*Revisions in RED text*
Revised 1/31/2005

~LEAGUE RULES~

Section 1: Introduction

 

Part A: Overview

 

Part B: RPI Rankings and Monetary System

 

Part C: Types of Teams

 

Part D: Limits on Teams

 

Part E: Victory Conditions

 

Part F: Destroying an Opponents Team

 

Part G: Glossary of Commonly Used Terms

Section 2: Game, Host, and Mech Settings

 

Part A: Mech Configurations

 

 

Mech Configuration Class Descriptions:

 

Part B: Host/Game Settings

 

Part C: Zone Settings

Section 3: Solaris Duels

 

Part A: Overview

 

Part B: Bidding and Agreeing on a Duel

 

Part C: Registered Gladiators, Collecting  Bounties, and 1v1 Duels

 

Part D: 2v2, 3v3, 4v4, and 5v5 Drop Procedure

 

Part E: FFA Rules and Drop Procedure

 

Part F: Bot Rules

Section 4: Planetary Battles

 

Part A: Overview

 

Part B: Planetary Battle Types

 

Part C: Pre Drop Procedures

 

Part D: Planetary Assault Procedure

 

 

 

 

Frequently Asked Questions

Problems & Penalties Section

Leaders Information Section

Section 1: Introduction

Part A: Overview

The MechWarrior Registry is a web based war campaign simulation based loosely on the Battletech Role Playing Game. The simulation, referred to as "automation," is used to track resources on planets that are part of a map of planets that is based loosely on Battletech. The automation also accounts for the rankings of all players who participate in the simulation.

The league is centered on the game MechWarrior 4: Vengeance, but the league is extendable, and as the popularity of games changes, the league is setup to be able to adapt to any new or additional games. MechWarrior 4 mercenaries is currently used to act out the conflicts, battles, and duels involved with the league and are a video game simulation of the Battletech Role Playing Game.

The MechWarrior Registry is committed to fun, free gaming. The league has been designed with the best interests of the players and leaders in mind. We want this league to be a place where players can find fun and easy to manage matches and group leaders can manage their entire group. We have a group email system that is available to the players and leaders. This is similar to Hotmail, or web-based e-mail, 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 different games to settle battles.

Most of the MechWarrior Registry's content intent from the original league is still intact, and we look forward to providing a player friendly environment. The administrators and leaders' main job is to create battles for players to fight! Well, and to have fun!

Part B: RPI Rankings and Monetary System

The MechWarrior Registry's automation is based around a very simple monetary system. All of the resources in the league, including money and materials for building mechs, are tracked as a number referred to as Resource Points or RP. RP is used for everything including buying mechs, attacking, purchasing special services, paying mercenaries, paying bounties and defending planets.

Each team in the league has what is called a "group bank." The group bank is the amount of money or RP that a team has to spend on the items mentioned earlier. Each player also has an individual "bank" that is used to purchase mechs and mech parts in the Solaris Gladiator Arena.

Every player's performance in games played on the MechWarrior Registry is tracked by the league's automation. The automation keeps track of the following statistics for each player in the league:

 

Group/Team
Rank
Skill Rating - RPI
Amount of Battles - Encounters
Victories
Losses
Draws
Kills
Deaths
Tons of Mech Parts Lost
Tons of Mech Parts Destroyed
The Average Amount of Mech Parts Used Per Battle - Tons Used
The Relative Skill of All Opponents Faced (Strength of Schedule) - Strength Mod

Part C: Types of Teams

Mechreg has 4 types of units which several sub units for each core group:

Clans [Exodus, Ghost, Crusader, Dragon, Chaos, Periphery, Prophecy, Warden, and Specture.]

 

When Kerensky left the Inner Sphere he organized the remnants of the Star League into military based cultures referred to as Clans. The Clans general goal is to retake Terra, the home planet of humanity, and remake the Star League. Some clans believe that conquest is the path, while others believe that enlightenment will prevail in this quest.

Notes:

 

Clans start in open clan quadrants on the map. They begin with 7 planets and 150,000 rp. They may hire Mercenary groups to help defend at 10% of EOM income. The maximum amount of Mechwarriors they may contain is 75.

Inner Sphere [Comstar, Feudal, Intergalactic Empire, Warden, Periphery, Republic, Starleague.]

 

Several governments known as houses rule the Inner Sphere, or the known inner portion of planets surrounding Terra. Often, these Houses are at war with each other over supremacy of the Inner Sphere. Comstar is considered a house in this league, although Comstar is the force charged with keeping galactic communications open and protecting terra.

 

Notes:

 

 

IS units start in open IS quadrants on the map. They begin with 10 planets and 150,000 rp. They may hire Mercenary groups to help defend at 10% of EOM income. The maximum amount of Mechwarriors they may contain is 75.

Mercenaries [Pimp, Templar, Xclan Merc] 

 

Mercenaries (or Mercs) are warriors for hire. They typically engage in combat with the goal of amassing fortunes and their loyalties are typically to the highest bidder.

Merc participation for allied battles or hired battles:
Mercs may battle for any unit that they are allied with as long as one member of the attacking/defending unit is present to act as a Liaison officer for the battle. This is only to start the battle.

 

Notes:

 

 

Mercs can start in any open quadrant on the map. They begin with 1 planet and 75,000 rp. They can be hired by any unit to help defend or perform duties for that unit at 25% of their employers EOM income. They can post defense (Sentry Garrison) on contracted planets even when they are under attack. They also receive salvage of destroyed mechs upon successful completion of a battle. The maximum amount of Mechwarriors they may contain is 35.

Pirates [Galactic Riffraff, Raiders]

 

Pirates are similar to Mercenaries except for the fact they typically resort to stealing or raids to amass their fortunes.

 

Notes:

 

 

Pirates can start in any open quadrant on the map. They begin with 1 planet and 75,000 rp. They can be hired by any unit to help defend or perform duties for that unit at 25% of their employers EOM income. They can post defense (Sentry Garrison) on contracted planets even when they are under attack. They also receive salvage of destroyed mechs upon successful completion of a battle. The maximum amount of Mechwarriors they may contain is 35.

Part D: Limits on Teams

There shall be a maximum of the following units on the Mechreg at any time.

 

Clan 15
House 15
Mercenary 5
Pirate teams 5

 

 

Teams are now admitted on a partial interview basis.

Part E: Victory Conditions

The Mechreg planetary battles continue until either the Clans have taken Terra or the IS takes Strana Mechty and all sectors of the planet in question are till the the end a full monthly cycle .the map will be then reset to start another campaign.

The Solaris ratings of each MechWarrior are automatically reset at the end of each quarter year. Awards for top Mechwarriors are given out at this time. These dates occur on (include stats reset dates here)

Part F: Destroying an Opponents Team

If an opponent’s team is destroyed by the capture of all of their planets, they may be allowed to continue to participate in the progress of the planetary league. Clan units would be awarded one planet and starting resources at a planet, close to Strana Mechty, of the administration's choosing. IS units would be awarded one planet and starting resources at a planet, close to Terra, of the administration's choosing. Merc and Pirate unit's can choose to either be absorbed into an existing unit or awarded a planet or resources from an existing unit. If no such opportunity exists, then the administration will award the unit a planet and resources at their discretion.

Part G: Glossary of Commonly Used Terms

Term

Description

Mech

General term for all mechanical warriors in Mech Warrior 4

Drop

An individual skirmish in a battle

Dropped

A player disconnection from a game

Disconn

Disconnection from the game, zone, etc.

Conn

Another term for connection to the internet

RP

Resource Points - The currency used in the monetary system in Mechreg

RPI

Individual RP - Individual scoring system used to rank Mech pilots

C-Bill

Another term for Resource points

Merc

Mercenary Unit in Mechreg

Hold

When hold is called all mech must hold their current position until Go is called. Situations may arise when there is no hold but no aggression is allow i.e. damage assessment...

Go

Commence the battle

BTZ

Back to zone - Returning to the Zone

BTL

Back to lobby - Returning to the game lobby

Sync

Initial synchronization between the computers involved in a drop

Lag

The delay of information between computers. Causes choppy, inconsistent play

Bug

Problems in the coding of the game, zone or map that cause problems in game play

EoM

End of Month

General kill

Added to the total number of kills AFTER a battle is over. Normally used as small penalty for tardiness before, after or during a battle

Kill

An actual kill or drop during play. This type of kill affects the number of kills in the battle.

