&gt;
The exact effects of &amp;quot;death&amp;quot; depend on the particular UCCS in use.&lt;br /&gt;
&lt;br /&gt;
It is important to note that many UCCS frown upon Defenses (shield, auto orbit), Advanced &amp;quot;guns&amp;quot;, Large Scale Explosives (+5 m), Automated Turrets, orbit, lag bombs. Most UCCS simulations also recommend using High quality basic weaponry that do not cause Lag within the SIM.&lt;br /&gt;
&lt;br /&gt;
A Few Notable User Created Combat Systems are &#039;CCS&#039; &#039;RCS &#039;DCS&#039; &#039;TCS&#039; &#039;Carnage Island Combat&#039; &#039;XCS&#039;, &#039;Pure Combat&#039;, &#039;[http://www.goodman-studios.biz/docs/battlezone-combat-system-2 BattleZone]&#039;, and &#039;[http://www.goodman-studios.biz/docs/gorean-ladder-meter Gorean Ladder Meter]&#039;.&lt;br /&gt;
&lt;br /&gt;
Because user-created combat systems generally depend on cooperation between scripted damage-dealing objects and scripted damage-sensing objects owned and worn by the player being damaged, there is a great potential for &#039;cheating&#039;, by writing scripts that appear to be obeying the rules of the system, but that in fact make the player very hard to damage, very good at dealing damage, or both.  While most users of these combat systems enjoy competing legitimately, there are always a few who try to cheat, and different combat communities and combat systems have taken various approaches to detecting, preventing, or discouraging the cheaters.&lt;br /&gt;
&lt;br /&gt;
== Engagement ==&lt;br /&gt;
&lt;br /&gt;
In Second Life you have a vast array of weapons, combat vehicles, and defense mechanisms at your disposal, for a vast and sometimes baffling array of different and often incompatible combat systems.&lt;br /&gt;
&lt;br /&gt;
When buying combat devices, it&#039;s important to be sure that they are compatible with&lt;br /&gt;
the combat system(s) in use in the area(s) where you plan to engage!&lt;br /&gt;
That Gorean sword may prove entirely useless against the band of Samurai&lt;br /&gt;
that you were planning to fight...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Weaponry ===&lt;br /&gt;
&lt;br /&gt;
There are hundreds of [[weapon]]s in Second Life to choose from, compatible with various different combat systems. These weapons may be classified into several categories:&lt;br /&gt;
&lt;br /&gt;
*Basic Guns - Guns that fire basic physical bullets. These are stopped by most quality shield systems.&lt;br /&gt;
*Advanced &amp;quot;Guns&amp;quot; - Guns that fire tracking, non-physical bullets. These can&#039;t be stopped by all but the most advanced (and expensive) defense systems.&lt;br /&gt;
*Explosives and &amp;quot;Nukes&amp;quot; - Self explanatory. These range from basic explosives to nukes that can kill everyone within 96m of the detonation point.&lt;br /&gt;
*Advanced Weapons - The most effective and powerful weapons often combine a number of different effects with sophisticated, often HUD-based controls. There are several quality HUD-based combat systems available, as described below.&lt;br /&gt;
*Robots and Turrets - These can be remote controlled, or set to fire on certain targets automatically.&lt;br /&gt;
*Annoyance weapons - Stuff like caging guns, anything that flings people into the air, and in general things that annoy rather than, or as well as, dealing combat-system damage. Considered &amp;quot;noobish&amp;quot; and frowned upon by experienced combat people.&lt;br /&gt;
&lt;br /&gt;
For more information, see [[Weapon]].&lt;br /&gt;
&lt;br /&gt;
=== Combat Vehicles ===&lt;br /&gt;
&lt;br /&gt;
Sadly, the use of combat vehicles has reduced in second life. While they are very fun to fly, most vehicles will be &amp;quot;disrupted&amp;quot; by shields in actual combat situations, causing them to fly away. The only way to avoid this is to use non-physical vehicles.&lt;br /&gt;
&lt;br /&gt;
=== Defense ===&lt;br /&gt;
&lt;br /&gt;
Defense plays an important part in combat life. An undefended avatar can be obliterated by modern weaponry, ruining the fun for many new combat players. There are several ways to defend yourself in Second Life.&lt;br /&gt;
&lt;br /&gt;
*Shields&lt;br /&gt;
*Defense Bots&lt;br /&gt;
*Killing someone before they kill you&lt;br /&gt;
&lt;br /&gt;
There are several different &amp;quot;brands&amp;quot; of shields to choose from, compatible with various different combat systems. Shields are a must, and they are well worth the cost. A good shield should physically push bullets away before they reach the actual shield. Even the best shield, however, is vulnerable to tracking bullets.&lt;br /&gt;
&lt;br /&gt;
Defense bots are the most advanced way of keeping alive in Second Life combat. Defense bots position your physical avatar underground and/or out of the sim, where it is not possible for 98% of weapons to kill them, while allowing you to play &amp;quot;through&amp;quot; the bot. Just like in real life, weapons in SL advance in complexity every day. There are several weapons that can kill someone using the &amp;quot;off-sim&amp;quot; modes of these bots, and more appear all the time.&lt;br /&gt;
&lt;br /&gt;
Most defense bots allow you to issue &amp;quot;Combat HUD-like&amp;quot; commands on people, enabling you to kill them and stay safely protected in your bot.&lt;br /&gt;
&lt;br /&gt;
Note that many combat systems and combat areas, such as medieval or primitive role-play&lt;br /&gt;
areas, will probably disallow some or all of the &amp;quot;high-tech&amp;quot; defensive items, especially bots.&lt;br /&gt;
&lt;br /&gt;
== Non-Lethal Warfare ==&lt;br /&gt;
&lt;br /&gt;
There are some weapons that can be used to disrupt or annoy another player without actually killing them.&lt;br /&gt;
&lt;br /&gt;
*Orbiting is the term used when one player causes another player to be flung up insanely high in the air.&lt;br /&gt;
*People use &amp;quot;traps&amp;quot; to render a physical avatar unable to move.&lt;br /&gt;
*&amp;quot;Lag-Bombs&amp;quot; are devices of various kinds that eat up Sim resources and cause lag, thus slowing down the target Resident&#039;s activities.&lt;br /&gt;
&lt;br /&gt;
While this kind on non-lethal device can (sometimes) be appropriate to delay or detour a legitimate opponent in a combat game, they are also commonly used by [[griefer]]s against unwilling victims in both combat and non-combat areas.  They therefore tend to have a poor reputation, and to be looked down upon in many combat communities.&lt;br /&gt;
&lt;br /&gt;
In the area of defense against pushes and pulls, most combatants use a device known as a &amp;quot;non-phys&amp;quot;. A non-phys makes your avatar non-physical, in other words immune to being pushed or pulled. Period. A non-phys is basically a prim that you sit on, usually it becomes invisible once you sit, and you steer it around just like you are moving normally. When using a non-phys, you can pass through objects and walls.&lt;br /&gt;
&lt;br /&gt;
If a non-phys is not handy and you are in danger of being orbited, just create a prim box and sit on it. Sitting on the ground will do you no good at all.&lt;br /&gt;
&lt;br /&gt;
== Advanced Weapons ==&lt;br /&gt;
&lt;br /&gt;
The most powerful weapons in Second Life enable you to simply say (or click) a command, such as &amp;quot;kill joh&amp;quot;, resulting in the nearest person (within 96m) with joh in their name being killed instantly - shields or no shields. &lt;br /&gt;
Because many of the currently popular weapons in this class use Heads-Up Displays ([[HUD]]s), they are sometimes referred to as &amp;quot;Combat HUDs&amp;quot;.&lt;br /&gt;
They usually offer a substantial arsenal of attacks that you can deploy, other than the standard &amp;quot;kill person&amp;quot; command. These include orbiting, &amp;quot;burning&amp;quot; people, trapping, auto-killing, etc.&lt;br /&gt;
&lt;br /&gt;
Some advanced weapons are designed primarily to deal damage and provide defense in a single combat system (either LLCS or a user-created system); others support two or more different combat systems in a single device.&lt;br /&gt;
Still others concentrate on the non-lethal actions and annoyances described above, and merge into the category of griefer and anti-griefer devices and away from legitimate combat.&lt;br /&gt;
&lt;br /&gt;
Underground bots and phase devices (in a nutshell devices that make you undetectable to sensors) are the only protection against the most powerful weapon in this class.&lt;br /&gt;
&lt;br /&gt;
