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General Information:The Registry is commited to fun, free gaming. As such this league has been designed from the Player/Leaders perspective. We want this league to be a place where group leaders can manage thier entire group. We have a group email system that is available to the players and the Leaders. This is similar to HOTMAIL, except you can only send messages from here. We want the league to be ongoing, and so we are building in the ability to play many games to settle battles. Most of the Registry's original content and intent is still intact, and we look forward to providing a player friendly environment. With this said, there are a few simple rules: Foremost, NO CHEATING OF ANY TYPE WILL BE TOLERATED. VIOLATORS WILL BE SHOT ON SITE ( and kicked out of the league). Games will be played as they were designed to be played. Any tampering of the game program is illegal. Any program that confirms the validity of games and reduces cheating is allowed. (I.E. Mekpeep, GamekhanDoom, etc..) BETA VERSIONS SHOULD NOT BE USED IN LEAGUE PLAY UNLESS ALL PARTICIPANTS IN THE AFFECTED DROP ARE INFORMED AND AGREE. Further rules clarifications are available at the REGISTRY FAQ Solaris and Dualaris details are available at the SOLARIS page. Rules amendments are available at the AMENDMENTS page. Rules regarding the IlKhan, FirstLord, and MercLord are available at the Lords page. Mech Config Rules:Since there have been many changes to Mecha gaming, the classification system has been changed. We will update these rules with any excellent suggestions recieved that facilitate fun and fair play.
All battles are fought in Level 3 Compliant Mechs (Unless otherwise agreed by the commanders of each respective team or as posted on the pending battles page). Solaris\Dualaris Fights can be at any level.In MechWarrior 4, only Day time is used, and Peasoup Fog is NEVER used. Other game settings are optional. All battles settings are set to be compliant to league rules.
ther Tonnage limits can be combined when playing on a te am!Combat/Drop Rules:There are three times when players play drops in the Mechwarrior Registry. During Solaris drop, which are either 1v1, 2v2, 3v3 , 4v4 or 5v5 encounters, during planetary battles which can be either 2v2, 3v3,4v4 or 5v5 encounters, and during Free For All (FFA ) drops of up to 10 players. Solaris drops can be fought at any time against any opponent. Planetary battles as discussed below can be fought at any time up to the scheduled or deadline date ( which is when the battle is reported), and between the combatants involved in the planet battle and their allies, mercs or ( in the case of ANY planet battles) freebooters. ANY planet battles are open to be defended by any Mechwarrior Registy player who is not on or allied with the attacking team! Additionally, Planetary battles give all combatants a small RPI strength bonus when reported to reward actual combat experience. Solaris drops have a sub type called Solaris7. Solaris7 is for 'Registered' players only. Other players can bet personal resource points on the outcome. Currently, Surn grants 'Registered Gladiator' Status to reward the best players in the league or you can pay a small fee to register. They can be viewed at Registered Gladiators Page. FFA Drops are unique in the league. In FFA drops players can earn wins, loses, and draws. A draw does not increment your number of drops played, but does affect your player statistics. It is recorded not as a win or a lose, but as a draw. Further, draw players recieve 1/2 of the personal resource points that a win would have provided into thier personal bank. The Top 35% of players earn a victory, the next 40% of players earn a draw in a FFA. The remaining 25% of players suffer a defeat in a FFA. There are also Solaris 2v2v2 drops which are not FFA drops, but do also incorporate Wins, Draws and Loses. One key feature of these drops is that either kills or score points may be used when reporting. The automation will convert points into kills. The logic is that 900 points equals a kill. If you report by score points the automation will deduce the number of kills and deaths each player has automatically. The maximum score that can be entered in 99999 (no commas). The first 35% of players get a win, the next 40% get a draw and the last 25% of players get a lose. Overheats/ejects etc.. should be reported as kills for the other team if scoring by kills. Encounter results will display the 2nd place player as the leader of the 2nd team. This is for technical reasons and player stats correctly reflect the players' performance. The winning player should report the drop! BOTS MAY BE USED IN FFA DROPS WITH AT LEAST 2 HUMAN PLAYERS TO FILL OPEN