Engagement

After the first shot is fired (excluding accidental or non-aggression shots) all mechs are considered engaged. If you are separated from your unit at the time of engagement & have not been part of the action you are still considered "after engagement" in case of disconnection.

 

 

Section 2: Game, Host, and Mech Settings

Part A: Mech Configurations

The MechWarrior Registry is currently focused on play of Microsoft’s MechWarrior 4 mercenaries game. The league has mech configuration rules in place in order to provide an atmosphere in the league that promotes variety and attempts to keep the game from becoming stale or adds a strategic element to the game. Therefore, the mech configuration rules listed below are for use with that game. Rules for other games that are added will be made available here as well.

Mech customisation in the MechWarrior Registry is divided into classes. In previous games, and many other leagues, these classes are based on type of weapons on a mech (i.e. C1 was energy only, etc.). Now the classes are based mostly around weight because of the changes that have been made to the ability to customize mechs in MechWarrior 4 mercs that is different from previous games used on the MechWarrior Registry.

There are also slightly different restrictions for Solaris matches (honor duels) than there are for planetary battles. It is important to note that in team games, tonnage can be shared from one teammate to another, meaning one person on a team can take a lighter mech than the maximum, and transfer those extra tons to his wingman so he can take a heavier mech. The table below has the mech classes and associated restrictions.

Unless something is specifically listed as restricted, it is not restricted. For example, the league never restricts what size engine or the number of heat sinks you can put on your mech except in Class 2 where only stock (default) mech configurations are allowed. If it can be made legally in the game's Mechlab, then it can be used except where noted below. If you are confused by this and are, unsure if your mech is legal or not, assume it is not legal and ask someone for help! All planetary battles are fought in Class 1 Planetary mechs unless BOTH sides agree otherwise prior to the battle date. If there is any dispute, Class 1 or C1, will always be the default.


Mech Configuration Class Descriptions:

Class

Planetary Battles

Solaris Battles

x

No duplicate chasis per team. Example C3x=C3 no duplicate chasis.

restricted weapons as per normal class

No duplicate chasis per team. Example C3x=C3 no duplicate chasis.

restricted weapons as per normal class

0

40 tons max per pilot. Tons are sharable with teammates. (Ex. 80 tons per team in 2 vs. 2) No weapon restrictions.

No restrictions.

1

55 tons max per pilot. Tons are sharable with teammates (Ex. 110 tons per team in 2 vs. 2) 

No restrictions.

2

(stock)

65 tons max per pilot. Tons are sharable with teammates as above.

(Ex. 130 tons per team in 2 vs. 2) 

Stock mechs only 

(settings should force stock mechs).

ISRM weapon, Artillery Beacons restricted.

 

65 tons max per pilot. Tons are sharable with teammates as above.

(Ex. 130 tons per team in 2 vs. 2) 

Stock mechs only 

(settings should force stock mechs).

ISRM weapon, Artillery Beacons restricted.

 

3

65 tons max per pilot. Tons are sharable with teammates (Ex. 130 tons per team in 2 vs. 2)

ISRM weapon, Artillery Beacons restricted..

Same as planetary but the following weapons are outlawed: Thunderbolts, Longtoms, Artillery Beacons and ISRM 

4

75 tons max per pilot. Tons are sharable with teammates (Ex. 150 tons per team in 2 vs. 2) 

ISRM weapon, Artillery Beacons restricted.

Same as planetary but the following weapons are outlawed: Thunderbolts, Longtoms and ISRM 

5

85 tons max per pilot. Tons are sharable with teammates (Ex. 170 tons per team in 2 vs. 2) 

ISRM weapon, Artillery Beacons restricted.

Same as planetary but the following weapons are outlawed: Thunderbolts and ISRM 

6

Unlimited weight allowance.

ISRM weapon, Artillery Beacons

Part B: Host/Game Settings

The following are the default server settings for MechWarrior Registry league planetary games using MechWarrior 4. Where applicable, Solaris Duels will also use these settings. Some settings, such as map and class, are negotiable in Solaris duels. Non-negotiable settings are colored red:


Advertise the game - On

Dead mech's Can't Talk – On

Join Game - On (Unlimited time)

Dead mech’s Cant' See - On, unless there are bots in the game.

Custom Decals – On

Map - Per Mission Set

Force 1st Person – On

Visibility – Per Mission Set

Limited Ammo – On

Weather - Off

Heat Management - On

Time of Day – Per Mission set

Friendly Fire – On

Time Limit - 30 minutes (For planetary)

Splash Damage – On

Number of Lives/Waves = 3

Stock – Off (unless a C2 game then it is on)

Max Tonnage – Per Mech Class

Radar – Per mission set

 No Respawn – Per Mission Set

Part C: Zone Settings

The Following settings are to be applied to zone drop rooms for both Solaris and Planetary play:

 

Number of Players:

6-10

 

Room Name:

Battle# - Drop# (ex. 2524-4)

 

Password:

Battle Number - Drop (ex. Solaris: 0-0 , Planetary: 1524-4)

 

Settings:

All Settings for the Drop  (ex. C4, City Park, Light Fog, Team Radar)

mercshield Shown to be engaged

 

additional Settings

FFP ON,Splash damage on,Friendly Fire on

Section 3: Solaris Duels

Part A: Overview

Solaris Duels are battles that can be played at any time and do not affect the planetary portion of the league. Solaris Duels do affect the statistics and RPI Rankings of the involved players. The RPI Rankings are used to formulate a ladder that rates the skill of Mechwarriors. Mechwarriors may engage in Solaris Duels in order to have a chance to increase their skill, stats, or ratings in RPI Rankings. RP Awards are given to the Top Pilots at the end of each quarter year. These rewards can be transferred to your team to assist in Planetary Battles.

Settings:

Solaris Duels can be played in any of the formats supported by the Mechregistry.

 

1vs1

 

 

2vs2

 

 

3vs3

 

 

4vs4

 

 

5vs5

 

 

FFA (Free for All)

 

 

All of the settings that are described in Section 2 Part B & Section 3 Part D apply to Solaris Duels as well. Players wishing to collect a bounty that has been placed on a player by a unit leader can also play Solaris Duels. The top 25 pilots from each quarter are also inducted into the Solaris Hall of Fame.

 

Part B: Bidding and Agreeing on a Duel

Duels are optional battles.

This is not a required battle. If you are challenged to a duel you have the option of declining if you wish. ALL GAMES ARE DECIDED BY DEATHS, NOT KILLS.

1. Settings:

 

There is 3 methods players can use to decide Solaris games: 1.) Honorably agree to one side’s settings. 2.) Use the default bidding process. 3.) Use the Random Generator on Mechreg.

Solaris Bidding Procedure

Attacker is the team that asks for the match. Defender accepts the game and posts their bid.

 

If there is a problem with agreeing on settings, both units should agree to use the random settings generator on the site to decide the settings.

Settings to be decided:

Map - Defender

mech class - Defender

radar settings - Attacker

Visibility & Time of day - Attacker

number of lives per team - Defender

drop zones - Attacker

time limit of battle - Attacker

 

Do not set the number of lives in the game's server settings. This will effect each player individually not as a team.

2. Game Conclusion

 

i.

Amount of deaths:

 

 

The game is played until one team has reached the number of deaths agreed upon before launching the game. Provided you have not run out of time. KILLS ARE NOT USED TO DETERMINE VICTOR.

 

ii.

Time Limit:

 

 

The game is played until the time is up. This time should be set in the game's server settings. Provided that neither team has reach the number of kills agreed upon before the game was launched

The team with the lower amount of deaths is the winner!

Part C: Registered Gladiators, Collecting  Bounties, and 1v1 Duels

1. Introduction

 

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, 'Registered Gladiator' Status is free to all active and new players. They can be viewed at Registered Gladiators Page. In general, the rules are the same in Solaris 7 drops as for the rest of the MechReg (MechWarrior Registry). There is one key difference. By the time you are ready for the Solaris7 Arena, you are familiar with how a Solaris drop is run. They are two major differences here.

 

i.

There must be an IMPARTIAL moderator present when playing a Solaris7 battle.

 

ii.

Players must use Solaris 7 mechs built and designed in the Mechreg Mech Bay with personal Bank account funds.

