Introduction - XvT Rules
tHe kILLINg
zONe has different 'zones' which make up the mega-ladder. There are two
zones, the Player Zone and the Tournament Zone, that encompass the entire
mega-ladder and then a seperate zone(league) for each game that has Killing
Zone automation. Currently, Only ZONE 3, Netmech/Mercenaries/XvT, is active,
but we will be activating the others in short order. It should further
be noted that the TKZ
Codes of Conduct take precedence over ALL individual
League Rules. If you cannot find what you are looking for here, in the
CODES,
then contact your group leader and have THEM(your group leader) contact
the XvT Council
.
Within
this Rules section you may choose any of the following topics of interest
to get a thorough overview of what's what in tHe kILLINg zONe:
The ZONES
Player Zone
The player
zone is just a way to keep track of players and what games they play. This
may be confusing at first, but you will catch on. You must register with
the Player Zone to participate in the Tournament Zone. This is seperate
from joining a group in one of the various game zones, like the NETMECH
ZONE.
Tournament Zone
This is
where you can go one on one to see how you fair individually against others.
This is normally called a 'ToG', or Trial of Grievance, in the Battletech
Universe, or deathmatch in other games. There are points systems with automated
rankings and free-for-all tournaments. For more information on the tournament
zone, register in the Player Zone and check out the Tournament Zone.
back to Topics
Rules For The XvT Zone:
XvT Zone
Before you can
get started in the XvT Zone, you need to join one of the existing groups
or start your own if there are available spaces. Go to the Team pages and
select your unit of choice:
Use the e-mail link to mail their leader or check out
their web site.
You can talk
to as many group leaders as you want, but you can only join one group at
a time. Many groups are also in other ladders, at the same time, so be
sure to mention TKZ when you are signing up, so they know which ladder
you are interested in. Also mention which game you play since tHe kILLINg
zONe supports other games.
Forming your
own team is somewhat more difficult. When there are openings
you can start a group and have a one month grace
period to come up with the necessary
number of players. To start a pirate group, you only need 4 players, but
to start with a rebel or imperial unit, you need 10 players.
All the players must have kali working to be considers valid players. Contact
the XvT Zone Council
to apply for a new group.
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The Waiting List
When there are
no spaces left, groups will be put on a waiting list. If a group
leaves or gives up, a waiting list group takes their place and becomes
a 'registered' unit. At regular intervals (about every 6 months), the
council will hold an auction to find groups that are willing to sell
back enough planets to find a place for the groups on the waiting list,
so the longest a waiting list unit would have to wait would be 6 months.
With the
pace of this ladder, even that is an eternity, so one of the best
things to do is 'merge' into a registered unit until it is your turn
to become a registered unit yourself. What
a merger means for a waiting list unit is that you work as part of that
unit. You have to negotiate the terms of the agreement with the
unit you merge with. Usually this means you won't have a say in the leadership,
but you get to fight on their behalf. This type of merger is reversible,
so you can always leave the unit and merge with another unit.
Note: A merger is irreversible
for registered groups.
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Definitions
Alliance
An
alliance is one or more groups that are coordinated for either defense
or offense.
Count
The
count is the number of players that an alliance has including pirates and
freebooters if used.
Available Starships
This
is the total number that a side has available.
Stop Count
Each Side
has a stop count, which is based on how many starships they have. If anyone
notices that one side has reached their stop count, then that drop is over
and the person noticing this should tell everyone else to 'HOLD'.
Battle
A simple
attack. Each movement message or coordinated attack is considered to be
a single battle.
Round
Each
time all people drop, that is a round. If there are survivors from the
first round and warriors from both sides are still alive, then further
rounds are done until one side is destroyed or retreats. A recount is done
with each round. Each battle consists of one or more rounds.
Freebooters
There
comes a time when you are outnumbered and it seems hopeless. You forgot
to send in the pirate check and they canceled your service. There isn't
enough time to get help, but you've got the starships. What do you do hot
shot? You start grabbing the best you can find off the streets, which is
highly unpredictable. These people are known collectively as freebooters,
whether they're smugglers, gun-runners, mercaneries, bounty hunters, outlaws
from another world or just spacejocks who spend too much time at the space
bar. That's a major reason why groups should always treat everyone with
respect. Otherwise, you may have to grab that grandma with the itchy trigger
finger instead of the famous ace on vacation to your world.
