
*Revisions in RED text*
Revised 1/31/2005
~LEAGUE RULES~
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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: |
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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. |
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Notes: |
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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. |
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Notes: |
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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: |
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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. |
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Part D: Limits on
Teams |
There shall be a maximum of
the following units on the Mechreg at any
time. |
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Clan 15 House 15 Mercenary 5 Pirate teams 5 |
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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) |
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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. |
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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:
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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 |
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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 |
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2vs2 |
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3vs3 |
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4vs4 |
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5vs5 |
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FFA (Free for
All) |
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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.
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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. |
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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! |
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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. |
|
|
|
|