SLOTS. See the bot rules below for more details. A drop starts when all players (in COLD DROP FASHION) arrive at their MFB's (Nav Points) (or a Maximum distance of 1.5k apart) and the host of the drop says "GO". The host of the drop must identify that the MFBs are too far apart and that the players should stop at 1.5k distance. Players may be assigned Mechs or Resource Points (@Tonnage *10) by thier commanders in Planetary Battles. (These points may be allocated as Mechs.) The Default game to be played is MechWarrior 4 . If other games are to be used, both groups in the affected drop must agree. Other games can only be used per drop, not for the entire battle. The DEFENDERS have the final say. The attack is fought in 2v2,3v3, 4v4, or 5v5 battles 3mechs(2regens) per pilot, for up to 15 drops. Drops have a 1hr time limit each. DROPS ARE BY DEFAULT PLAYED ON THE ZONE IN EITHER MECH4 HEAT LEVEL CRITICAL OR CLAN VS IS ROOM, KALI IS OPTIONAL AND BOTH TEAMS MUST AGREE TO PLAY ON KALI! THIS IS TO PREVENT HACKS! THE TEAM THAT REFUSES TO PLAY LOSES! The Value of the mechs used in drops is computed in 1 of 2 ways. For express battles, use the mechs "Market Value". For normal battles, use the mechs "Production Value". These values are available at http://www.mechreg.org/missions.asp . The Results page automatically calculates the cost of each drop after it is reported. Kills in the Mechwarrior Registry (Mechreg) are aquired in several fashions. It is simplist to say that "ONCE A DROP HAS BEGUN, ANY TIME YOU DIE THE OPPOSING TEAM GETS THE KILL UNLESS YOU WERE KILLED BY A PLAYER WHO IS ALREADY DEAD AND NO LONGER IN THE DROP." Further, games are to be scored according to the number of times your opponent(s) have died unless some other method is agreed upon, by all players, before the drop starts. See the FAQ for more information. IF you crash or the game for some reason causes you to be unable to play. The opposing team decides if you lose your regen. The players remaining in drop will play to the next kill in othen than a 1v1 format drop. The team which still has all its players get the advantage of choosing which players continue to fight using even teams. Upon the next kill all players should take note of the kills and condition of the remaining pilots and exit to the zone or kali and find the dropped player. Players who were clearly about to die should be counted as dead, and the drop should continue. If the host has red pings to several players, move the hosts and his wing ( in most cases) to a new drop. Otherwise just replace the drop team with the red ping for a new drop team from thier group. If wings (drop teams) are not an issue, have the commander of the player inquestion send a replacement. Always allow 2 minutes for a ping to stabilize, and ask if the player is downloading or running some application that is slowing his system, before refusing to play. Remember this league is in existance to create fun games for the players . Bot Rule: The Galactic Commissioner may use bots to defend but not attack a planet sector. Each sector has a Garrison Skill level that equals each Bots skill level. There is a group named BOTS used to report the battles with. Bots are named according to thier skill level. For example, a skill level 3 bot would be named 3Bot-(a-e). There are five bots per skill level to allow 5v5 battles to be reported. Leaders can improve their sector's bot skill level in the CO's Office. It costs skill level *2,500 rp per level of improvement. 22,500 rp would thereby raise a single sector's level 8 bots to level 9. Bots can only be used as suplementary defenders. Human defenders must be used if available. There must be a minimum of one leader available to run the defenses that is not hired, or allied to the attacking group even if Bots are used. Further, planetary drops must remain open so that the defending leader can 'check in' on Bot defense drops. A password is acceptible, but must be agreed upon by the defending leader. Bots may be played in Solaris matches, but there must be one human player on each team that uses a bot. This means that 1v1 matches may not be reported verse Bots. Bots may be used in FFA matches, but there must be at least 2 Mechreg players in the FFA. Bots of level 8 and 9 are available for Solaris7 Gladiator challenges. However a moderator who is a registered Gladiator must be available to confirm and report the Solaris7 Gladiator match. The final use of BOTS is very controversial. In FFA on the zone, sometimes non-Mechreg pilots find there way to a drop. In this event, you may use BOTS to report the non-Mechreg Pilots participation. In FFA drops, if you do not report the non-Mechreg pilots stats, there are two possible outcomes. 