A major
problem with large scale combat is that when small groups fight large groups,
there can be a lot of waiting involved. The freebooter rule is designed
to fix that problem and allow people who would normally be enemies to fight
on the same side so that they can make friends with their opponents more
easily. Never call someone a traitor for being a freebooter for the opposite
side, since the ladder depends on freebooters. TKZ asks that people always
be open-minded, polite, follow the rules and do their absolute best when
they are a freebooter.
Ever
wonder where pirates come from? It ain't the stork! Some of these people
want to start their own pirate group someday, but that takes money. So
they hang out in danger zones just waiting for an opportunity to get paid
to kick butt. They aren't very dependable and you never know how good they
are. In game terms, each freebooter comes with an additional cost of 500
points per player for each battle. This additional cost includes any money
that disappears with the freebooter and starships that never make it to
the battlefield.
Freebooters
can only be used by the alliance that is outnumbered. Enough freebooters
can be used to even the count on both sides, but never more than that.
Freebooters can never be used to get an advantage.
Anyone
who is not on the TKZ banned list can be a freebooter. They can come from
any TKZ group or even those who have not joined a group. To be a freebooter,
hang out on on the main server for your game and change your ID and replace
your normal uniform with TKZ. So PB>Panic would become TKZ>Panic. When
a group comes looking for freebooters, they don't have much time, so you
need to move very quickly. That is why you should be in proper uniform
and on the proper server. Also starting a kali room called freebooter will
aid them finding you. In the upcoming scheduling system, battle times will
be announced so you will know when to make yourself available to be a freeboote
r.
Freebooters that continue to be a problem will be put on the banned list.
Any group using a player on the banned list
will be fined 5000 points per battle.
Pirate Rule
Everyone
has always looked down on pirates in the past. It is only recently
that people have begun to realize just how resourceful and crafty
they really are. Ever wonder why it was cool to be a pirate? Wonder
no longer! Who else can get his beer buddy on the other side of
a galaxy out of bed in the middle of the night to get on an emergency intercept
transport to fight just in the nick of time? Pirates are Temps in
the Star Wars Universe.
When
they are on a planet in force, they fight just like everyone else,
without special costs. If they don't have starships that they have moved
there physically, they have to use their special power. That fact is the
major reason pirates are hired so often. Pirates can work for as many groups
as they can bargain with. The only restriction is they can't work for both
attacking and defending alliances in the same battle. They could switch
between battles right afterwards. So treat your pirates right or you never
know which side of the laser cannon you'll be on! Pirates have the special
power of maintaining a network of contacts wether through friendship or
blackmail to extend their help beyond their physical location. The good
pirates will do whatever it takes to fulfill a contract. So for the equivalent
cost of an additional 200 points per player per battle piloted, pirates
can be used on far off planets they wouldn't normally be able to reach.
So when you need the extra numbers, go pirate! Remeber that pirates
can be used to get a numbers advantage, unlike freebooters.
The
additional cost goes to nothing (other than things like the guy getting
the pilot out of bed, the messengers to these pilots, the occasional bribe,
etc.) and is above the salary of the pirates themselves.
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Monetary System
All Zones
use points as their monetary system. It is used for all transactions like
buying starships and paying for capital ships to move your
troops to distant planets. Each
group has their unassigned assets in a central bank. From this central
bank, groups can invest in either industry or place resources on a planet.
Once placed on a planet, those resources can either be used as starships
or be invested to industry. The points can not be placed directly back
in the bank.
To
place resources, a group simply has to own a planet. For any investment
of industry it will take 5 points investment to create one point
of production on that planet. Each planet can have up to 50,000 points
of industrial production. This production can also be liquidated in times
of great need, but the group doing so will only get the face value
of that industrial production. So even though they paid 5 points, they
would only get one point back. This sort of 'scorched earth' approach
is therefore only recommended in the direst of circumstances.
Besides
the industrial production, each planet also has an intrinsic value
of 10,000 points each. At the beginning of each month the point value of
the group's industrial production plus the intrinsic value for all their
planets is added to their central bank. So in the long run, production
becomes a very important part of the game. The addition of this
production is known as an EoM, which stands for end of the month. So
it is usually done right after the end of the month on the 1st.