2. Solaris7 Moderators:

 

The Moderator must be a Registered Gladiator. The moderator will earn 10 rp for their time, and while in game assumes the full responsibility for the match. The moderator must take REASONABLE care in watching for any type of cheating. The Moderator is also responsible for enforcing any 'Holds', restarts, hosting of the drop, proper drop settings, how the drop will begin (Hot drop or Form up Drop), how many kills the drop will be played to, and resolution of any disputes. The moderator will decide if a disconnected player (or both players) loses their current Mech. (Such judgment should be evaluated upon damage level of the mechs and by how much ammo was used.) The moderator will make a final decision as to whether the drop was honorable enough to report, and if so to report it on the Mechreg. If the drop is not deemed honorable, then a replay may be asked for at the Moderators discursion.

A 'Hold' can be called by either player for the following reasons: Opponent is lagged out or running in place, joystick/equipment failure, game bugs and glitches, personal emergencies, or to break action while some disagreement is resolved. The moderator can call ‘Hold’ at any time. When a 'Hold' is to be restarted the Moderator calls 'Set' then 'Go!’ When the call for 'Set' is made, players can begin to move. Upon 'Go!' players may resume battle. This will eliminate the dishonorable behavior used by some players who call 'hold' then shoot immediately upon the 'Go!' call. If there ever is a dispute accusing a Moderator of bias, it must be brought to the attention of The MechWarrior Registry Admin. The admin will resolve the dispute in one of two ways. First, the drop may be nullified, all winnings returned, all loses recovered, and no punitive action taken. The second option is punitive as deemed appropriate, but the losing party will lose Registered Gladiator Status.

3. Solaris7 Challenges:

 

Challenges are issued by Registered Gladiators only. They are not mandatory to play and will expire after 15 days. Challenges are what everyone in the Mechreg bet upon. The odds are calculated by the automation instantaneously and can be reviewed along with the rest of the challenge information on the Solaris7 Challenges Page. The drops’ Moderator can only adjust the details of each challenge, once the challenge is issued

4. Solaris7 Rewards:

 

Solaris7 Matches earn the winner 3X the rp. Winnings of a typical Solaris match. Further, you will receive a small RPI Strength Bonus just as if you had played a planetary battle.

5. Bounty Challenges:

 

Players with bounties on their head have no reason to not fight. They are NOT mandatory to play, but are fun. Having a bounty on your head will only help you find games, as long as you do not lose!

6. Misc. Info:

 

Resource Points are created for Solaris and other drops by the league to reward pilots for their victory. Go buy yourself a beer!)

You can play your matches to any number of kills.
The Mechbay Barter Skill enables you to purchase equipment at production cost instead or market cost.

Equipment Costs for Mechs and Mech Parts are available in the Mechs & Missions Area.

7. Bounty Drops:

 

Bounty Drops are also a sub type of normal Solaris Drops. Here, leaders offer rewards for the defeat of players. That player may then be challenged to a Solaris Bounty Drop. The Bounty lasts for 2 weeks before expiring. The bounty comes from the bank of the group issuing the bounty and goes into the Bounty collecting players’ personal bank account. If a player has multiple bounties on their head, all bounties will be paid to any players who can defeat him automatically

Bounty drops should be reported using their own special report page. This is true even if the bounty was not collected. (If the bounty is not collected, the bounty report page will act exactly like the normal Solaris 1v1 page.)

Part D: 2v2, 3v3, 4v4, and 5v5 Drop Procedure

1. Solaris Duel Setup:

 

In order to initiate a Solaris duel with an opponent, you can message them or advertise that you have a game available. Please do not message bomb or message players or units unnecessarily to solicit a game. Once a unit agrees to participate in a Duel, all players should agree on a host and enter a room. The host then sets the room settings as per Part C: Zone Settings. Make sure all players know what the password is for the room. Players must then participate in bidding as per Part B: Bidding and Agreeing on a Duel. Once the settings are agreed upon, the host should post the settings in as the room's details.

2. Drop Procedure:

 

Once the setup is completed, the game is launched. Once one of the teams has all of their players into the game, that team can announce that the opposing team has 10 minutes to set up their mechs in the Mechlab. Once all players have their mechs ready or the 10-minute time limit is up, the game is to be launched by the host. Once one team has all of their players planetside and have declared that they are ready to being, the opposing team then has 5 minutes to have all of their players in and ready to start.

The game is not allowed to begin until all teams have an equal amount of players in the game ready to begin. If there are any delays or problems that occur during the battle such as player disconnects, they are to be handled or issued as per Problems and Penalties. Some of these issues can be accessed through the FAQ. The game is played until the amount of deaths that one team has accumulated is equal to the amount of lives agreed upon during the bidding process or the time in the game has expired. The team with the lower amount of deaths is declared the winner. The host is to allow enough time for all units to record battle results or information before exiting the game.

3. Reporting Procedure:

 

Once the game has been decided, the battle must be reported for the rankings changes to take effect on the Mech Registry. The winning team always reports a battle. Before you report a battle, you want to make sure you have the Mech Registry call signs of all of the players who were involved in the Duel. You also want to have the final score. In order to have accurate records of this information, you may want to take screenshots of this information before a drop is begun and after a drop has been finished.

When you have all of your information ready, go to the Drop Report section on the Mech Registry. On the first screen you must select the type of battle and the call letters of all of the teams involved. You must also select the amount of players that were involved in the battle such as 2v2 (Duelaris), 3v3 (Trilaris), 4v4(Quadrilaris), or 5v5 (Quintaris). When you have the information entered, press the submit button.

On the next screen, you must enter in the names of all the players that were involved in the game and the mechs that they used. On the top portion, select your name and the names of your teammates from the drop down menus. Also select the mech that you and each of your teammates used. Once you have this information entered, take the amount of deaths the opposing team suffered and distribute them amongst your teammates as kills as you see fit.

Repeat this process for the opposing team. Select their pilots and mechs from the bottom slots on this screen. When calculating the kills for an opponent, take the amount of deaths your team suffered and distribute that amount equally among the opponent’s players. If the amount is uneven then use decimal point fractions of the leftover mechs:

Example - 10 mechs split amongst 3 players:
Player 1 - 3.3 Kills
Player 2 - 3.3 Kills
Player 3 - 3.4 Kills

The amount of the kills must add up to be exactly the same amount of deaths your team suffered during the battle. Once you have entered in all of this information, select "Solaris" from the XXX drop down menu and select Mech Warrior 4 as the Game Played. Once you have filled in all of the information, press the submit button. Wait until the confirmation screen comes up to confirm that the battle was reported. If an error screen comes up instead, try pressing the back button on your browser and resubmitting the form. If an error still occurs, please contact one of the league's administrators to resolve the issue.

Part E: FFA Rules and Drop Procedure

FFA Drops are unique in the league. In FFA drops players can earn wins, losses, 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 receive 1/2 of the personal resource points that a win would have provided into their 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.

Part F: BOT Rules

1. Defending with BOTS

 

A.

A unit leader 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 their skill level. For example, a level 3 BOT would be named 3BOT(a-e). There are 5 BOTS per skill level to allow 5vs5 engagements to be reported.

Improving BOT skill Levels

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 raise a single sector’s level 8 BOTS to level 9.

 

B.

Bots can only be used as supplementary 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 acceptable, but must be agreed upon by the defending leader

 

C.

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, FFA Notes:

1v1 matches may not be reported versus BOTS. Bots may be used in FFA matches, but there must be at least 2 Mechreg players in the FFA

 

D.

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.

Section 4: Planetary Battles

Part A: Overview

Planetary Battles are wars that are conducted to claim or resolve disputes over territory (planets), and conduct raids on planets. Unit leaders initiate all Planetary Battles. A leader can choose what type of attack they want to launch and specify what planets in range of their own that they want to affect with the attack.

The automation automatically sets up the parameters, settings, and resources used in the battle based on the information that is kept for each planet. The battle is then posted on the Pending Battles page where other units can view the battle or schedule the battle for their unit to defend against. The amount of forces sent by the attacking team and on the defending planet is listed, as well as the all of the game settings such as the mech class, map, radar, and visibility.

Any unit may choose to defend a planet that is not owned by a unit. This type of defense is called a Freebooter Defense. Any players in the league are allowed to participate in Freebooter Defenses. A unit that is attacked must defend their planet. When an attack is launched the attacker will specify 3 dates that are to be used to play the battle out on. The defending team chooses one of these dates. Once has been scheduled, both teams are expected to meet at the agreed time and execute the attack as per the Drop Procedures.

Part B: Planetary Battle Types

1. Assaults: All assaults are a form of planetary takeover

 

i.

Planetary Assault

 

 

Mech Class levels apply. 3 lives per pilot per drop, procedures as stated above in combat procedures. Leaders launch as much tonnage (rp) as they can and try to defeat the opponent and take their sector. Once at least 2 of the outlying sectors are taken, an assault can be declared against a planets capital. Any type of unit can launch an assault.