1) Everyone else may do better if the non-Mechreg player scored highly. 2) A low scoring non-Mechreg player would drag someone else down from a win to a loss or draw if not reported. See FFA rules for a better understanding. This controversial rule also allows team solaris and defending unit drops to report a non-Mechreg player as a BOT as a last resort. The best thing is to get the player to register on the Mechreg before reporting the drop. Planetarty Attack Rules :Battle types: There are three attacks that can be made.(You must be within jump distance for movement) All battles follow the following rules regardless of the type of attack: The defender can only use Sector, sentry and Planet garrison to defend with. The maximum garrison assigned to a sector is 28,000. The Maximum Planetary Garrison is 60,000. The Maximum Sentry Garrison assigned to a planet from a Mercenary group is 12,000. (This means that 28,000*4 +60,000 + 12,000 is the maximum garrison that can be on any planet.) The Attacker can launch 12,000 Points per Drops ship, but each group starts only with 2 drop ships to use. Additional dropships are availble for purchase (10 max). Each player gets 3 lives. All attacks require resource points to be launched in a large enough amount that at least 2 mechs can be fielded (approx. 1000 points ). 1.Planetary Assault- This type of attack is a sector takeover.Types of Assaults:
2. Raids- This type of attack is NOT a sector takeover. Each Pilot has 3 lives. The goal of a raid is to destroy opponent resources and to acquire resources for your unit. ANY sector of a planet can be raided at any time. Types of raids:
3.Jumpgate Pin- This attack is not a battle, but you simply pay 1000 Resource points to tie off any outgoing movement on a planet that is within range. This lasts for 10 days and must be done from a planet that is not under attack. Leaders must set a date for combat 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. FIRST SENTRY GARRISON THEN PLANET GARRISON THEN SECTOR GARRISON IS USED. ( An interesting point: if you attack 2 sectors of a planet the planetary garrison may be destroyed in the first attack. Report the first battle then recheck the defense garrison before starting the second attack.) If your planet Sector is taken , all remaining Garrison points will goto your bank account, including Sentry garrison. You may need to reimburse any hired merc group. 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). After battles take place the losses are inputed into the computer, and the group with less points is forced to retreat (* a sector cannot be taken until thier defense has been reduced to 1000rp or less) , Remaining points are deposited in the group bank. If salvage is available to the winner, it converted into additional sector garrison. To take over a planets, you must first take over 2 of the 4 sectors and then you can attack the capitol and possesion of the capitol determines the owner of the planet. Joint attacks are simple. Each group leader participating launches an attack on the same day. This means each group has 10 days to complete the attack, which can be done all at once. Use The Scheduling Screen to announce to the league when and where the battle will take place. Only Defenders can schedule a battle at this screen. Attackers get to set the initial attack schedule when creating the attack. If you attack an unoccupied planet one of the non-attacking group leaders must schedule the battle (Known as a FREEBOOT BATTLE) ( So that you will have opponents.) If the deadline date is met without a battle taking place, points will be subtracted and a winner will be determined automatically. (for more information see the leaderfaq page) Battle ProcedureA. You may use 2v2, 3v3, 4v4, or 5v5 drops to fight planetary battles at any time up to the deadline date. If there are 2 or 3 players from each team available you may play battle drops at ANY time up to the deadline date if the battle has an "open schedule". You do not need to wait until the scheduled date. Report the battle at the Duel screen just as if it were a solaris drop, EXCEPT input the battleID and an unused drop number and you must of course have used the correct battle settings in the drop. It is essential that you specify the correct battle and an unused drop number, and that the winning team only report the drop once! If the both teams agree, then you may use the express battle format option. The Scheduled battle date will now be used to finish up any remaining drops. (This rule is to help teams who are not online during normal battle times and to help leaders and players avoid conflicts with their RL -real life-) Players need not worry about running out of
points or what mechs to use. Leaders will add any overages to
