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Registry: Netmech League -20 Houses/Clans Limit -10 Mercenary Unit Limit -100 Planets (400 Sectors) -Sectors:Capitol, Industrial, Civilian, Badlands -The Capitol sector has the same settings on any world u fight there. This is due to the fact that capitol sectors are under domes, and the conditions within are simulated. -Mechs are purchased from producers with credits, or produced by groups in industrial zones (Produced mechs go into an inventory list for the team wich produced them). -Dropships have a weight limit that can be carried (Different dropship classes, different weight limits) -Limit 2 Dropships per attack, Dropships can hold up to 600tons (may change tonnage) -Units have only 3 attacks per month -Mechs and Dropships are kept in Inventory list of a group. -Mechs and Dropships can be sold&traded on the open market. -Attacker attacks a planet,in either the Civilian, Badlands or Industrial Sector (If any sector on a planet is pinned then that planet cannot launch attacks on other planets). The attack is fought in 2v2 battles 3mechs(2regens) per pilot, for up to 10 drops. battles have a 1hr time limit each ( After these battles take place the losses are inputed into the computer, and the group with less points is forced to retreat, to closest owned planet/sector with losses) -Winners points remain as garrison for that sector and reenforcments can then be sent instantaniously -Attacks take up to an hour after they are launched to arive at there desination -Sectors can hold up to 900tons (may change tonnage) of mechs on garrison at one time -Attacks are made with mechs out of your Inventory -League government will be composed of 1 representative from each of the 20 House/Clan units, who vote on the outcome of events and so on in a weekly meeting on the League Server, they are known as the legislative branch of government (Merc units are not given a seat in the senate because they're represented by there employer). -Merc will be electected/appointed(undecided as of yet) to the judicial branch of the league government (This branch will be used to determine disputes and cover any bill of rights amendments to the league constitution). -Two non-leaders/group members will represent the executive branch as a president and vice president roll (These seats in the government will not change as per any vote,ect., but will always stay the same). -Battles must take place within 10 days of being launched, and on the 11th day the automation will deduct the smaller amount of points from the larger one and the unit with points left is given the victory and possesion of the Sector. -To take over a planets, u must first take over 2 of the 4 sectors and then you can sease the capitol and possesion of the capitol determines the owner of the planet. -Salvage: The winning team in the battle for the capitol of a planet will recive salvage of the battle (Salvage is only recieved in a capitol battle). Salvage is 1/3 of the losses suffered by the loosing team in a capitol battle. -Mercenaries only, have a chance at salvage on any sector of a planet. -Mercenaries can be given sentry duty on a sector of there employers planets while under employment (employment periods are 1month) and/or can be used to fight along side with there employer in battle. -Mercenaries recieve 25% of there employers total encome per month, and in return an employer losses 10% of there encome (total encome is the total of resource production per month) -Houses/Clans can only employ 2 merc units per month -Production is split into 2 different catagories: 1. Mech Production: You can produce mechs monthly in your choice of light, medium, heavy, or assault class mechs(You revice 5 mechs per factory per month and mechs are randomly picked from those in that production class). 2. Resource Production: This is the investment of points in a 5:1 ratio to a total of points you will recieve per month. -Each planet holds one Industrial Sector, and each Industrial sector can hold 1 of each of these Factory types. Resource Production comes automaticaly with a planet, but mech production has to be invested into and then built. -Automation should have a DB that can hold up to 1500 players -Automation DB should hold 30 active teams, 10merc, 10 house, 10clan (If a team has no activity after 3months, they are deleted and the unit on the top of the waiting list takes there place) -Also include a Waiting list in DB (This list should delete a unit after 3months) -Battle types: There are two attacks that can be made.(You must be within jump distance for movement) 1.Planetary Movement- This type of attack can be a scavange or a sector takeover. 2.Jumpgate Pin- This attack is not a battle, but you simply pay a fee to tie off any outgoing movement on a planet. -Unit Types: Clan- Clans are teams that choose to roleplay the Battletech Clans. They are territory holders and one of the 2 prime combatants. They are a major class. House- Houses are teams that choose to roleplay the Inner Sphere houses. They are territory holders and one of the 2 prime combatants. They are a major class. Mercenary- Merc are not territory holders nor a prime combatant, and keep there mechs in inventory unless on sentry duty for an employer. When a merc unit changes employers, any mechs they may have had down on planets are automaticaly lifted back to there inventory list. ========================================================= Variable Clan House Merc --------------------------------------------------------------------------------------------------- Min. Players 10 10 5 Max. Players 60 60 30 Starting Credits TBA TBA TBA Starting Planets 5 5 N/A Chance Salvage 50% 50% 80% Retreat Losses 40% 40% 15% Employer Spawn no no yes Conquer Sectors yes yes no Sentry Duty no no yes Employer Cost 0% 0% 10% Employee Income 0% 0% 25% Start Military 200kitfoxes 250kitfoxes 400kitfoxes ========================================================= -Mech Info: ========================================================= Mech Name Resource Value Class Open Market (Min.) --------------------------------------------------------------------------------------------------- Elemental 50 Credits Light 100 Credits Firemoth 200 Credits Light 