[[Category:Tutorials|Combat]]&lt;/div&gt;</summary>
		<author><name>Caine Constantine</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=Combat&amp;diff=92813</id>
		<title>Combat</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=Combat&amp;diff=92813"/>
		<updated>2008-09-25T02:31:10Z</updated>

		<summary type="html">&lt;p&gt;Caine Constantine: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Help|Misc=*}}&lt;br /&gt;
&lt;br /&gt;
Combat in Second Life is a very fun and active hobby. This article will try to teach you exactly how Second Life combat works.&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
Some areas of Second Life, like New Jessie, are designed for the sole purpose of inter-resident combat;&lt;br /&gt;
in other areas combat is part of a larger role-playing ambiance.&lt;br /&gt;
There are two basic types of combat system in second life:&lt;br /&gt;
the built-in Linden Lab Combat System, and a variety of&lt;br /&gt;
User-created combat systems.&lt;br /&gt;
&lt;br /&gt;
===Linden Lab Combat System (LLCS)===&lt;br /&gt;
&lt;br /&gt;
The Linden Lab Combat System is in effect in any parcel that the owner has&lt;br /&gt;
designated as &amp;quot;unsafe&amp;quot;. When you are in one of these areas there will be a heart with a percentage next to it on your upper menu bar. When you see this meter, it means you can be killed in the area. When this percentage drops to zero, you are then &#039;dead&#039;, and you will teleported to your home location.&lt;br /&gt;
&lt;br /&gt;
Please note that being killed is &#039;&#039;&#039;not&#039;&#039;&#039; a big deal. You have to teleport back into the combat simulation from your home location, if you want to return to the combat. You will not lose anything (money, attachments, inventory) if you happen to die in this manner.&lt;br /&gt;
&lt;br /&gt;
In the LLCS, damage is dealt by collisions with scripted objects that have used&lt;br /&gt;
[[LlSetDamage]] to make themselves damaging; Residents also take damage when they&lt;br /&gt;
collide with any object, or with the ground (as in falling), at sufficiently high&lt;br /&gt;
speed.&lt;br /&gt;
&lt;br /&gt;
Damage &amp;quot;heals&amp;quot; gradually over time.&lt;br /&gt;
&lt;br /&gt;
So, where do you go when you&#039;re looking for a fight?&lt;br /&gt;
&lt;br /&gt;
===New Jessie - an Open Combat Zone===&lt;br /&gt;
&lt;br /&gt;
[http://slurl.com/secondlife/New%20Jessie/197/92/301  New Jessie SLURL]&lt;br /&gt;
&lt;br /&gt;
New Jessie is an open combat sim which is unaffiliated with any military and where everyone is welcome.  When you land here, you can set your home here so that during combat, you need not teleport back when you die.  There is a healthy mix of close quarters combat in a small town there, as well as a pair of bunkers and a shorefront with barbed wire and tank spikes.  On top of all of it, there is a hub featuring a weapons shop, many free weapons, and a combat museum detailing the history of early combat in Second Life.&lt;br /&gt;
&lt;br /&gt;
===Rausch===&lt;br /&gt;
&lt;br /&gt;
Some of the most popular public LLCS combat areas are Rausch, Blue Base, and Red Base. These three sims are free-for-all sandboxes. There is a &amp;quot;safe zone&amp;quot; in the Rausch sandbox where you can&#039;t be attacked. It is usually surrounded by big yellow markers, and people have a tendency to gather in this area. (Please note that the &amp;quot;bases&amp;quot; are not really &amp;quot;bases&amp;quot; for anyone. They are free-for-all maps.)&lt;br /&gt;
&lt;br /&gt;
The difference between Rausch and New Jessie and other sims is that while New Jessie is governed in the name of fair combat, Rausch truly is a complete free for all.&lt;br /&gt;
&lt;br /&gt;
The fastest way to find these regions is to type &amp;quot;combat&amp;quot; into the places search.&lt;br /&gt;
&lt;br /&gt;
[http://slurl.com/secondlife/Combat%20(sandbox)%20Rausch/172/163/22 Rausch Safe Zone SLURL]&lt;br /&gt;
&lt;br /&gt;
[[Image:CombatBases.jpg]]&lt;br /&gt;
&lt;br /&gt;
There are also many other regions &amp;amp; groups specifically for fair combat / military roleplay, which are non profit and running the LLCS damage, these are:&lt;br /&gt;
&lt;br /&gt;
[http://slurl.com/secondlife/Salamis/172/163/22  Merczateers HQ(Salamis) SLURL]&lt;br /&gt;
&lt;br /&gt;
[http://slurl.com/secondlife/Titan/172/163/22  Ordo HQ(Titan) SLURL]&lt;br /&gt;
&lt;br /&gt;
[http://slurl.com/secondlife/2142/172/163/22  2142 HQ(2142) SLURL]&lt;br /&gt;
&lt;br /&gt;
[http://slurl.com/secondlife/Elshout/172/163/22  Alliance Navy HQ(Elshout) SLURL]&lt;br /&gt;
&lt;br /&gt;
[http://slurl.com/secondlife/Ziost/172/163/22  39th HQ(Ziost) SLURL]&lt;br /&gt;
&lt;br /&gt;
[http://slurl.com/secondlife/Vadoo%20Reef/172/163/22  Echelon Union HQ(Vadoo Reef) SLURL] &lt;br /&gt;
&lt;br /&gt;
[http://slurl.com/secondlife/Cannes%20Villes/172/163/22  Imperium Battalion HQ(Cannes Villes) SLURL] &lt;br /&gt;
&lt;br /&gt;
[http://slurl.com/secondlife/Pacific%20Breeze/172/163/22  Sparta HQ(Pacific Breeze) SLURL]&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== User-Created Combat Systems (UCCS) ===&lt;br /&gt;
&lt;br /&gt;
User-created combat systems do not use the built-in LLCS (and for this reason are sometimes called &amp;quot;safezone&amp;quot; combat systems), but instead use scripted objects both to track and to deal damage.&lt;br /&gt;
&lt;br /&gt;
This type of combat system can be used in any area that allows scripts to run. Usually these systems require the player to wear a &amp;quot;tag&amp;quot; or a &amp;quot;HUD&amp;quot; in order to play. This monitors your health, and various other stats, varying among the combat systems.&lt;br /&gt;
&lt;br /&gt;
These systems usually come with their own sets of rules that disallow the use of anything from advanced weapons to Bots to shields to instant-killers with the exception of basic weaponry and in some rare cases some small explosives. Sometimes the UCCS&#039; rules include the neccessity of [[Roleplay]]ing, but some again are just straight forward killing. Some advanced UCCS keep stats of the players such as kill count, death count, level etc. &lt;br /&gt;
&lt;br /&gt;
When the player dies, unlike the LLCS, they will not be teleported back home. They will typically either &amp;quot;respawn&amp;quot; after a few minutes or some advanced systems will spawn a &amp;quot;spawn ball&amp;quot; which  the player sits on and they will be able to respawn at a random location in the combat area with full health.&lt;br /&gt;
The exact effects of &amp;quot;death&amp;quot; depend on the particular UCCS in use.&lt;br /&gt;
&lt;br /&gt;
It is important to note that many UCCS frown upon Defenses (shield, auto orbit), Advanced &amp;quot;guns&amp;quot;, Large Scale Explosives (+5 m), Automated Turrets, orbit, lag bombs. Most UCCS simulations also recommend using High quality basic weaponry that do not cause Lag within the SIM.&lt;br /&gt;
&lt;br /&gt;
A Few Notable User Created Combat Systems are &#039;CCS&#039; &#039;RCS &#039;DCS&#039; &#039;TCS&#039; &#039;Carnage Island Combat&#039; &#039;XCS&#039;, &#039;Pure Combat&#039;, &#039;[http://www.goodman-studios.biz/docs/battlezone-combat-system-2 BattleZone]&#039;, and &#039;[http://www.goodman-studios.biz/docs/gorean-ladder-meter Gorean Ladder Meter]&#039;.&lt;br /&gt;
&lt;br /&gt;
Because user-created combat systems generally depend on cooperation between scripted damage-dealing objects and scripted damage-sensing objects owned and worn by the player being damaged, there is a great potential for &#039;cheating&#039;, by writing scripts that appear to be obeying the rules of the system, but that in fact make the player very hard to damage, very good at dealing damage, or both.  While most users of these combat systems enjoy competing legitimately, there are always a few who try to cheat, and different combat communities and combat systems have taken various approaches to detecting, preventing, or discouraging the cheaters.&lt;br /&gt;
&lt;br /&gt;
== Engagement ==&lt;br /&gt;
&lt;br /&gt;
In Second Life you have a vast array of weapons, combat vehicles, and defense mechanisms at your disposal, for a vast and sometimes baffling array of different and often incompatible combat systems.&lt;br /&gt;
&lt;br /&gt;
When buying combat devices, it&#039;s important to be sure that they are compatible with&lt;br /&gt;
the combat system(s) in use in the area(s) where you plan to engage!&lt;br /&gt;