the opponent when reporting the battle. ( for example, if team
ABC has 100 points left and team XYZ has -300 points left the leaders will
report the battle as ABC 400.0 XYZ 0.0 )
0. For the battle to begin at all, each team needs to have 5 team members. If more players show up after the battle starts, they can join right in. However, if 45 minutes after the scheduled battle time has elapsed and either team does not have 5 players (Mercs and allies are not counted in this number, freeboot defenders are counted.), that team must forfeit the battle. See the FAQ page for more details. After 2.5 hours from the time the first drop is launched you should stop sending pilots to fight unless the battle will be completed completed or it would significantly impact the outcome of the battle. At 3 hours, points should be taken and the battle resolved. Alternatively, No battle can have more than 15 drops. So use 3v3 and express type drops to use large amounts of points as necessary. Further, no player shall play in more than 5 drops in any 1 battle and each available player will play a drop before any player can play a second drop ( unless necessary to get a waiting player into a game). Before the battle begins, the group leaders should decide if they will use the EXPRESS BATTLES format or the normal battles format. We recommend leaders take the following factors into account. How many points does the weakest team have? How many pilots does the weakest team have? If one team has only the minimum amount of players and more than 5000 points, I would suggest the EXPRESS format. A good rule of thumb is: if either team has more than 1000 points per player ( not including the leader who is running the battle), the battle should be considered for the EXPRESS format. 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 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(Resource Points) 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). If the coordinator plays a drop simply assign someone else to run the battle and inform the opponents. If the defense has 1000 rp or fewer, and the attackers have a greater number of remaining rp then the Attackers win the sector (this rule implies that sectors with less than 1000rp defense can be reported as victories if attacked with more than 1000 rp). If one team goes negative during the calculation, add the underage to the opposite teams remaining points. As soon as mechs(points) are assigned, the players can proceed to the drop room. (BattleNumber)Drop rooms should be named (BattleNumber)Drop01, (BattleNumber)Drop02, (BattleNumber)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 2v2, 3v3 4v4 or 5v5 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. No single player should play more than 5 of the possible 15 drops in any one battle. 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 provide the battle password . All that is required for a battle to continue is results processors for both alliances. 4. If for some reason the http://www.mechreg.org/Duel.asp page is not used: when drops finish, the players go to the results room and state their results with both sides confirming them. PLAYERS SHOULD BE ENCOURAGED TO USE THE WEB SITE. Results are then applied to player statistics and the web site can calculate totals and ease the burden of the Leaders. (Leaders still must report the battle in total at http://www.mechreg.org/battlereport.asp. ) 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 '+#' put remaining mechs, and you put '-#' for destroyed mechs. Drop# TeamA player1 (item_type) status(kills), TeamA player2 (item_type) status(kills) vs. TeamB player1 (item_type) status(kills), TeamB player2 (item_type) status(kills) Example: Drop #8: =GDC=Snake_Eyes (kitfox) -3(1), =LoD=Corg (warhammer) -3(2) vs. [MG]Loc (stormcrow) -1 +2(3), [MG]Speed (warhammer) -2 +1(3) 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 for the battle, but may be reported as solaris drops (include the drop number but not the battle number in case we decide that it was a valid drop after the fact). To report a battle that has reached the 3 hour limit there are 3 options. 1). Leaders agree on a rescheduled date to finish the drops. 2). Subtract the remaining points from both teams. The team that has remaining points after the subtraction is reported as the winner and those subtracted totals are used as the final battle points. 3). The attackers can state that they are retreating (possibly paid off to leave) and the battle can be reported as is with the defender keeping the sector. 