 

ii.

Contract Assault

 

 

Same as "Assault" except only Mercenary and Pirate units can launch these assaults. An employer can use mercs to directly take over a sector in their behalf. The battle is reported with the employer as the victor, if successful.

 

iii.

Honor Challenge

 

 

Same as an "Assault" except Mech Class levels do not apply. Only Clan units can launch this assault. Leaders bid on the mech class level and mission map for these battles. If leaders cannot decide the IlKhan will decide. Clans can launch these attacks versus other unit types although these are primarily clan on clan battles. Other units will either fully honor the challenge rules or "REFUSE" and the default C3 will apply and the sectors map will be used. Other clan units cannot "REFUSE".

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

 

i.

Pirate Raid

 

 

The attackers accumulate 65% of defenders loses (as rp) after the battle. Mech Class levels apply. Only Pirate Groups may launch this type of raid. Pirates can attack anywhere at any time.

 

ii.

Contract Raid

 

 

The attackers accumulate 65% of defenders loses (as rp) after the battle on behalf of an employer. Employer compensates the Attacker. Only Mercenary units can launch this type of raid. Mech Class levels apply

 

iii.

Industry Raid

 

 

CTF is used in game. Flags represent industrial resources. The attackers steal 5% of the sectors industry value for each flag captured. There are special tonnage limits, but Mech class level weapons restrictions do apply. Defenders have unlimited tonnage, attackers get 65 shared tons per pilot. 3v3 is the minimum number of player in each industry raid drop. The Defensive team's goal is not to capture flags; they defend their own flags. (Defenders can capture flags to get extra kills and reduce the overall industrial loses if the opportunity arises. Industry Percentage lost = 5%*(attacker flags captured - defender flags captured)) The purpose of an industrial raid is to make money and destroy your opponents resources. Each point of Industry results in 4 resource points earned. (Normally, sold industry is worth 4.5 rp, but these stolen resources are not as well preserved as carefully extracted industry resources.) Further, players earn EXTRA kills for each flag they steal. This equals out the kill ratio as small mechs try to evade large defense mechs. The drop is over when 3 defense flags are taken, the attacking team is destroyed, or the defending team is destroyed. The maximum number of flags that can be captured by the attackers in a single drop is three. All units can launch this type of raid

Part C: Pre Drop Procedures

All Planetary Battles should be played on the zone. If both units agree, then the battle can be played on ZoneMatch, the in game dedicated server browser, but the battle will most likely be hard to coordinate. However you may get less lag and smoother game play on ZoneMatch.

See: General Battle Information Assault Drop Procedure, Pirate or Contract Raid Drop Procedure, or Industry Raid Drop Procedure for details on pre drop procedures.

Summary of pre drop procedures

Teams must declare a coordinator before the battle begins

Teams should be in the Northwind highlanders game room 15 prior to the battle start time ready to start

Teams have a maximum of 30 minutes to muster the minimum of 5 pilots (including a coordinator) to the Northwind highlanders  game room after battle start time.

Drops can be setup as soon as coordinators are declared and are ready, 

1:ALL CO-ORDINATORS ARE TO BE AVAILABLE ON ZONE FRIENDS.

2:IF A LEADER HAS AN ISSUE WITH ANOTHER CO-ORDINATOR THEN THEY             SHOULD HAVE ANOTHER PLAYER ON THIER TEAM CO-ORDINATE, (CHOOSE SOMEONE FOR YOUR TEAM THAT DOES NOT HAVE AN ISSUE WITH THE CO-ORDINATOR AT ISSUE),

2a:TEAM LEADERS CANNOT HAVE THE CO-ORDINATOR FOR ANOTHER TEAM STEP DOWN.

2b:IF NO OTHER PLAYER IS AVAILABLE ,AN ADMIN CAN BE CONTACTED TO CO-ORDINATE THE DROPS.

2c:ALLIED TEAMS MAY HAVE ANOTHER TEAM LEADER CO-ORDINATE THIER BATTLE IF NECESSARY

3:NO CO-ORDINATOR IS ALLOWED TO BE ON ANOTHER COORDINATORS BLOCK LIST

4:PENALTY TO BE DECIDED BY ADMINS, NO APPEALS WILL BE HEARD.

For details see:
General Battle Information
Assault Drop Procedure Pirate or Contract Raid Drop Procedure Industry Raid Drop Procedure

Part D: Planetary Assault Procedure

1. Planetary Assault Setup

 

Once both teams are ready to commence game play to resolve a Planetary Assault, the coordinators are to contact each other and agree on the format of drops to be played. Each drop can be played at two different value levels: Normal or Express. The type of value you use is simply based on how much time and how many pilots you have. Normal value uses lower values, so there will more likely be more drops and more players will be able to be involved. Express is typically used when time is short and an abundance of players are unavailable. Both teams must agree if the Express format is to be used.

 

i.

Normal

 

 

When normal value level is agreed upon, the cost of all lost mechs is calculated and Production Value. This value is always less than the market value of mechs and is the building cost of each mech in the league. This value is used by default and is the best when you have many players that would like to participate in the drop and you have time to play all of the drops to resolve a battle given the amount of resources available for each team.

 

ii.

Express

 

 

In the express format, the value of mechs that are used is equal to the Market Value of each mech. The Market Value is higher than the Production Value and should speed up the pace of the game as they resources lost in each drop will be higher. This should be used when the pace of the game needs to be faster due to time constraints and must be agreed upon by all leaders on the MechWarrior Registry. If the amount of total RP for the defending team divided by the amount of pilots available for the smaller unit is more than 1000, then the Express format should generally be used.

Express drops can be very effective in beating the time limit on battles

Express drops are still agreed upon by both leaders prior to drop, however it is recommend that when battles are undermanned or get 2 hours in, express drops be used for the remaining drops. Again, this will not be enforced but will speed battles along for those that have other battles in the same night.

 

Once the value is agreed upon, all the available players for each team should be allocated into drops. The attacker now determines how many pilots are needed for each drop provided there are enough pilots available to fill the requested drop number and pilot count. 2v2, 3v3, 4v4, and 5v5 are to be used for Planetary Assaults. Planetary drops are not allowed to be played as 1 vs. 1 drops or more than 5 vs. 5.

At this point either team may set up a drop room on the zone. Once a team has a drop room set up with at least 2 players in it they must notify the other team what room they are set up in and that they have 10 minutes to have players report to the drop room. If after the 10 minutes have passed no players from the opposing teams have reported to the drop room, that team is then assessed a Delay of Game Penalty.

Delay of Battle Start or Drop: If a team stalls setting up a drop room {provided contact by both coordinators declaring they are ready to start the battle} they will forfeit hosting of the first drop. This will take effect after 5 minutes of no room being set up once teams are ready to start the battle. (Screenshots of clock recommended) Once the first or more drops have been completed, the hosting team has a maximum of 10 minutes to set up the next drop providing there are pilots available. The coordinator should use zone stats if necessary to report the winning drop so that more drops can be provided before battle closure.

Once the drop is set up and players have reported to the drop room, the game may be launched by the host. The defending team always has the option to host the game and may host any game if they so choose to do so before the game is launched (provided there is a player with broadband). The host must also notify all players in the room before launching a game in case there is an objection. If a member of the opposing team has reported, but the amount of players required for the drop is not yet present after 10 minutes, the game may be launched without them. They will have the allocated Mechlab time of 10 minutes to report to the drop and ready their mech.

2. Drop Procedure

 

Once the setup is completed, the game is launched. Once one of the teams has all of their players into the game, that team can announce that the opposing team has 10 minutes to set up their mechs in the Mechlab. Once all players have their mechs ready or the 10-minute time limit is up, the game is to be launched by the host. Once one team has all of their players planetside and have declared that they are ready to being, the opposing team then has 3 minutes to have all of their players in and ready to start.

The game is not allowed to begin until all teams have an equal amount of players in the game ready to begin. If there are any delays or problems that occur during the battle such as player disconnects, they are to be handled or issued as per Section 5: Problems and Penalties. Some of these issues can be accessed through the FAQ. The game is played until the amount of deaths that one team has accumulated is equal to the amount of lives agreed upon during the bidding process or the time in the game has expired. The team with the lower amount of deaths is declared the winner. The host is to allow enough time for all units to record battle results or information before exiting the game.