That Gorean sword may prove entirely useless against the band of Samurai&lt;br /&gt;
that you were planning to fight...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Weaponry ===&lt;br /&gt;
&lt;br /&gt;
There are hundreds of [[weapon]]s in Second Life to choose from, compatible with various different combat systems. These weapons may be classified into several categories:&lt;br /&gt;
&lt;br /&gt;
*Basic Guns - Guns that fire basic physical bullets. These are stopped by most quality shield systems.&lt;br /&gt;
*Advanced &amp;quot;Guns&amp;quot; - Guns that fire tracking, non-physical bullets. These can&#039;t be stopped by all but the most advanced (and expensive) defense systems.&lt;br /&gt;
*Explosives and &amp;quot;Nukes&amp;quot; - Self explanatory. These range from basic explosives to nukes that can kill everyone within 96m of the detonation point.&lt;br /&gt;
*Advanced Weapons - The most effective and powerful weapons often combine a number of different effects with sophisticated, often HUD-based controls. There are several quality HUD-based combat systems available, as described below.&lt;br /&gt;
*Robots and Turrets - These can be remote controlled, or set to fire on certain targets automatically.&lt;br /&gt;
*Annoyance weapons - Stuff like caging guns, anything that flings people into the air, and in general things that annoy rather than, or as well as, dealing combat-system damage. Considered &amp;quot;noobish&amp;quot; and frowned upon by experienced combat people.&lt;br /&gt;
&lt;br /&gt;
For more information, see [[Weapon]].&lt;br /&gt;
&lt;br /&gt;
=== Combat Vehicles ===&lt;br /&gt;
&lt;br /&gt;
Sadly, the use of combat vehicles has reduced in second life. While they are very fun to fly, most vehicles will be &amp;quot;disrupted&amp;quot; by shields in actual combat situations, causing them to fly away. The only way to avoid this is to use non-physical vehicles.&lt;br /&gt;
&lt;br /&gt;
=== Defense ===&lt;br /&gt;
&lt;br /&gt;
Defense plays an important part in combat life. An undefended avatar can be obliterated by modern weaponry, ruining the fun for many new combat players. There are several ways to defend yourself in Second Life.&lt;br /&gt;
&lt;br /&gt;
*Shields&lt;br /&gt;
*Defense Bots&lt;br /&gt;
*Killing someone before they kill you&lt;br /&gt;
&lt;br /&gt;
There are several different &amp;quot;brands&amp;quot; of shields to choose from, compatible with various different combat systems. Shields are a must, and they are well worth the cost. A good shield should physically push bullets away before they reach the actual shield. Even the best shield, however, is vulnerable to tracking bullets.&lt;br /&gt;
&lt;br /&gt;
Defense bots are the most advanced way of keeping alive in Second Life combat. Defense bots position your physical avatar underground and/or out of the sim, where it is not possible for 98% of weapons to kill them, while allowing you to play &amp;quot;through&amp;quot; the bot. Just like in real life, weapons in SL advance in complexity every day. There are several weapons that can kill someone using the &amp;quot;off-sim&amp;quot; modes of these bots, and more appear all the time.&lt;br /&gt;
&lt;br /&gt;
Most defense bots allow you to issue &amp;quot;Combat HUD-like&amp;quot; commands on people, enabling you to kill them and stay safely protected in your bot.&lt;br /&gt;
&lt;br /&gt;
Note that many combat systems and combat areas, such as medieval or primitive role-play&lt;br /&gt;
areas, will probably disallow some or all of the &amp;quot;high-tech&amp;quot; defensive items, especially bots.&lt;br /&gt;
&lt;br /&gt;
== Non-Lethal Warfare ==&lt;br /&gt;
&lt;br /&gt;
There are some weapons that can be used to disrupt or annoy another player without actually killing them.&lt;br /&gt;
&lt;br /&gt;
*Orbiting is the term used when one player causes another player to be flung up insanely high in the air.&lt;br /&gt;
*People use &amp;quot;traps&amp;quot; to render a physical avatar unable to move.&lt;br /&gt;
*&amp;quot;Lag-Bombs&amp;quot; are devices of various kinds that eat up Sim resources and cause lag, thus slowing down the target Resident&#039;s activities.&lt;br /&gt;
&lt;br /&gt;
While this kind on non-lethal device can (sometimes) be appropriate to delay or detour a legitimate opponent in a combat game, they are also commonly used by [[griefer]]s against unwilling victims in both combat and non-combat areas.  They therefore tend to have a poor reputation, and to be looked down upon in many combat communities.&lt;br /&gt;
&lt;br /&gt;
In the area of defense against pushes and pulls, most combatants use a device known as a &amp;quot;non-phys&amp;quot;. A non-phys makes your avatar non-physical, in other words immune to being pushed or pulled. Period. A non-phys is basically a prim that you sit on, usually it becomes invisible once you sit, and you steer it around just like you are moving normally. When using a non-phys, you can pass through objects and walls.&lt;br /&gt;
&lt;br /&gt;
If a non-phys is not handy and you are in danger of being orbited, just create a prim box and sit on it. Sitting on the ground will do you no good at all.&lt;br /&gt;
&lt;br /&gt;
== Advanced Weapons ==&lt;br /&gt;
&lt;br /&gt;
The most powerful weapons in Second Life enable you to simply say (or click) a command, such as &amp;quot;kill joh&amp;quot;, resulting in the nearest person (within 96m) with joh in their name being killed instantly - shields or no shields. &lt;br /&gt;
Because many of the currently popular weapons in this class use Heads-Up Displays ([[HUD]]s), they are sometimes referred to as &amp;quot;Combat HUDs&amp;quot;.&lt;br /&gt;
They usually offer a substantial arsenal of attacks that you can deploy, other than the standard &amp;quot;kill person&amp;quot; command. These include orbiting, &amp;quot;burning&amp;quot; people, trapping, auto-killing, etc.&lt;br /&gt;
&lt;br /&gt;
Some advanced weapons are designed primarily to deal damage and provide defense in a single combat system (either LLCS or a user-created system); others support two or more different combat systems in a single device.&lt;br /&gt;
Still others concentrate on the non-lethal actions and annoyances described above, and merge into the category of griefer and anti-griefer devices and away from legitimate combat.&lt;br /&gt;
&lt;br /&gt;
Underground bots and phase devices (in a nutshell devices that make you undetectable to sensors) are the only protection against the most powerful weapon in this class.&lt;br /&gt;
&lt;br /&gt;
[[Category:Tutorials|Combat]]&lt;/div&gt;</summary>
		<author><name>Caine Constantine</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=Combat&amp;diff=92811</id>
		<title>Combat</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=Combat&amp;diff=92811"/>
		<updated>2008-09-25T02:07:20Z</updated>

		<summary type="html">&lt;p&gt;Caine Constantine: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Help|Misc=*}}&lt;br /&gt;
&lt;br /&gt;
Combat in Second Life is a very fun and active hobby. This article will try to teach you exactly how Second Life combat works.&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
Some areas of Second Life are designed for the sole purpose of inter-resident combat;&lt;br /&gt;
in other areas combat is part of a larger role-playing ambiance.&lt;br /&gt;
There are two basic types of combat system in second life:&lt;br /&gt;
the built-in Linden Lab Combat System, and a variety of&lt;br /&gt;
User-created combat systems.&lt;br /&gt;
&lt;br /&gt;
===Linden Lab Combat System (LLCS)===&lt;br /&gt;
&lt;br /&gt;
The Linden Lab Combat System is in effect in any parcel that the owner has&lt;br /&gt;
designated as &amp;quot;unsafe&amp;quot;. When you are in one of these areas there will be a heart with a percentage next to it on your upper menu bar. When you see this meter, it means you can be killed in the area. When this percentage drops to zero, you are then &#039;dead&#039;, and you will teleported to your home location.&lt;br /&gt;
&lt;br /&gt;
Please note that being killed is &#039;&#039;&#039;not&#039;&#039;&#039; a big deal. You have to teleport back into the combat simulation from your home location, if you want to return to the combat. You will not lose anything (money, attachments, inventory) if you happen to die in this manner.&lt;br /&gt;
&lt;br /&gt;
In the LLCS, damage is dealt by collisions with scripted objects that have used&lt;br /&gt;
[[LlSetDamage]] to make themselves damaging; Residents also take damage when they&lt;br /&gt;