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. SalvageThe 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. Which will be assigned as garrison to the new owners capital sector. Mercenaries and Pirates only, have a chance at salvage on any sector of a planet. If another game is played use these rules and conversions: Mechcommander :Resource Points = Team Honor points (which equals the number of tons*10) * 405. NO RADAR = NO ARTILLERY OR MINES, 6 of any weapon in a range can be used with a maximum of 8 weapons in any range. < /FONT> Count the total number of kills for each player to input into the database. The team that completes the objective wins the battle, but kills are the only way to destroy the opponents. If any team has mechs which survive, use the following formula to find how many resource points survive ( Vehicles are NOT COUNTED): Mech Surviving/Mechs Used * Player Starting Honor points Example: 1/3*500 = 167 [Round decimals up]< /FONT > All Battles are to be 2v2, and all pilots must stay until the end to keep scores accurate.. If an observer is present they are to buy 1 sensor vehicle only. Report resutls as follows: Drop# TeamA player1 (item_type) status(kills), TeamA player2 (item_type) status(kills) vs. TeamB player1 (item_type) status(kills), TeamB player2 (item_type) status(kills) Example: Drop #8: =GDC=Snake_Eyes (850) -3(1), =LoD=Corg (750) -3(2) vs. [MG]Loc (500) -1 +167(3) , [MG]Speed (850) -2 +700(3) Note: Item_type in this case is the number of Resource points allocated. 850 points=85 tons< /FONT> Tribes: Coming Soon... Will probably be :Total resource points of loser will be 0 at end of match. Winner retains (1-loser kills/winner kills)* starting points. Maximum of 2 drops on a server (8 players). Play 1 full match on an empty server. Map will be assigned in the general battle info web page. Leader Specific Duties:Leaders are responsible for the conduct of thier group and have several responsibilities. First, 2 members shall be assigned as representatives (Ranklevel 3 security) of your group for league governmental functions. Leaders should be familiar with the database web site. Thier are several key screens under leader signin. First is the Ranks Screen where players ranks are assigned. You must obey the Ranking Guidlines. Next is the Recruiting scree, here you contact and select members into your group. This is a very simple screen. Also, the CO's Office screen. This is where you assign garrison and purchase industry, as well as pay debts and use the bank. Finally, the Attack screen is where you move troops to attack, and look up battle information. The Battle Report screen, Leader Voting are also important. Finally, the Edit Group screen should be reviewed. Mercenaries can be given sentry duty on an 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 income per month, and in return an employer losses 10% of there income (total income is the total of resource production per month) BATTLE , DROP AND PLANETS INFOHere are some specifics with regard to planets, sectors, and how they relate to battles!! 1. Planets which are not owned by a specific group are defended by freebooters and / or Bots. ANY player in the registry can freeboot in defense of these planets (excluding players from the attacking team.) A group other than the attacker must SCHEDULE the battle. THIS RULE IS TO ALLOW A LOT OF PLAYERS TO PLAY IN A LOT OF BATTLES. 2. If noone schedules a battle for any sector, then the automation will automatically determine the winner by subtracting the defending and attacking forces. If the battle is scheduled, the defender will win, and the attacking group will retreat the remaining attacking forces after the automation does the subtraction. 3. If you finish a battle or drop with mechs remaining on both sides.. the automation will handle the situation fairly. Just report as is.
Express Battles verse Normal BattlesIn normal battles use the http://www.mechreg.org/missions.asp screen's "Production Value" to calculate the cost of sending a pilot to drop. If you send 1 pilot, who get 3 mechs to a drop, in a ShadowCat mech it would cost 455 rp. Since you need to play all Battles in 2v2 or 3v3 format, this cost doubles to 910 rp or triples to 1365 rp. In an EXPRESS Battle, sending the same pilots to drop uses the http://www.mechreg.org/missions.asp screen's "Market Value" to calculate the cost. In the above example, 1250 x 2 = 2500 rp. Again, this includes 3 mechs per player.< /FONT > A point to be made here is that the Results screen tallies all the points for you. Just look on the far right. Leaders should have players report at the Duel screen then just look at each teams losses on the Results screen. The mechreg has devised many short cuts where other leagues have not. A complete list of shortcuts is available in the http://www.mechreg.org/faq.htm#shortcuts. Future events:There may be events which will allow players to win prizes, depending on sponsorship. |