 

3. Reporting Procedure

 

Once the game has been decided, the battle must be reported for the rankings changes to take effect on the Mech Registry. The winning team usually reports a battle. Before you report a battle, you want to make sure you have the Mech Registry call signs of all of the players who were involved in the Duel. You also want to have the final score. In order to have accurate records of this information, you may want to take screenshots of this information before a drop is begun and after a drop has been finished.

When you have all of your information ready, go to the Drop Report section on the Mech Registry. On the first screen you must select the type of battle and the call letters of all of the teams involved. You must also select the amount of players that were involved in the battle such as 2v2 (Duelaris), 3v3 (Trilaris), 4v4(Quadrilaris), or 5v5 (Quintaris). When you have the information entered, press the submit button.

On the next screen, you must enter in the names of all the players that were involved in the game and the mechs that they used. On the top portion, select your name and the names of your teammates from the drop down menus. Also select the mech that you and each of your teammates used. Once you have this information entered, take the amount of deaths the opposing team suffered and distribute them amongst your teammates as kills as you see fit.

Repeat this process for the opposing team. Select their pilots and mechs from the bottom slots on this screen. When calculating the kills for an opponent, take the amount of deaths your team suffered and distribute that amount equally among the opponent’s players. If the amount is uneven then use decimal point fractions of the leftover mechs:

 

 

Example - 10 mechs split amongst 3 players:
Player 1 - 3.3 Kills
Player 2 - 3.3 Kills
Player 3 - 3.4 Kills

 

The amount of the kills must add up to be exactly the same amount of deaths your team suffered during the battle. Once you have entered in all of this information, select "Solaris" from the XXX drop down menu and select Mech Warrior 4 as the Game Played. Once you have filled in all of the information, press the submit button. Wait until the confirmation screen comes up to confirm that the battle was reported. If an error screen comes up instead, try pressing the back button on your browser and resubmitting the form. If an error still occurs, please contact one of the league's administrators to resolve the issue.

 
 

The MechWarrior Registry Rules
Problems and Penalties
MechWarrior 4: Vengeance & Mercenary
Revised 8/27/02


Contents of Problems and Penalties

Section 1: Time Limits

 

Part A: Introduction

 

Part B: Before Battles/Drops

 

Part C: During Battles/Drops

 

Part D: After Battles/Drops

 

Part E: Defaults

 

Part F: Delay of Game Penalty

 

Section 2: Dropped Players/Disconnects

 

Part A: Introduction

 

Part B: Falling under pilot minimums

 

Part C: Pilots Disconnected Before Games

 

Part D: Pilots Disconnected from Games

 

Section 3: Lag and Bug Issues

 

Part A: Introduction

 

Part B: Ping and Host Refusal

 

Part C: Known Bugs

 

Part D: Potential or Unknown Bugs

 

Part E: Automation Bugs or Issues

 

Section 4: Rules, Leaders, Units and Conduct

 

Part A: Introduction

 

Part B: Burden of Rules

 

Part C: Leader Discretion

 

Part D: Unit or Team Obligations and Standards

 

Part E: Code of Conduct

 

Part F: Conduct Violations

 

Section 5: Problems Not Listed

 

Part A: Introduction

 

Part B: Issues Not in the Rules

 

Part C: Levels of Resolution

 

Part D: Cheating

 

Part E: League Administrators

 

Part F: Damage Chart

 

Appendix A: Glossary

Appendix B: Addendums


Section 1: Time Limits

Part A: Introduction

The MechWarrior Registry has instituted time limits for all league activities. These time limits are in place to ensure that players spend time actually participating in league activities instead of sitting around waiting for other players to catch up or get organized. It is the responsibility of each player and their unit to be on time. There are penalties for infractions of time, but the non-offending unit always has the option of waiving any time limits or penalties. The MechWarrior Registry was created to promote fun and interesting games for players, not to produce a virtual waiting room.

Part B: Before Battles/Drops

Important Note - Scheduled Times:

This is a schedule between two teams consisting of many players. When you schedule a battle and don't show, it affects many people. It's rude and shows NO respect for the other pilots in the league.

1)

Timely Attendance:
The minimum number of pilots required should be present 15 minutes prior to a scheduled battle. This is a guideline, not a rule. There is no penalty for breaking this guideline. Use this time to download maps, do restarts, reboots, and resolve technical issues if needed.

2)

Lack of Attendance:
Teams have a maximum of 30 minutes to supply the minimum amount of eligible pilots to the Heat Level Critical Zone Lobby in order to be considered present at a battle or to avoid a default. All scheduled start times can be found on the Pending Battles page. Teams that are not present or do not have the minimum number of pilots 30 minutes after the scheduled start time are considered absent from the battle. The absent team will default the battle as per the default rules below.

 

Pilot Eligibility Table Towards Minimum Requirements:

Unit Pilots -

Any pilot who is on the roster of the participating unit prior to the start time of the battle.

Mercenaries -

Mercenaries that are to be considered as minimum pilots for a battle must have a hired contract status on the allies’ page with the unit they are participating for. It does not matter what planet the contract is for as the contract may be considered a pilot contract. The contract has to have been made prior to battle, not at the time of or during any battle.

Freebooters -

For a Freebooter Battle where the team in question is an ANY Defense, the players considered eligible for the battle minimum requirements, are any player registered on the MechWarrior Registry that is not affiliated with a unit that is Allied to the opposing unit.

 

Default Times:

A team has 30 minutes after the scheduled start time to have 5 eligible pilots on the specified Zone Lobby or they default the battle.

3)

Setting Up Coordination:
Each team is required to declare a coordinator at the beginning of each battle. Each unit's coordinator is to contact the other unit through the MSN Gaming Zone until both teams are aware of whom the opposing coordinator is. Coordinators are allowed to participate in games, but must be able to resolve issues or have a replacement coordinator resolve issues for him while he is in a drop.

If a team that is supposed to be participating in a battle is on the zone, but is engaged in games, or does not respond to Zone communications (Zone Messenger, Zone Main Chat) they are to be considered absent and are subject to default rules. Coordinators can set up drops after coordinators are declared.

4)

Setting Up/Reporting to Drops:
Either team can initiate Setting up drops for Planetary Battles once coordinators are setup. Opposing coordinators are required to make the opposing team aware before setting up the game room on the zone. In order to set up a drop you must send a minimum of 2 pilots to a Zone Room setup per league standards, and notify the other units coordinator that the drop is setup and ready.

Once the coordinator is notified of the drop setup, the opposing unit has 10 minutes to report at least 2 (if others are joining in lobby) of their pilots to the game room. If less than the required 2 pilots report to the game room in the maximum 10 minutes, the drop is nullified and the offending team is assessed a Delay of Game Penalty of 1000 RP as per Section 1 Part F: Delay of Game Penalty. this penalty will increase if teams continually delay the game,every 10 minutes the penalty will double.

If at least 2 pilots from each team have reported to the drop room after 10 minutes, the host must then launch the game. Any players that haven't reported to the drop must do so during the allotted Mechlab time.

5)

Solaris Duels:
Solaris Duels are not scheduled or required battles, so there are no time limits imposed on setting up or bidding for a Solaris Duel. If a team stalls or takes too long, simply don't play them. However, time limits do begin for Solaris Duels once the host has launched the game and are covered in the next section

Part C: During Battles/Drops

Drop Time Limits:

The time limit for a drop 60 minutes. It is to be set by the host in the game's settings.

1)

Game Launch/Mechlab:
Teams have a total of 10 minutes once the game has launched to configure mechs in the Mechlab and to have all players reported to the drop. This time limit will start once the host's team has connected to the game. It is the host's responsibility to type into the chat window that the 10 minutes has started.

i.e. 10 minutes starts now 7:30 my time.

If a team cannot produce the required amount of pilots for a drop by the end of the 10-minute Mechlab period the offending team is assessed a Delay of Game Penalty.

2)

Planetside:
Once the 10-minute Mechlab time has ended or players are ready, the host can launch the game. As each player enters the game they are considered to be Planetside. Each team has 3 minutes to declare their unit ready or be assessed a Delay of Game Penalty.

 If a player is dropped or can't enter the game at this point, they must disconnect. This situation is considered a Dropped/Disconnected Player and is handled according to Section 2 Part D: Pilots Disconnected from Games.

3)

Dropped/Disconnected Players:
A team has a total of 5 minutes to have a replacement for the dropped pilot report to the drop or if agreed, can return to the lobby to save time. See Dropped Players section for detailed information.