collide with any object, or with the ground (as in falling), at sufficiently high&lt;br /&gt;
speed.&lt;br /&gt;
&lt;br /&gt;
Damage &amp;quot;heals&amp;quot; gradually over time.&lt;br /&gt;
&lt;br /&gt;
===New Jessie - an Open Combat Zone===&lt;br /&gt;
&lt;br /&gt;
[http://slurl.com/secondlife/New%20Jessie/197/92/301  New Jessie SLURL]&lt;br /&gt;
&lt;br /&gt;
New Jessie is an open combat sim which is unaffiliated with any military and where everyone is welcome.  When you land here, you can set your home here so that during combat, you need not teleport back when you die.  There is a healthy mix of close quarters combat in a small town there, as well as a pair of bunkers and a shorefront with barbed wire and tank spikes.  On top of all of it, there is a hub featuring a weapons shop, many free weapons, and a combat museum detailing the history of early combat in Second Life.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Rausch===&lt;br /&gt;
&lt;br /&gt;
Some of the most popular public LLCS combat areas are Rausch, Blue Base, and Red Base. These three sims are free-for-all sandboxes. There is a &amp;quot;safe zone&amp;quot; in the Rausch sandbox where you can&#039;t be attacked. It is usually surrounded by big yellow markers, and people have a tendency to gather in this area. (Please note that the &amp;quot;bases&amp;quot; are not really &amp;quot;bases&amp;quot; for anyone. They are free-for-all maps.)&lt;br /&gt;
&lt;br /&gt;
The fastest way to find these regions is to type &amp;quot;combat&amp;quot; into the places search.&lt;br /&gt;
&lt;br /&gt;
[http://slurl.com/secondlife/Combat%20(sandbox)%20Rausch/172/163/22 Rausch Safe Zone SLURL]&lt;br /&gt;
&lt;br /&gt;
[[Image:CombatBases.jpg]]&lt;br /&gt;
&lt;br /&gt;
There are also many other regions &amp;amp; groups specifically for fair combat / military roleplay, which are non profit and running the LLCS damage, these are:&lt;br /&gt;
&lt;br /&gt;
[http://slurl.com/secondlife/Salamis/172/163/22  Merczateers HQ(Salamis) SLURL]&lt;br /&gt;
&lt;br /&gt;
[http://slurl.com/secondlife/Titan/172/163/22  Ordo HQ(Titan) SLURL]&lt;br /&gt;
&lt;br /&gt;
[http://slurl.com/secondlife/2142/172/163/22  2142 HQ(2142) SLURL]&lt;br /&gt;
&lt;br /&gt;
[http://slurl.com/secondlife/Elshout/172/163/22  Alliance Navy HQ(Elshout) SLURL]&lt;br /&gt;
&lt;br /&gt;
[http://slurl.com/secondlife/Ziost/172/163/22  39th HQ(Ziost) SLURL]&lt;br /&gt;
&lt;br /&gt;
[http://slurl.com/secondlife/Vadoo%20Reef/172/163/22  Echelon Union HQ(Vadoo Reef) SLURL] &lt;br /&gt;
&lt;br /&gt;
[http://slurl.com/secondlife/Cannes%20Villes/172/163/22  Imperium Battalion HQ(Cannes Villes) SLURL] &lt;br /&gt;
&lt;br /&gt;
[http://slurl.com/secondlife/Pacific%20Breeze/172/163/22  Sparta HQ(Pacific Breeze) SLURL]&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== User-Created Combat Systems (UCCS) ===&lt;br /&gt;
&lt;br /&gt;
User-created combat systems do not use the built-in LLCS (and for this reason are sometimes called &amp;quot;safezone&amp;quot; combat systems), but instead use scripted objects both to track and to deal damage.&lt;br /&gt;
&lt;br /&gt;
This type of combat system can be used in any area that allows scripts to run. Usually these systems require the player to wear a &amp;quot;tag&amp;quot; or a &amp;quot;HUD&amp;quot; in order to play. This monitors your health, and various other stats, varying among the combat systems.&lt;br /&gt;
&lt;br /&gt;
These systems usually come with their own sets of rules that disallow the use of anything from advanced weapons to Bots to shields to instant-killers with the exception of basic weaponry and in some rare cases some small explosives. Sometimes the UCCS&#039; rules include the neccessity of [[Roleplay]]ing, but some again are just straight forward killing. Some advanced UCCS keep stats of the players such as kill count, death count, level etc. &lt;br /&gt;
&lt;br /&gt;
When the player dies, unlike the LLCS, they will not be teleported back home. They will typically either &amp;quot;respawn&amp;quot; after a few minutes or some advanced systems will spawn a &amp;quot;spawn ball&amp;quot; which  the player sits on and they will be able to respawn at a random location in the combat area with full health.&lt;br /&gt;
The exact effects of &amp;quot;death&amp;quot; depend on the particular UCCS in use.&lt;br /&gt;
&lt;br /&gt;
It is important to note that many UCCS frown upon Defenses (shield, auto orbit), Advanced &amp;quot;guns&amp;quot;, Large Scale Explosives (+5 m), Automated Turrets, orbit, lag bombs. Most UCCS simulations also recommend using High quality basic weaponry that do not cause Lag within the SIM.&lt;br /&gt;
&lt;br /&gt;
A Few Notable User Created Combat Systems are &#039;CCS&#039; &#039;RCS &#039;DCS&#039; &#039;TCS&#039; &#039;Carnage Island Combat&#039; &#039;XCS&#039;, &#039;Pure Combat&#039;, &#039;[http://www.goodman-studios.biz/docs/battlezone-combat-system-2 BattleZone]&#039;, and &#039;[http://www.goodman-studios.biz/docs/gorean-ladder-meter Gorean Ladder Meter]&#039;.&lt;br /&gt;
&lt;br /&gt;
Because user-created combat systems generally depend on cooperation between scripted damage-dealing objects and scripted damage-sensing objects owned and worn by the player being damaged, there is a great potential for &#039;cheating&#039;, by writing scripts that appear to be obeying the rules of the system, but that in fact make the player very hard to damage, very good at dealing damage, or both.  While most users of these combat systems enjoy competing legitimately, there are always a few who try to cheat, and different combat communities and combat systems have taken various approaches to detecting, preventing, or discouraging the cheaters.&lt;br /&gt;
&lt;br /&gt;
== Engagement ==&lt;br /&gt;
&lt;br /&gt;
In Second Life you have a vast array of weapons, combat vehicles, and defense mechanisms at your disposal, for a vast and sometimes baffling array of different and often incompatible combat systems.&lt;br /&gt;
&lt;br /&gt;
When buying combat devices, it&#039;s important to be sure that they are compatible with&lt;br /&gt;
the combat system(s) in use in the area(s) where you plan to engage!&lt;br /&gt;
That Gorean sword may prove entirely useless against the band of Samurai&lt;br /&gt;
that you were planning to fight...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Weaponry ===&lt;br /&gt;
&lt;br /&gt;
There are hundreds of [[weapon]]s in Second Life to choose from, compatible with various different combat systems. These weapons may be classified into several categories:&lt;br /&gt;
&lt;br /&gt;
*Basic Guns - Guns that fire basic physical bullets. These are stopped by most quality shield systems.&lt;br /&gt;
*Advanced &amp;quot;Guns&amp;quot; - Guns that fire tracking, non-physical bullets. These can&#039;t be stopped by all but the most advanced (and expensive) defense systems.&lt;br /&gt;
*Explosives and &amp;quot;Nukes&amp;quot; - Self explanatory. These range from basic explosives to nukes that can kill everyone within 96m of the detonation point.&lt;br /&gt;
*Advanced Weapons - The most effective and powerful weapons often combine a number of different effects with sophisticated, often HUD-based controls. There are several quality HUD-based combat systems available, as described below.&lt;br /&gt;
*Robots and Turrets - These can be remote controlled, or set to fire on certain targets automatically.&lt;br /&gt;
*Annoyance weapons - Stuff like caging guns, anything that flings people into the air, and in general things that annoy rather than, or as well as, dealing combat-system damage. Considered &amp;quot;noobish&amp;quot; and frowned upon by experienced combat people.&lt;br /&gt;
&lt;br /&gt;
For more information, see [[Weapon]].&lt;br /&gt;
&lt;br /&gt;
=== Combat Vehicles ===&lt;br /&gt;
&lt;br /&gt;
Sadly, the use of combat vehicles has reduced in second life. While they are very fun to fly, most vehicles will be &amp;quot;disrupted&amp;quot; by shields in actual combat situations, causing them to fly away. The only way to avoid this is to use non-physical vehicles.&lt;br /&gt;
&lt;br /&gt;
=== Defense ===&lt;br /&gt;
&lt;br /&gt;
Defense plays an important part in combat life. An undefended avatar can be obliterated by modern weaponry, ruining the fun for many new combat players. There are several ways to defend yourself in Second Life.&lt;br /&gt;
&lt;br /&gt;
*Shields&lt;br /&gt;
*Defense Bots&lt;br /&gt;