400 Credits Kitfox 300 Credits Light 600 Credits Jenner 350 Credits Medium 875 Credits Nova 450 Credits Medium 1125 Credits Stormcrow 550 Credits Heavy 1375 Credits Hellbringer 600 Credits Medium 1500 Credits Mad Dog 550 Credits Medium 1375 Credits Rifleman 650 Credits Heavy 1625 Credits Summoner 700 Credits Heavy 1750 Credits Timer Wolf 750 Credits Assalt 2250 Credits Gargoyle 750 Credits Assalt 2250 Credits Warhammer 800 Credits Assalt 2400 Credits Warhawk 850 Credits Heavy 2125 Credits Marauder 850 Credits Heavy 2550 Credits Direwolf 1000 Credits Assalt 3000 Credits ========================================================= *Note: Tarantulas are not used in the Level 3 Combat Zone, Nor is the "Spiral of Destiny" Setting -Battle Procedure 1.As soon as groups are on the server, they must pick a results coordinator. The results coordinator from both sides is to IMMEDIATELY create a kali room called (UnitA/UnitB)-results[ex: GDC/MG-Results]. In the case where more than one group fight on the same side, all groups for that side are treated as a single group. The person to lead each of the sides should be determined before the battle. Mechs should be assigned to people so they can drop. The results coordinators should both do '/time' on kali to get the current time. Add two and a half hours(for stop time) and there will be no new drops after that time. Three hours after that time will be the deadline for the battle(all drop scores should be in and tallyed up). As soon as mechs are assigned, the players can proceed to the drop room. Drop rooms should be named Drop01, Drop02, Drop11, ect. Both alliances should be sending their players as quickly as possible to the drop rooms. No excuses. No Delays!! 2.Once players get to their drop rooms they are to note who they are fighting, and it is up to each PLAYER to use the MECH they were ASSIGNED. Then the players drop on whatever battle server the choose, and do the fight. Remaining players from the larger group should wait all together in a single large room called 'drops' and hang out there and waiting for those returning from previous drops after sending in results. All drops are 2 players versus 2 players with each player getting 2 regen(3 mechs total). Less regens should only be used when there are not enough mechs of that type to use for a drop. Groups are expected to use ALL players and to rotate all of them equally regardless of skill. 3.The current results coordinator must stay in the results room at all times. If a results coordinator must leave for any reason or wish to play, it is imperative that they find someone to take their place. Anyone from the group with appropriate security clearance can be picked to be the results coordinator. Note: to fill out results for an ally requires that the ally allow this in their Friends or Foe settings. All that is required for a battle to continue is results processors for both alliances. 4.Whenever drops finish, the players go to the results room and state their results with both sides confirming them. If there are any problems, they are resolved immediately. For the drop, the players state what group they were from or fighting for and their losses. These losses are removed from the appropriate group. Please use the following format so that it is consistent and results can be processed more quickly. Where it says losses you put either'+#' for surviving mechs or '-#' for destroyed mechs. Drop# TeamA player1 (item_type) status, TeamA player2 (item_type) status vs. TeamB player1 (item_type) status, TeamB player2 (item_type) status Example: Drop #8: =GDC=Snake_Eyes (kitfox) -3, =LoD=Corg (warhammer) -3 vs. [MG]Loc (stormcrow) -1 +2, [MG]Speed (warhammer) -2 +1 Then one member from each side of the drop confirmes that, and the pilots proceed to the 'drops' room to find another match(During this time results coordinators from both sides should take note of those scores). As soon as the results coordinators have results for a drop, they should be entered into the automation as skirmish results. Up to 5 skirmish results can be entered at a time. Once one of the results processors submits the results, the other processor can go into the automation and confirm those results. Once the results have been confirmed, the losses will be subtracted from the military item totals for that battle(losses will be subtracted from the amount of mechs in that sector). This allows everyone to keep tabs on how things are progressing. It is advised that Results processors keep track of all results until they get processed. 5.As soon as results are taken and the results processors state they are free to leave, players should go ahead and do another drop. Players from the smaller group go ahead and join the 'drops' rooms and drop with the two people that have been waiting the longest. There is a 45 minute time limit. If the match hits 45 minutes then the drop is over, and any kills should be reported as is, in results. If there were no kills on either side, this should still be reported so that players aren't disqualified for the count. At 2.5 hours into the battle, there should be no further new drops. At this time, those in the drops room should be notified that there are no new drops. This is to guarentee that all drops finish within the time limit. So the battle really runs out when all drops return which can be less than 3 hours, depending on timing. 6.The players continue to cycle through drops until one alliance runs out of mechs, a time limit for the entire battle of 3 hours has been reached, or all groups in an alliance decide to retreat. At that point the results coordinators verify that fact and take note of the time. In the case of retreat or encountering the battle time limit, the results are accepted and input. Any results after that are NOT COUNTED. 7.Note that in cases where an ally did not give the group the results processor access in the friends or foe settings, someone from that team should be contacted to input the results that need to be input for that team. At this point or at a later time, groups can post a 'complete battle set' form. Once that is done and the opponents confirm, the computer does the endmatch calculations below and the battle is resolved. 8.The battle is over. |