4)

Solaris Duels:
The penalties and procedures above also apply to Solaris Duels with one exception: For every instance a Delay of Game Penalty would be assessed, one death is assessed to the offending team instead as per Section 1, Part F: 1 Solaris Duels.

 5.) Calling Go: Once you are planetside and everyone is ready, Go should be called by             either party and acknowledged by the other. At no time should any player ADVANCE   before GO is called. You are allowed to move your mech around your Nav area to ensure is properly working. However, anyone caught significantly ADVANCING before GO, will be considered Cheating and will forfeit the drop immediately to the opposing team. The player will also be penalized. Screenshot offenders please.

Part D: After Battles/Drops

Reporting and Battle Limits

Winning team reports drops immediately. No drops are to begin 2 1/2 hours after start time unless both teams agree to play on.

1)

Reporting:
Drops are to be reported immediately after each drop. The member of the winning team is to report the battle no more than 10 minutes after the battle. If there are issues hindering the reporting process follow the steps laid out in Finding the Level of Your Dilemma.

2)

Battle Time Limit:
No drops are to be started 2 1/2 hours after the battle's scheduled start time. Once this time limit has been reached, the remaining defense RP are to be subtracted from the attacker's RP and the battle is to be reported unless otherwise agreed upon by both teams.

Part E: Defaults

Default Definition:

A Default is when one or both teams do not show up for a scheduled battle. There are 3 types of defaults, Attacker Default, Defender Default, and a Simultaneous Default where neither team shows up.

1)

Attacker Default:
Attacker Default is when the team that initiates an attack on the MechWarrior Registry does not show up for a battle within the 30 minutes allowed after the scheduled start time of the battle. When an attacker defaults, the attacking team is treated as a retreating team and loses that dropship for the remainder of the month.

Attacker Defaults are to be reported as a win by the defending team with all of the remaining RP totals staying the same.

2)

Defender Default:
Defender Default is when the team that schedules a defense against an attack on the MechWarrior Registry does not show up for a battle within the 30 minutes allowed after the scheduled start time of the battle. When the defender defaults, a penalty is assessed to the defensive team and the remaining points are used to determine the winner of the drop.

First the Penalty is assessed to the defense team depending on the RP that is defending that sector. Take the amount of RP in defense and compare it to the table below. Once you have the amount of the penalty, subtract the penalty amount from the defense RP.

 

Defender Default RP Penalty Table:

Defense RP

Penalty

0-5000 RP Defense

-1000 Penalty

5001-10000 RP Defense

-2000 Penalty

10001-20000 RP Defense

-4000 Penalty

20001-30000 RP Defense

-8000 Penalty

30001-40000 RP Defense

-11000 Penalty

40001-50000 RP Defense

-15000 Penalty

50001-60000 RP Defense

-18000 Penalty

60001-70000 RP Defense

-21000 Penalty

70001-80000 RP Defense

-25000 Penalty

80001+ RP Defense

-28000 Penalty

 

Once you have the final defense RP, the amount of RP defending and attacking are compared. The team with the higher amount of points is declared the winner and the smaller amount of RP is subtracted from the larger amount. The remaining RP is set to the winner's points remaining, while the other team's remaining RP is set to zero.

3)

Simultaneous Default:
Simultaneous Default is when none of the teams scheduled to participate in a battle show up. Whenever this is the case, both teams are required to reschedule the battle and complete it. If both teams can't come to an agreeable schedule, the attacking team must offer two dates that are within the guidelines of the MechWarrior Registry Scheduling Procedures. The defending team will have the option of taking one of the dates or it will be handled as a Defender Default.

Part F: Delay of Game Penalty

The Delay of Game penalty is assessed any time a team breaks time limit rules as stated by each section of this document. The penalty is used to urge teams to be on time and not to waste the time of other teams who are properly prepared. The penalty can be assessed for two different types of drops: Solaris Duels and Planetary Battles. The non-offending team in any situation can waive the penalty. The penalty is handled as follows:

1)

Solaris Duels:
Delay of Game penalty is assessed during a Solaris drop when the opposing team does not declare their unit ready for a drop to commence once the game goes planetside, and when a replacement player does not promptly return to a game after a disconnect.

 

Solaris Delay of Game Penalty:

One Death is to be added to the offending teams death count. The offending player is to commit one suicide on return to the game to keep count of the penalty.

2)

Planetary Battles:
The Delay of Game Penalty is assessed during planetary battles as noted in this document for infractions of various time limits. The penalty is assessed to the remaining RP for the offending unit and is taken into account when reporting the battle or calculating remaining RP.

All Delay of Game penalties are assessed after a drop is completed unless the game hasn't been launched yet. Infractions before game launch, such as players not reporting to drops, are to be factored in before another drop is setup. If the opposing team falls under the 1000 minimum RP to continue the battle then the battle is over.

If a Delay of Game Penalty causes the opposing team to go into a negative amount of RP, that RP is to be added to the winning teams garrison. It is handled and reported the same way normal overruns are handled.

 

Planetary Battle Delay of Game Penalty

500 RP are subtracted from the offending team's remaining RP any time a Delay of Game Penalty is assessed.

Section 2: Dropped Players/Disconnects

Part A: Introduction

Whenever a player is disconnected from the game for any reason, they are considered a dropped or disconnected player.

Hold Definition:

The reality is that hold is not immediate. There is time between calling hold and all players recognizing hold. When a team calls hold the other team is required to acknowledge the hold in the chat window immediately. If you are on comms make your team aware that a hold has been called, and immediately send an acknowledgement. If anyone is damaged after hold is acknowledged the damaged player is awarded a new mech regardless of the mechs condition. If after 5 seconds no acknowledgement is sent continue to call hold until an acknowledgement is sent, getting screenshots showing damage taken after Hold is called. All players taking damage after 5 seconds and 3 holds in the chat window or an acknowledgement will be awarded new mechs regardless of mech condition. Hold MAY NOT be called for stupid reasons. If you do not have a good reason for calling Hold, you will be automatically penalized for a delay of game. Calling hold will be for disconnects, technical issues, ect. Not subject for spilled milk or beer ect

 

 

Part B: Falling Under Pilot Minimums

1)

During Drops:
If a team drops below the minimum amount of players before a Planetary Drop is completed, or has no other players available, the teams will hold for a total of 10 minutes as per Pilots Disconnected from Games. If no replacement is available after the 10-minute time limit the drop will be continue with the uneven teams or the short team can forfeit. A replacement will be allowed to enter after the re-commencement of the drop, but will not have hold called for them. If a replacement pilot does not enter the drop before it is completed with the remaining players, that pilots remaining lives are not counted into the final score.

2)

Between Drops:
In the case that either team is unable or unwilling to finish the battle in a timely fashion with the amount of remaining players, or if there are no players remaining from the opposing team at all, the drops that have been played are tallied into the starting RP, and the remaining RP is handled as if the battle were defaulted and it is reported according to the Default section.

Part C: Pilots Disconnected: (Before Game Launch)

Pilots that are dropped or decide to drop from the game lobby before launch of a Planetary Drop for any reason are subject to the rules set forth in Section 1, Part C: 2. Planetside.

Part D: Pilots Disconnected from Games

Whenever a player is disconnected or dropped from a game, use the following set of rules and procedure:

1)

Time Frame for Returning Players:
 

A dropped player has 5 minutes to return once the wave played has completed and all players return to the lobby to await the replacement or dropped player. If a non-wave game is played, the team with the loss of player should call hold until a replacement arrives.

 

When a player is disconnected:

Depending on the Waves or Lives method: WAVES: The drop continues with the disconnect pilot forfeiting their mech. The player has 10 minutes to return to the game lobby. LIVES: Team that’s short the dropped player should call hold. The player has 5 minutes to return before GO is re-called.

2)

Hold Procedure:
 

Hold is not called at any time for a player that is kicked or disconnects from a wave. Hold is to be called for emergencies or a malfunction with hardware or other. Hold may also be called in game for Non Wave games where a player disconnects after GO has been called.

** You have the option of retreating to the closest position out of direct firing range of an opponent if you are within firing range. This will keep teams from coordinating a Go-Fire scenario. You may also return to navs. **

 

Calling Hold:

All players must cease movement and firing on "hold". If you are in the firing range of an enemy you have the option of moving to the closest position out of direct firing range.

3)

Penalties:
At any time a pilot is disconnected, that player loses their mech regardless of damage.

A.)   If the Kicked, Kicked bug caused the disconnect, the pilot also loses their mech.