*Killing someone before they kill you&lt;br /&gt;
&lt;br /&gt;
There are several different &amp;quot;brands&amp;quot; of shields to choose from, compatible with various different combat systems. Shields are a must, and they are well worth the cost. A good shield should physically push bullets away before they reach the actual shield. Even the best shield, however, is vulnerable to tracking bullets.&lt;br /&gt;
&lt;br /&gt;
Defense bots are the most advanced way of keeping alive in Second Life combat. Defense bots position your physical avatar underground and/or out of the sim, where it is not possible for 98% of weapons to kill them, while allowing you to play &amp;quot;through&amp;quot; the bot. Just like in real life, weapons in SL advance in complexity every day. There are several weapons that can kill someone using the &amp;quot;off-sim&amp;quot; modes of these bots, and more appear all the time.&lt;br /&gt;
&lt;br /&gt;
Most defense bots allow you to issue &amp;quot;Combat HUD-like&amp;quot; commands on people, enabling you to kill them and stay safely protected in your bot.&lt;br /&gt;
&lt;br /&gt;
Note that many combat systems and combat areas, such as medieval or primitive role-play&lt;br /&gt;
areas, will probably disallow some or all of the &amp;quot;high-tech&amp;quot; defensive items, especially bots.&lt;br /&gt;
&lt;br /&gt;
== Non-Lethal Warfare ==&lt;br /&gt;
&lt;br /&gt;
There are some weapons that can be used to disrupt or annoy another player without actually killing them.&lt;br /&gt;
&lt;br /&gt;
*Orbiting is the term used when one player causes another player to be flung up insanely high in the air.&lt;br /&gt;
*People use &amp;quot;traps&amp;quot; to render a physical avatar unable to move.&lt;br /&gt;
*&amp;quot;Lag-Bombs&amp;quot; are devices of various kinds that eat up Sim resources and cause lag, thus slowing down the target Resident&#039;s activities.&lt;br /&gt;
&lt;br /&gt;
While this kind on non-lethal device can (sometimes) be appropriate to delay or detour a legitimate opponent in a combat game, they are also commonly used by [[griefer]]s against unwilling victims in both combat and non-combat areas.  They therefore tend to have a poor reputation, and to be looked down upon in many combat communities.&lt;br /&gt;
&lt;br /&gt;
In the area of defense against pushes and pulls, most combatants use a device known as a &amp;quot;non-phys&amp;quot;. A non-phys makes your avatar non-physical, in other words immune to being pushed or pulled. Period. A non-phys is basically a prim that you sit on, usually it becomes invisible once you sit, and you steer it around just like you are moving normally. When using a non-phys, you can pass through objects and walls.&lt;br /&gt;
&lt;br /&gt;
If a non-phys is not handy and you are in danger of being orbited, just create a prim box and sit on it. Sitting on the ground will do you no good at all.&lt;br /&gt;
&lt;br /&gt;
== Advanced Weapons ==&lt;br /&gt;
&lt;br /&gt;
The most powerful weapons in Second Life enable you to simply say (or click) a command, such as &amp;quot;kill joh&amp;quot;, resulting in the nearest person (within 96m) with joh in their name being killed instantly - shields or no shields. &lt;br /&gt;
Because many of the currently popular weapons in this class use Heads-Up Displays ([[HUD]]s), they are sometimes referred to as &amp;quot;Combat HUDs&amp;quot;.&lt;br /&gt;
They usually offer a substantial arsenal of attacks that you can deploy, other than the standard &amp;quot;kill person&amp;quot; command. These include orbiting, &amp;quot;burning&amp;quot; people, trapping, auto-killing, etc.&lt;br /&gt;
&lt;br /&gt;
Some advanced weapons are designed primarily to deal damage and provide defense in a single combat system (either LLCS or a user-created system); others support two or more different combat systems in a single device.&lt;br /&gt;
Still others concentrate on the non-lethal actions and annoyances described above, and merge into the category of griefer and anti-griefer devices and away from legitimate combat.&lt;br /&gt;
&lt;br /&gt;
Underground bots and phase devices (in a nutshell devices that make you undetectable to sensors) are the only protection against the most powerful weapon in this class.&lt;br /&gt;
&lt;br /&gt;
[[Category:Tutorials|Combat]]&lt;/div&gt;</summary>
		<author><name>Caine Constantine</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=Combat&amp;diff=92803</id>
		<title>Combat</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=Combat&amp;diff=92803"/>
		<updated>2008-09-25T01:02:38Z</updated>

		<summary type="html">&lt;p&gt;Caine Constantine: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Help|Misc=*}}&lt;br /&gt;
&lt;br /&gt;
Combat in Second Life is a very fun and active hobby. This article will try to teach you exactly how Second Life combat works.&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
Some areas of Second Life are designed for the sole purpose of inter-resident combat;&lt;br /&gt;
in other areas combat is part of a larger role-playing ambiance.&lt;br /&gt;
There are two basic types of combat system in second life:&lt;br /&gt;
the built-in Linden Lab Combat System, and a variety of&lt;br /&gt;
User-created combat systems.&lt;br /&gt;
&lt;br /&gt;
===Linden Lab Combat System (LLCS)===&lt;br /&gt;
&lt;br /&gt;
The Linden Lab Combat System is in effect in any parcel that the owner has&lt;br /&gt;
designated as &amp;quot;unsafe&amp;quot;. When you are in one of these areas there will be a heart with a percentage next to it on your upper menu bar. When you see this meter, it means you can be killed in the area. When this percentage drops to zero, you are then &#039;dead&#039;, and you will teleported to your home location.&lt;br /&gt;
&lt;br /&gt;
Please note that being killed is &#039;&#039;&#039;not&#039;&#039;&#039; a big deal. You have to teleport back into the combat simulation from your home location, if you want to return to the combat. You will not lose anything (money, attachments, inventory) if you happen to die in this manner.&lt;br /&gt;
&lt;br /&gt;
In the LLCS, damage is dealt by collisions with scripted objects that have used&lt;br /&gt;
[[LlSetDamage]] to make themselves damaging; Residents also take damage when they&lt;br /&gt;
collide with any object, or with the ground (as in falling), at sufficiently high&lt;br /&gt;
speed.&lt;br /&gt;
&lt;br /&gt;
Damage &amp;quot;heals&amp;quot; gradually over time.&lt;br /&gt;
&lt;br /&gt;
Some of the most popular public LLCS combat areas are Rausch, Blue Base, and Red Base. These three sims are free-for-all sandboxes. There is a &amp;quot;safe zone&amp;quot; in the Rausch sandbox where you can&#039;t be attacked. It is usually surrounded by big yellow markers, and people have a tendency to gather in this area. (Please note that the &amp;quot;bases&amp;quot; are not really &amp;quot;bases&amp;quot; for anyone. They are free-for-all maps.)&lt;br /&gt;
&lt;br /&gt;
The fastest way to find these regions is to type &amp;quot;combat&amp;quot; into the places search.&lt;br /&gt;
&lt;br /&gt;
[http://slurl.com/secondlife/Combat%20(sandbox)%20Rausch/172/163/22 Rausch Safe Zone SLURL]&lt;br /&gt;
&lt;br /&gt;
[[Image:CombatBases.jpg]]&lt;br /&gt;
&lt;br /&gt;
There are also many other regions &amp;amp; groups specifically for fair combat / military roleplay, which are non profit and running the LLCS damage, these are:&lt;br /&gt;
&lt;br /&gt;
===New Jessie - an Open Combat Zone===&lt;br /&gt;
&lt;br /&gt;
[http://slurl.com/secondlife/New%20Jessie/197/92/301  New Jessie SLURL]&lt;br /&gt;
&lt;br /&gt;
New Jessie is an open combat sim which is unaffiliated with any military and where everyone is welcome.  When you land here, you can set your home here so that during combat, you need not teleport back when you die.  There is a healthy mix of close quarters combat in a small town there, as well as a pair of bunkers and a shorefront with barbed wire and tank spikes.  On top of all of it, there is a hub featuring a weapons shop, many free weapons, and a combat museum detailing the history of early combat in Second Life.&lt;br /&gt;
&lt;br /&gt;
[http://slurl.com/secondlife/Salamis/172/163/22  Merczateers HQ(Salamis) SLURL]&lt;br /&gt;
&lt;br /&gt;
[http://slurl.com/secondlife/Titan/172/163/22  Ordo HQ(Titan) SLURL]&lt;br /&gt;
&lt;br /&gt;
[http://slurl.com/secondlife/2142/172/163/22  2142 HQ(2142) SLURL]&lt;br /&gt;
&lt;br /&gt;