B.)   If a pilot is killed, and disconnects (or gets kicked) within 15 seconds after death, they will NOT be charged a death.

C.)   A death will not be charged if a pilot disconnects before GO is called. Make sure your team is present and ready before calling GO.

4)

Re-Entry of Replacements:   WAVES:  Anytime a player is disconnected, the wave will continue without the dropped player until completed. Once the wave is complete, the game is to return to the lobby to pick up the dropped player. If the dropped player is not present, see #5 below. LIVES: Go is to be called until the player returns to the match. If 5 minutes expires before the player returns, Go is called and play resumes without the full team.

         A.) WAVES: Once the player or replacement is present, the game will continue the remaining waves rounding up the time that was left to the appropriate time that can be placed on the clock. [I.E. – 12 minutes remain therefore a 15 minute wave(s) is set up.]

5)

Late Entry of Replacements:
The dropped player or replacement has 10 minutes to enter the lobby to resume the remaining waves. If 10 minutes passes and there is no replacement or the dropped player does not return, the offending team is assessed a Delay of Game Penalty. Once the Penalty has been noted, 5 minutes after this time, the game will resume without the dropped player.

 

It is up to the team with the dropped player to contact their coordinator to get a replacement. This can be done over comms or by alt – tabbing but not clicking resume. ALT TABBING IS NOT to be done by the host of the match as this induces in-game lag. One player should contact a coordinator only under extreme or emergency situations. Otherwise Alt-tabbing is illegal by any player

6)

Solaris Duel Penalties:
In all cases where a Delay of Game Penalty would be assessed, one death will be charged to the offending team because there are no RP used in Solaris Duels. Offending players will be required to commit one suicide upon returning to the game to reflect the penalty.

Section 3: Lag and Bug Issues

Part A: Introduction

Lag:

 

In an online game, packets of information are sent from one computer to all the other computers in that game. If there is a delay in the time it takes for these packets to move between these computers it is called lag. This lag depends on many factors and is inevitable. It will happen to everyone eventually. If you have a poor connection, slow computer, low-end video card or items running in the background your more likely to experience lag. Lag can also be caused by heavy traffic on the internet or other internet or ISP problems.

Hosting:

 

Hosting with any of the above-mentioned issues is not advisable. This is a much more fun game when it is smooth. Whenever possible let an experienced, proven, reliable person host.

Odd Lack of Damage:

 

When you are not causing the normal amount of damage to your opponent it could be many factors. You should always assume that your opponent is playing without cheats, tricks or mods. If you are firing on opponents and not doing any damage it could be for a number of reasons:

You missed - It happens to the best of us :-)
Lag - when it's happening to you it's probably happening to your opponent.
Armor - Perhaps your opponent has chosen armor that is absorbing your weapons better. Reflective armor absorbs laser weapons better, while Reactive armor absorbs ballistic weapons better.

Any combination of the above mentions issues could be the culprits. This is far from a complete list. You should be aware that it is very rarely, if ever foul play! There is also an issue with headshots or shots on the cockpit where you must hit a cockpit two times in order to get a kill. Because of this, you could hit a cockpit with all of your weapons in an alpha strike and the mech might only have a red cockpit on the damage meter.

Part B: Ping and Host Refusal

At any time a pilot or team has the right to request a change of host if a player has a red connection to the host on the MSN Gaming Zone. Three minutes should be allowed to see if the connection stabilizes and turns to a green or yellow connection to the player who was showing a poor connection to the host.  Hosts with green connection to all players should not be refused.

THIS IS ONLY AN EXAMPLE:
NO THOUGHT HAS BEEN PUT INTO THESE NUMBERS
AND THEY REQUIRE CHANGES

Hosting guildelines

5000 - 750 Red & Orange

Should never host under any circumstances

749 – 500 Orange

Should only host only in dire circumstances

499 – 300 Yellow & Green

Lag can happen at this level easily. Use another host if available

299 – 1 Green

Lag is much less likely at this connection speed. This by no means guarantees a smooth host though. You can have a great connection and still lag due to programs running in the background, poor video card, poor CPU speed…

Part C: Known Bugs

The exploitation of any bug know or unknown is considered a high crime in the Mech Registry and proof of one doing so can result in ejection from the league as its considered cheating. Not every flaw in the game is considered a cheat and new ones are being found all the time. If you feel a unit is using a bug to their advantage, please screenshot the offense, call hold immediately, warn them they are in violation of the bug rule, Request screenshots from all players, follow the returning to the zone steps laid out above.

Be very sure that a bug is being exploited

Do not be frivolous in accusing a team. If it is clear that a team is not guilty and if there was not ample reason to call for the investigation, the Admins can assess heavy fines to the team that called for the investigation. Improper use of this rule will be treated as harshly as the improper use of bugs

Key points if you are accused:
Get your own screenshots immediately from every member of your team
Do not move once hold is called, this could lead the Admins to believe you are guilty
Do not fire after hold is called, this should be clear already
Have your coordinator contact an admin immediately

Key points if you are accusing your opponent:
Get screenshots immediately from every member of your team
Call HOLD immediately
Warn the alleged violator they are in violation of the bug rule
Be VERY VERY sure that you wish to proceed with an investigation as there will be stiff penalties for frivolous claims.
Have your coordinator contact an admin immediately

1)

No Damage Bug:
It's a bug in the net coding about positioning and weapon fire variables. It happens sporadically on a per shot basis. This bug affects all pilots and is unavoidable at this time. This bug affects Light Gauss & ER PPC more than any other weapon.

2)

Half Alpha - No Alpha Bug:
When firing your weapons over a mountaintop a portion of your alpha strike may hit the hillside. When this happens the game may assume the entire strike hits the hillside and counts no damage to your target. Even if you see part of the strike connect you may not cause damage all the time.

3)

Kicked, Kicked Bug:
When a player is dropped from the game for connection problems, the following is shown in the chat window:

Player Name dropped
Player Name was Kicked
Player Name was Kicked

This is a bug that misreports dropped and disconnected players as players that were booted from the server. In cases where a player is actually booted from the server by the admin the Player Name was Kicked message will appear only once and the player will receive a message upon exiting the game about being removed by the administrator. See disconnect after weapons contact for ruling during drops.

4)

Border Bug:
Rarely you can get "stuck" on the edge of the map. This bug has 2 different effects:

A: You can get stuck but without any other effect to your mech.
B: You can get stuck and the computer will not allow you to take any damage.

In either case the “stuck” pilot or team should call hold immediately. Both teams will assess damage of the stuck mech. A kill will be assessed according to the Damage point system. See Damage Assessment Chart. Although this is not the fault of the pilot, this bug sporadically affects all dropped pilots and is unavoidable at this time.

5)

Dedicated servers with minimum installs receive a request for CD 2 after clicking Start:
If the user clicks Cancel after receiving this message, CD 2 will be requested again when Launch is clicked. Dedicated servers require the CD for launching the game because of encryption. CD 1 or CD 2 can be in the drive with full installations.

6)

Servers with minimum installs cause frame hits when accessing map files:
Users should do a full install of the game so that all map files will be installed and not accessed on the CD.

7)

Throttle control reversal:
Occasionally your throttle may reverse itself automatically. This is a rare issue create by the 2.0 patch. The patch added the ability to reverse throttle position by hitting [Backspace] on your keyboard. However since the patch it will occasionally do this by itself. Simply hit [Backspace] to get your throttle control back to normal.

8)

Building bug:

THIS BUG SHOULD HAVE BEEN FIXED  DURING THE MP1 AND MP1.1 PATCH
Destroyed military buildings can be used to completely conceal a mech while the mech has a totally unrestricted view in every direction. These building act as a force field and cannot be fired into. However the buildings can be fired out of, missle locks can be acquired, etc.

All Military building camping is prohibited. Holding the reticule over them even when destroyed easily recognizes military buildings. Not all building camping is prohibited! You are allowed to camp the buildings that you have to literally exit to fire or your able to fire into.

Part D: Potential or Unknown Bugs

If you encounter a bug that is not posted on the rules on the MechWarrior Registry, please contact an administrator about the issue as soon as possible. If you encounter a team exploiting a bug follow the steps above.

AFTER EACH NEW PATCH PLEASE KEEP YOUR EYES OPEN FOR NEW BUGS AND REPORT THESE TO THE ADMINS.

Part E: Automation Bugs or Issues

If you encounter a bug that is not posted on the rules on the MechWarrior Registry, please contact an administrator about the issue as soon as possible.