[http://slurl.com/secondlife/Elshout/172/163/22  Alliance Navy HQ(Elshout) SLURL]&lt;br /&gt;
&lt;br /&gt;
[http://slurl.com/secondlife/Ziost/172/163/22  39th HQ(Ziost) SLURL]&lt;br /&gt;
&lt;br /&gt;
[http://slurl.com/secondlife/Vadoo%20Reef/172/163/22  Echelon Union HQ(Vadoo Reef) SLURL] &lt;br /&gt;
&lt;br /&gt;
[http://slurl.com/secondlife/Cannes%20Villes/172/163/22  Imperium Battalion HQ(Cannes Villes) SLURL] &lt;br /&gt;
&lt;br /&gt;
[http://slurl.com/secondlife/Pacific%20Breeze/172/163/22  Sparta HQ(Pacific Breeze) SLURL]&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== User-Created Combat Systems (UCCS) ===&lt;br /&gt;
&lt;br /&gt;
User-created combat systems do not use the built-in LLCS (and for this reason are sometimes called &amp;quot;safezone&amp;quot; combat systems), but instead use scripted objects both to track and to deal damage.&lt;br /&gt;
&lt;br /&gt;
This type of combat system can be used in any area that allows scripts to run. Usually these systems require the player to wear a &amp;quot;tag&amp;quot; or a &amp;quot;HUD&amp;quot; in order to play. This monitors your health, and various other stats, varying among the combat systems.&lt;br /&gt;
&lt;br /&gt;
These systems usually come with their own sets of rules that disallow the use of anything from advanced weapons to Bots to shields to instant-killers with the exception of basic weaponry and in some rare cases some small explosives. Sometimes the UCCS&#039; rules include the neccessity of [[Roleplay]]ing, but some again are just straight forward killing. Some advanced UCCS keep stats of the players such as kill count, death count, level etc. &lt;br /&gt;
&lt;br /&gt;
When the player dies, unlike the LLCS, they will not be teleported back home. They will typically either &amp;quot;respawn&amp;quot; after a few minutes or some advanced systems will spawn a &amp;quot;spawn ball&amp;quot; which  the player sits on and they will be able to respawn at a random location in the combat area with full health.&lt;br /&gt;
The exact effects of &amp;quot;death&amp;quot; depend on the particular UCCS in use.&lt;br /&gt;
&lt;br /&gt;
It is important to note that many UCCS frown upon Defenses (shield, auto orbit), Advanced &amp;quot;guns&amp;quot;, Large Scale Explosives (+5 m), Automated Turrets, orbit, lag bombs. Most UCCS simulations also recommend using High quality basic weaponry that do not cause Lag within the SIM.&lt;br /&gt;
&lt;br /&gt;
A Few Notable User Created Combat Systems are &#039;CCS&#039; &#039;RCS &#039;DCS&#039; &#039;TCS&#039; &#039;Carnage Island Combat&#039; &#039;XCS&#039;, &#039;Pure Combat&#039;, &#039;[http://www.goodman-studios.biz/docs/battlezone-combat-system-2 BattleZone]&#039;, and &#039;[http://www.goodman-studios.biz/docs/gorean-ladder-meter Gorean Ladder Meter]&#039;.&lt;br /&gt;
&lt;br /&gt;
Because user-created combat systems generally depend on cooperation between scripted damage-dealing objects and scripted damage-sensing objects owned and worn by the player being damaged, there is a great potential for &#039;cheating&#039;, by writing scripts that appear to be obeying the rules of the system, but that in fact make the player very hard to damage, very good at dealing damage, or both.  While most users of these combat systems enjoy competing legitimately, there are always a few who try to cheat, and different combat communities and combat systems have taken various approaches to detecting, preventing, or discouraging the cheaters.&lt;br /&gt;
&lt;br /&gt;
== Engagement ==&lt;br /&gt;
&lt;br /&gt;
In Second Life you have a vast array of weapons, combat vehicles, and defense mechanisms at your disposal, for a vast and sometimes baffling array of different and often incompatible combat systems.&lt;br /&gt;
&lt;br /&gt;
When buying combat devices, it&#039;s important to be sure that they are compatible with&lt;br /&gt;
the combat system(s) in use in the area(s) where you plan to engage!&lt;br /&gt;
That Gorean sword may prove entirely useless against the band of Samurai&lt;br /&gt;
that you were planning to fight...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Weaponry ===&lt;br /&gt;
&lt;br /&gt;
There are hundreds of [[weapon]]s in Second Life to choose from, compatible with various different combat systems. These weapons may be classified into several categories:&lt;br /&gt;
&lt;br /&gt;
*Basic Guns - Guns that fire basic physical bullets. These are stopped by most quality shield systems.&lt;br /&gt;
*Advanced &amp;quot;Guns&amp;quot; - Guns that fire tracking, non-physical bullets. These can&#039;t be stopped by all but the most advanced (and expensive) defense systems.&lt;br /&gt;
*Explosives and &amp;quot;Nukes&amp;quot; - Self explanatory. These range from basic explosives to nukes that can kill everyone within 96m of the detonation point.&lt;br /&gt;
*Advanced Weapons - The most effective and powerful weapons often combine a number of different effects with sophisticated, often HUD-based controls. There are several quality HUD-based combat systems available, as described below.&lt;br /&gt;
*Robots and Turrets - These can be remote controlled, or set to fire on certain targets automatically.&lt;br /&gt;
*Annoyance weapons - Stuff like caging guns, anything that flings people into the air, and in general things that annoy rather than, or as well as, dealing combat-system damage. Considered &amp;quot;noobish&amp;quot; and frowned upon by experienced combat people.&lt;br /&gt;
&lt;br /&gt;
For more information, see [[Weapon]].&lt;br /&gt;
&lt;br /&gt;
=== Combat Vehicles ===&lt;br /&gt;
&lt;br /&gt;
Sadly, the use of combat vehicles has reduced in second life. While they are very fun to fly, most vehicles will be &amp;quot;disrupted&amp;quot; by shields in actual combat situations, causing them to fly away. The only way to avoid this is to use non-physical vehicles.&lt;br /&gt;
&lt;br /&gt;
=== Defense ===&lt;br /&gt;
&lt;br /&gt;
Defense plays an important part in combat life. An undefended avatar can be obliterated by modern weaponry, ruining the fun for many new combat players. There are several ways to defend yourself in Second Life.&lt;br /&gt;
&lt;br /&gt;
*Shields&lt;br /&gt;
*Defense Bots&lt;br /&gt;
*Killing someone before they kill you&lt;br /&gt;
&lt;br /&gt;
There are several different &amp;quot;brands&amp;quot; of shields to choose from, compatible with various different combat systems. Shields are a must, and they are well worth the cost. A good shield should physically push bullets away before they reach the actual shield. Even the best shield, however, is vulnerable to tracking bullets.&lt;br /&gt;
&lt;br /&gt;
Defense bots are the most advanced way of keeping alive in Second Life combat. Defense bots position your physical avatar underground and/or out of the sim, where it is not possible for 98% of weapons to kill them, while allowing you to play &amp;quot;through&amp;quot; the bot. Just like in real life, weapons in SL advance in complexity every day. There are several weapons that can kill someone using the &amp;quot;off-sim&amp;quot; modes of these bots, and more appear all the time.&lt;br /&gt;
&lt;br /&gt;
Most defense bots allow you to issue &amp;quot;Combat HUD-like&amp;quot; commands on people, enabling you to kill them and stay safely protected in your bot.&lt;br /&gt;
&lt;br /&gt;
Note that many combat systems and combat areas, such as medieval or primitive role-play&lt;br /&gt;
areas, will probably disallow some or all of the &amp;quot;high-tech&amp;quot; defensive items, especially bots.&lt;br /&gt;
&lt;br /&gt;
== Non-Lethal Warfare ==&lt;br /&gt;
&lt;br /&gt;
There are some weapons that can be used to disrupt or annoy another player without actually killing them.&lt;br /&gt;
&lt;br /&gt;
*Orbiting is the term used when one player causes another player to be flung up insanely high in the air.&lt;br /&gt;
*People use &amp;quot;traps&amp;quot; to render a physical avatar unable to move.&lt;br /&gt;
*&amp;quot;Lag-Bombs&amp;quot; are devices of various kinds that eat up Sim resources and cause lag, thus slowing down the target Resident&#039;s activities.&lt;br /&gt;
&lt;br /&gt;
While this kind on non-lethal device can (sometimes) be appropriate to delay or detour a legitimate opponent in a combat game, they are also commonly used by [[griefer]]s against unwilling victims in both combat and non-combat areas.  They therefore tend to have a poor reputation, and to be looked down upon in many combat communities.&lt;br /&gt;
&lt;br /&gt;
In the area of defense against pushes and pulls, most combatants use a device known as a &amp;quot;non-phys&amp;quot;. A non-phys makes your avatar non-physical, in other words immune to being pushed or pulled. Period. A non-phys is basically a prim that you sit on, usually it becomes invisible once you sit, and you steer it around just like you are moving normally. When using a non-phys, you can pass through objects and walls.&lt;br /&gt;
&lt;br /&gt;
If a non-phys is not handy and you are in danger of being orbited, just create a prim box and sit on it. Sitting on the ground will do you no good at all.&lt;br /&gt;
&lt;br /&gt;
== Advanced Weapons ==&lt;br /&gt;
&lt;br /&gt;
The most powerful weapons in Second Life enable you to simply say (or click) a command, such as &amp;quot;kill joh&amp;quot;, resulting in the nearest person (within 96m) with joh in their name being killed instantly - shields or no shields. &lt;br /&gt;
Because many of the currently popular weapons in this class use Heads-Up Displays ([[HUD]]s), they are sometimes referred to as &amp;quot;Combat HUDs&amp;quot;.&lt;br /&gt;
They usually offer a substantial arsenal of attacks that you can deploy, other than the standard &amp;quot;kill person&amp;quot; command. These include orbiting, &amp;quot;burning&amp;quot; people, trapping, auto-killing, etc.&lt;br /&gt;
&lt;br /&gt;
Some advanced weapons are designed primarily to deal damage and provide defense in a single combat system (either LLCS or a user-created system); others support two or more different combat systems in a single device.&lt;br /&gt;
Still others concentrate on the non-lethal actions and annoyances described above, and merge into the category of griefer and anti-griefer devices and away from legitimate combat.&lt;br /&gt;
&lt;br /&gt;
Underground bots and phase devices (in a nutshell devices that make you undetectable to sensors) are the only protection against the most powerful weapon in this class.&lt;br /&gt;
&lt;br /&gt;
[[Category:Tutorials|Combat]]&lt;/div&gt;</summary>
		<author><name>Caine Constantine</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=Combat&amp;diff=92802</id>
		<title>Combat</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=Combat&amp;diff=92802"/>
		<updated>2008-09-25T00:58:52Z</updated>

		<summary type="html">&lt;p&gt;Caine Constantine: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Help|Misc=*}}&lt;br /&gt;
&lt;br /&gt;
Combat in Second Life is a very fun and active hobby. This article will try to teach you exactly how Second Life combat works.&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
Some areas of Second Life are designed for the sole purpose of inter-resident combat;&lt;br /&gt;
in other areas combat is part of a larger role-playing ambiance.&lt;br /&gt;
There are two basic types of combat system in second life:&lt;br /&gt;
the built-in Linden Lab Combat System, and a variety of&lt;br /&gt;
User-created combat systems.&lt;br /&gt;
&lt;br /&gt;
===Linden Lab Combat System (LLCS)===&lt;br /&gt;
&lt;br /&gt;
The Linden Lab Combat System is in effect in any parcel that the owner has&lt;br /&gt;
designated as &amp;quot;unsafe&amp;quot;. When you are in one of these areas there will be a heart with a percentage next to it on your upper menu bar. When you see this meter, it means you can be killed in the area. When this percentage drops to zero, you are then &#039;dead&#039;, and you will teleported to your home location.&lt;br /&gt;
&lt;br /&gt;
Please note that being killed is &#039;&#039;&#039;not&#039;&#039;&#039; a big deal. You have to teleport back into the combat simulation from your home location, if you want to return to the combat. You will not lose anything (money, attachments, inventory) if you happen to die in this manner.&lt;br /&gt;
&lt;br /&gt;
In the LLCS, damage is dealt by collisions with scripted objects that have used&lt;br /&gt;
[[LlSetDamage]] to make themselves damaging; Residents also take damage when they&lt;br /&gt;
collide with any object, or with the ground (as in falling), at sufficiently high&lt;br /&gt;
speed.&lt;br /&gt;
&lt;br /&gt;
Damage &amp;quot;heals&amp;quot; gradually over time.&lt;br /&gt;
&lt;br /&gt;
Some of the most popular public LLCS combat areas are Rausch, Blue Base, and Red Base. These three sims are free-for-all sandboxes. There is a &amp;quot;safe zone&amp;quot; in the Rausch sandbox where you can&#039;t be attacked. It is usually surrounded by big yellow markers, and people have a tendency to gather in this area. (Please note that the &amp;quot;bases&amp;quot; are not really &amp;quot;bases&amp;quot; for anyone. They are free-for-all maps.)&lt;br /&gt;
&lt;br /&gt;
The fastest way to find these regions is to type &amp;quot;combat&amp;quot; into the places search.&lt;br /&gt;
&lt;br /&gt;
[http://slurl.com/secondlife/Combat%20(sandbox)%20Rausch/172/163/22 Rausch Safe Zone SLURL]&lt;br /&gt;
&lt;br /&gt;
[[Image:CombatBases.jpg]]&lt;br /&gt;
&lt;br /&gt;
There are also many other regions &amp;amp; groups specifically for fair combat / military roleplay, which are non profit and running the LLCS damage, these are:&lt;br /&gt;
&lt;br /&gt;
[http://slurl.com/secondlife/New%20Jessie/197/92/301  New Jessie SLURL]&lt;br /&gt;
&lt;br /&gt;
New Jessie is an open combat sim which is unaffiliated with any military and where everyone is welcome.  When you land here, you can set your home here so that during combat, you need not teleport back when you die.  There is a healthy mix of close quarters combat in a small town there, as well as a pair of bunkers and a shorefront with barbed wire and tank spikes.  On top of all of it, there is a hub featuring a weapons shop, many free weapons, and a combat museum detailing the history of early combat in Second Life.&lt;br /&gt;
&lt;br /&gt;
[http://slurl.com/secondlife/Salamis/172/163/22  Merczateers HQ(Salamis) SLURL]&lt;br /&gt;
&lt;br /&gt;
[http://slurl.com/secondlife/Titan/172/163/22  Ordo HQ(Titan) SLURL]&lt;br /&gt;
&lt;br /&gt;
[http://slurl.com/secondlife/2142/172/163/22  2142 HQ(2142) SLURL]&lt;br /&gt;
&lt;br /&gt;
[http://slurl.com/secondlife/Elshout/172/163/22  Alliance Navy HQ(Elshout) SLURL]&lt;br /&gt;
&lt;br /&gt;
[http://slurl.com/secondlife/Ziost/172/163/22  39th HQ(Ziost) SLURL]&lt;br /&gt;
&lt;br /&gt;
[http://slurl.com/secondlife/Vadoo%20Reef/172/163/22  Echelon Union HQ(Vadoo Reef) SLURL] &lt;br /&gt;
&lt;br /&gt;
[http://slurl.com/secondlife/Cannes%20Villes/172/163/22  Imperium Battalion HQ(Cannes Villes) SLURL] &lt;br /&gt;
&lt;br /&gt;
[http://slurl.com/secondlife/Pacific%20Breeze/172/163/22  Sparta HQ(Pacific Breeze) SLURL]&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== User-Created Combat Systems (UCCS) ===&lt;br /&gt;
&lt;br /&gt;
User-created combat systems do not use the built-in LLCS (and for this reason are sometimes called &amp;quot;safezone&amp;quot; combat systems), but instead use scripted objects both to track and to deal damage.&lt;br /&gt;
&lt;br /&gt;
This type of combat system can be used in any area that allows scripts to run. Usually these systems require the player to wear a &amp;quot;tag&amp;quot; or a &amp;quot;HUD&amp;quot; in order to play. This monitors your health, and various other stats, varying among the combat systems.&lt;br /&gt;
&lt;br /&gt;
These systems usually come with their own sets of rules that disallow the use of anything from advanced weapons to Bots to shields to instant-killers with the exception of basic weaponry and in some rare cases some small explosives. Sometimes the UCCS&#039; rules include the neccessity of [[Roleplay]]ing, but some again are just straight forward killing. Some advanced UCCS keep stats of the players such as kill count, death count, level etc. &lt;br /&gt;
&lt;br /&gt;
When the player dies, unlike the LLCS, they will not be teleported back home. They will typically either &amp;quot;respawn&amp;quot; after a few minutes or some advanced systems will spawn a &amp;quot;spawn ball&amp;quot; which  the player sits on and they will be able to respawn at a random location in the combat area with full health.&lt;br /&gt;
The exact effects of &amp;quot;death&amp;quot; depend on the particular UCCS in use.&lt;br /&gt;
&lt;br /&gt;
It is important to note that many UCCS frown upon Defenses (shield, auto orbit), Advanced &amp;quot;guns&amp;quot;, Large Scale Explosives (+5 m), Automated Turrets, orbit, lag bombs. Most UCCS simulations also recommend using High quality basic weaponry that do not cause Lag within the SIM.&lt;br /&gt;