Section 4: Rules, Leaders, Administrators

Part A: Burden of Rules

All teams are expected to know and enforce the rules of the league

It is your responsibility as either a leader of a player to make sure you and your team follows the rules properly. In order to avoid complications in the rules and to keep things as simple as possible, there are no explicit penalties for teams breaking rules other than what is outlined in the next section. If you find that a rule was broken and went undetected for a period of time before discovery, it must immediately be brought to the attention of both teams and corrected, however, all play up to that point is still counted and resumed upon.

This applies to all situations unless you feel your unit was wrongly taken advantage of or a unit continues to break rules on a consistent basis. If this is the case, please e-mail an administrator immediately.

NEW FOR MECHREG IS THE PLAYERS COUNCIL. All admin decisions regarding a unit or player can be appealed through the players’ council. The council is made up of 2 players from each Mechreg unit to act as the jury. Majority decision will apply. Council address for appeals should be directed here: http://games.groups.yahoo.com/group/Mechreg_Players_Council/

If at any time, leaders or players of opposing units can agree upon waiving penalties or restrictions of games or agree to allow certain issues slide, such as attendance or game settings, then those issues are acceptable as Leader Discretion and allowed.

Part B: Leader Discretion

Leaders always have the right to waive penalties, rules, and settings on the MechWarrior Registry if all parties involved agree to the changes or exceptions. The only time this kind of freedom is not allowed is when it infringes on the fair play the other units of the league. This includes drastic changes such as changing RP amounts that would affect the units relation to the rest of the league.

This shall incur a loss of the sector been fought over and the fine of 500,000 RP to all units involved in the infringement of the other team.

Section 5: Problems Not Listed

Part A: Introduction

This section will help to find a temporary solution to problems so the battle can continue. In the case of an apparent stalemate the following guidelines can be used to find the level of your situation, then you can follow the steps below to resolve your issue. Please check with your coordinator as well as reading Rules - FAQ - Leaders Information before resorting to the follow guidelines.

Part B: Issues Not in the Rules

If you encounter an issue that is not posted on the rules on the MechWarrior Registry, please contact the administrator about the issue as soon as possible. If you need a resolution immediately, please refer to the next section Levels of Resolution.

Part C: Levels of Resolution

The answers to the following questions will lead you to the proper solution to almost any problem that may arise. If you have a problem with a team exploiting a bug you should know these procedures to use in the drop

1. Can you resolve the issue at a later date and go on without causing changes to the outcome of the drop & battle?

 

Yes:

Do not proceed you have a Level 1 problem.

 

No:

Proceed to the next question

2. Have you contacted your drop coordinator?

 

Yes:

And a resolution was found, Good, thanks for playing. Don't forget to tip your waitress

 

Yes

But we still have no resolution... Proceed to the next question

 

No:

Contact your drop coordinator

3. Can you contact an admin at this time?

 

Yes:

Do not proceed you have a Level 2 problem

 

No:

Proceed to the next question

4. Are both teams willing to finish this battle at a later date with the Admin council's final decision?

 

Yes:

Do not proceed you have a Level 3 problem

 

No:

Proceed to the next question

5. Will the decision make a difference to someone on his or her last life.
Example: If things go against team 1 will this then be a 3v2 scenario?

 

Yes:

Proceed to the next question

 

No:

You may have a Level 2, Level 3 or Level 4 problems. Proceed to the next question before making a final decision as to the level of your dilemma.

6. Are you totally sure you can't resolve this issue between yourselves?

 

Yes:

we are all really that stubborn: Do not proceed you have a Level 4 problem

 

No:

Start these questions over, try to work this out between your leaders

 


1. Levels of resolution table

Level

Solution

Level 1

Go on with your battle as if nothing had happened. Have your coordinator report the issue to an admin A.S.A.P. The administration council will make a ruling and add it to the rules if deemed necessary.

Level 2

Contact an admin immediately. The admin will make a decision on the spot. You can finish the drop using the administrator’s temporary, but binding solution. This issue will then be addressed between the administrators and a final ruling will be added to the rules if deemed necessary.

Level 3

Take stock of all game data including your current kills, damage assessed kills, etc. Return to the Zone. Both coordinators should e-mail an administrator with ALL details as soon as possible. An official decision will be made and you can assemble the same teams to finish the battle at a later date.

Level 4

Both teams will exit the battle after taking stock of all data in the drop (kills, time...) & return to the zone. A Special Honor Duel will be fought between representatives from each team. Only the players in the drop in question are able to represent their team in the Special Honor Duel. The winner of the Special Honor Duel will win the right to have his/her opinion the only one that counts.

This should only be used in extreme cases and the drop must be reported here Special Honor Drop Reporting

Part D: Cheating

RESUME CHEAT – Any player found to be clicking Resume while playing in a recorded drop will be subject to the following:

a.)  first offense – 10000 RP penalty from your team’s bank or planet.

b.)  second offense – 20000 RP from your team’s bank or planet.

c.)  third offense – ejection of player from the league and a loss of planet.

At the request of your opponent any or all mech pilots may be required to get a screenshot showing the HUD before returning to the lobby or zone. Both teams have the right to request a screenshot of any or all of their opponent’s mechs. All screenshot requests MUST be prior to returning to the lobby or zone. Any request after returning to the lobby or zone will be filled at the discretion of the coordinator of the requested team.

There is no penalty if screenshots are not available after returning to the lobby or zone, unless it was requested prior to leaving the game. If the screenshot is requested in a timely manner but it is not forwarded to the requesting team before commencement of the drop, the mech in question is considered a kill, regardless of the condition of the mech.

If you encounter an issue where cheating may be involved, please contact an administrator about the issue as soon as possible.

PLAYERS ROSTERED ON TWO OR MORE UNITS

A.)   This is considered cheating and will not be tolerated. First Offense: If a player is found to be in two units at the same time, that player will be deleted out of both units. The player will not be banned but all stats will be deleted. The player at this time may re-join one of the units.

B.) If a player is found to have done this a second time, they will then be banned from the league.

Part E: League Administrators

For your assistance, the league has selected Admins to ease the daily problems that leaders and pilots may encounter. Contact us anytime!

-Webmaster/owner: DEV_Surn:         surn@mechreg.org          

Admin: Bloodlust  :  bloodlust101au@yahoo.com

Admin: Jbird        :  jbird@clanwolverine.net

 

Part F: Damage Chart

The damage chart is for use when a mech or mechs need to return to the game lobby or the zone. Teams will meet under a cease-fire or "hold" to assess damage and assign deaths.

The total damage points of a mech will determine the state of the mech when you re-enter the drop. 5 damage points or more and the mech is considered a dead mech. Less then 5 damage points and the mech is not considered a death.

Damage Assessment Procedure:

1)

If it is decided that it is in everyone’s best interest to return to the game lobby or zone, a hold will be called and a meeting of all mechs will be arranged.

2)

Both teams will assess each mech. In most cases you can do this with very little hassle. However, if you need to use screenshots to verify a mechs condition you must request this screenshot before leaving the game.

3)

Mechs with a total of 5 damage points or more will be considered “dead”.

4)

Mechs with less than 5 damage points will not be considered “dead”.

5)

If there is any doubt about a mechs weapons or other damage a screenshot should be requested. All requests MUST be made prior to leaving the game.

6)

If after the decision is made to leave the game, a pilot disconnects before his/her mech can be examined for any reason & in all cases, that mech will be counted a death.

Color

Damage

All sections of mech other than torsos

Green

0

Yellow

1

Orange

2

Red

3

Flashing Red

4

All torso sections

Green

0

Yellow

1

Orange

2

Red

4

Flashing Red

5

Other damage

Lost Weapon

1

Lost Missle Rack (non torso)

2

Lost Limb

3

Appendix B: Addendums

Part A: Revisions

 6/7/2002 ~ Drop limit changed to 30 minutes instead of 60 minutes to speed up drops and get more drops in before time expiration.

 8/16/2002 ~ Heavy Fog No Radar defaulted to Heavy Fog Radar On for Planetary.

11/27/2002 ~ Clear is default visibility as Fog is no longer used due to video cards ability to disable it.

11/27/2002 ~ Disconnect rule clarified / edited

11/27/2002 – Night Games re-instituted.

 2/01/2003 -  Waves implemented into Planetary.  3/15/2003 – Fog reinstated
9/23/2004 - COC updated
1/10/05 - Rules updated for multiple attacks on a sector
1/31/2004 Update by bloodlust

~Created 5/3/2002 by the Mechreg Team and the Leaders.~