&lt;br /&gt;
A Few Notable User Created Combat Systems are &#039;CCS&#039; &#039;RCS &#039;DCS&#039; &#039;TCS&#039; &#039;Carnage Island Combat&#039; &#039;XCS&#039;, &#039;Pure Combat&#039;, &#039;[http://www.goodman-studios.biz/docs/battlezone-combat-system-2 BattleZone]&#039;, and &#039;[http://www.goodman-studios.biz/docs/gorean-ladder-meter Gorean Ladder Meter]&#039;.&lt;br /&gt;
&lt;br /&gt;
Because user-created combat systems generally depend on cooperation between scripted damage-dealing objects and scripted damage-sensing objects owned and worn by the player being damaged, there is a great potential for &#039;cheating&#039;, by writing scripts that appear to be obeying the rules of the system, but that in fact make the player very hard to damage, very good at dealing damage, or both.  While most users of these combat systems enjoy competing legitimately, there are always a few who try to cheat, and different combat communities and combat systems have taken various approaches to detecting, preventing, or discouraging the cheaters.&lt;br /&gt;
&lt;br /&gt;
== Engagement ==&lt;br /&gt;
&lt;br /&gt;
In Second Life you have a vast array of weapons, combat vehicles, and defense mechanisms at your disposal, for a vast and sometimes baffling array of different and often incompatible combat systems.&lt;br /&gt;
&lt;br /&gt;
When buying combat devices, it&#039;s important to be sure that they are compatible with&lt;br /&gt;
the combat system(s) in use in the area(s) where you plan to engage!&lt;br /&gt;
That Gorean sword may prove entirely useless against the band of Samurai&lt;br /&gt;
that you were planning to fight...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Weaponry ===&lt;br /&gt;
&lt;br /&gt;
There are hundreds of [[weapon]]s in Second Life to choose from, compatible with various different combat systems. These weapons may be classified into several categories:&lt;br /&gt;
&lt;br /&gt;
*Basic Guns - Guns that fire basic physical bullets. These are stopped by most quality shield systems.&lt;br /&gt;
*Advanced &amp;quot;Guns&amp;quot; - Guns that fire tracking, non-physical bullets. These can&#039;t be stopped by all but the most advanced (and expensive) defense systems.&lt;br /&gt;
*Explosives and &amp;quot;Nukes&amp;quot; - Self explanatory. These range from basic explosives to nukes that can kill everyone within 96m of the detonation point.&lt;br /&gt;
*Advanced Weapons - The most effective and powerful weapons often combine a number of different effects with sophisticated, often HUD-based controls. There are several quality HUD-based combat systems available, as described below.&lt;br /&gt;
*Robots and Turrets - These can be remote controlled, or set to fire on certain targets automatically.&lt;br /&gt;
*Annoyance weapons - Stuff like caging guns, anything that flings people into the air, and in general things that annoy rather than, or as well as, dealing combat-system damage. Considered &amp;quot;noobish&amp;quot; and frowned upon by experienced combat people.&lt;br /&gt;
&lt;br /&gt;
For more information, see [[Weapon]].&lt;br /&gt;
&lt;br /&gt;
=== Combat Vehicles ===&lt;br /&gt;
&lt;br /&gt;
Sadly, the use of combat vehicles has reduced in second life. While they are very fun to fly, most vehicles will be &amp;quot;disrupted&amp;quot; by shields in actual combat situations, causing them to fly away. The only way to avoid this is to use non-physical vehicles.&lt;br /&gt;
&lt;br /&gt;
=== Defense ===&lt;br /&gt;
&lt;br /&gt;
Defense plays an important part in combat life. An undefended avatar can be obliterated by modern weaponry, ruining the fun for many new combat players. There are several ways to defend yourself in Second Life.&lt;br /&gt;
&lt;br /&gt;
*Shields&lt;br /&gt;
*Defense Bots&lt;br /&gt;
*Killing someone before they kill you&lt;br /&gt;
&lt;br /&gt;
There are several different &amp;quot;brands&amp;quot; of shields to choose from, compatible with various different combat systems. Shields are a must, and they are well worth the cost. A good shield should physically push bullets away before they reach the actual shield. Even the best shield, however, is vulnerable to tracking bullets.&lt;br /&gt;
&lt;br /&gt;
Defense bots are the most advanced way of keeping alive in Second Life combat. Defense bots position your physical avatar underground and/or out of the sim, where it is not possible for 98% of weapons to kill them, while allowing you to play &amp;quot;through&amp;quot; the bot. Just like in real life, weapons in SL advance in complexity every day. There are several weapons that can kill someone using the &amp;quot;off-sim&amp;quot; modes of these bots, and more appear all the time.&lt;br /&gt;
&lt;br /&gt;
Most defense bots allow you to issue &amp;quot;Combat HUD-like&amp;quot; commands on people, enabling you to kill them and stay safely protected in your bot.&lt;br /&gt;
&lt;br /&gt;
Note that many combat systems and combat areas, such as medieval or primitive role-play&lt;br /&gt;
areas, will probably disallow some or all of the &amp;quot;high-tech&amp;quot; defensive items, especially bots.&lt;br /&gt;
&lt;br /&gt;
== Non-Lethal Warfare ==&lt;br /&gt;
&lt;br /&gt;
There are some weapons that can be used to disrupt or annoy another player without actually killing them.&lt;br /&gt;
&lt;br /&gt;
*Orbiting is the term used when one player causes another player to be flung up insanely high in the air.&lt;br /&gt;
*People use &amp;quot;traps&amp;quot; to render a physical avatar unable to move.&lt;br /&gt;
*&amp;quot;Lag-Bombs&amp;quot; are devices of various kinds that eat up Sim resources and cause lag, thus slowing down the target Resident&#039;s activities.&lt;br /&gt;
&lt;br /&gt;
While this kind on non-lethal device can (sometimes) be appropriate to delay or detour a legitimate opponent in a combat game, they are also commonly used by [[griefer]]s against unwilling victims in both combat and non-combat areas.  They therefore tend to have a poor reputation, and to be looked down upon in many combat communities.&lt;br /&gt;
&lt;br /&gt;
In the area of defense against pushes and pulls, most combatants use a device known as a &amp;quot;non-phys&amp;quot;. A non-phys makes your avatar non-physical, in other words immune to being pushed or pulled. Period. A non-phys is basically a prim that you sit on, usually it becomes invisible once you sit, and you steer it around just like you are moving normally. When using a non-phys, you can pass through objects and walls.&lt;br /&gt;
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If a non-phys is not handy and you are in danger of being orbited, just create a prim box and sit on it. Sitting on the ground will do you no good at all.&lt;br /&gt;
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== Advanced Weapons ==&lt;br /&gt;
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The most powerful weapons in Second Life enable you to simply say (or click) a command, such as &amp;quot;kill joh&amp;quot;, resulting in the nearest person (within 96m) with joh in their name being killed instantly - shields or no shields. &lt;br /&gt;
Because many of the currently popular weapons in this class use Heads-Up Displays ([[HUD]]s), they are sometimes referred to as &amp;quot;Combat HUDs&amp;quot;.&lt;br /&gt;
They usually offer a substantial arsenal of attacks that you can deploy, other than the standard &amp;quot;kill person&amp;quot; command. These include orbiting, &amp;quot;burning&amp;quot; people, trapping, auto-killing, etc.&lt;br /&gt;
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Some advanced weapons are designed primarily to deal damage and provide defense in a single combat system (either LLCS or a user-created system); others support two or more different combat systems in a single device.&lt;br /&gt;
Still others concentrate on the non-lethal actions and annoyances described above, and merge into the category of griefer and anti-griefer devices and away from legitimate combat.&lt;br /&gt;
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Underground bots and phase devices (in a nutshell devices that make you undetectable to sensors) are the only protection against the most powerful weapon in this class.&lt;br /&gt;
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[[Category:Tutorials|Combat]]&lt;/div&gt;</summary>
		<author><name>Caine Constantine</name></author>
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