When
resources are used to purchase starships, use the ship costs as given in
the table below:
| Rebel Craft |
Points Cost |
or
|
Imperial Craft |
Points Cost |
| Z-95 Headhunter |
1200
|
TIE Fighter |
1000
|
| Y-Wing |
2400
|
TIE Interceptor |
1500
|
| A-Wing |
2700
|
TIE Bomber |
1800
|
| X-Wing |
2800
|
Assault Gunboat |
3200
|
|
TIE Advanced |
3500
|
Each
time starships are moved, they are moved in points form for simplicity.
The cost of moving the starships to their destination is 1% of the value
of starships moved. This is calculated and subtracted automatically
by the automated system. On the day of the battle, a group decides
how to convert these points into starships and redeems the points
for the appropriate distribution of starships. Only group leaders
and those with a groups password can fill out movement orders.
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Mergers
No merging
can take place in the first month a zone is online. After that initial
month groups can merge with other groups for a mutual increase of
strength. For reasons listed on
the
Rankings Page,
the top 5 ranked groups in all three categories for each unit type
are prohibited from merging with other groups unless they hold terra.
For a more detailed explanation
see the rankings page. A merger is a complete combination of all assets
and troops under one name. This is sort of like a marriage, so be
sure you can trust the unit you are merging with. For two registered
units merging, there is no turning back.
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Planet Conditions
Each planet
has it's own conditions which are publicly posted with their current
owner on the planet
conditions page. This is the quickest way
to find the latest information on ownership of a planet, which is listed
along with the conditions for a planet. You can also use the
Starmap
Imagemap to check out the up to minute information, even when the physical
map has not been updated. At the current time, only Melee missions
or the custom missions
should be used. The Tournament or other missions have not been tested
with the TKZ combat system.
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Movements
When Group
Leaders move their squadrons, they must move a minimum of 5,000 points.
This prevents groups from doing recon with a single starship, and ensures
worthwhile battles, so everyone can participate and have some fun.
Sometimes
a group will have so many backlogged attacks that they will combine
them into a campaign. This is known as the Multiplier Effect:
Multiplier Effect
Using the
system properly it is possible to have QUITE a number of outstanding battles
to do. This is in effect ONLY with the cooperation and agreement from BOTH
sides. If two sides agree, they can lump a bunch of battles, whether on
one planet or on several into a single battle and use a multiplier that
they agree on before the fight. The battles are lumped into a single 'campaign'
,
but the results for each planet have to be listed seperately at the final
time. Example: Blue Wing attacks Phoenix Guardians on 12 seperate planets
where a total of 400 starships defend against a total attacking force of
200 starships. So the two sides choose a multiplier of 10, so the defender
has 40 starships and the attacker has 20 starships. They play with these
values of starships and multiply the losses for both sides by 10. After
the battle Blue Wing loses all 20 starships and Phoenix Guardians loses
15 starships, so after the multiplier Blue Wing loses 200 starships and
Phoenix Guardians loses 150 starships, and has obviously won the battle.
The
important factors in negotiations over a campaign are:
-
What planets, attacks, and forces
are covered by this campaign?
-
Which mission will be used to resolve
this campaign?
-
What is the multiplier?
-
What is your name?
-
What is your quest?
-
What is the average airspeed velocity
of an unladen swallow?
-
What do you mean, and African or
an European swallow?
-
Will losses be removed proportionately
or in order from a list of the involved planets?
-
Will the campaign be fought to the
DEATH or to a specified number of rounds?
Forgive the monty python reference.
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Placing Points
Resources
are allocated from the central bank for defending a planet. If that
planet is attacked then these points are converted into starships.
If there is a battle on a planet, starships in point form can be moved
to defend a planet, but starships cannot be placed directly on that
planet or leave a planet where a battle flag has been set. Once
a battle has been resolved, the battle flag is removed and these
restrictions are lifted.
Once
placed on a planet, starships in point form can be moved to attack other
worlds as well. Starships are starships, although there are slight
differences
in their capabilities whether they are attacking or defending. Movements
are done by group leaders using the automated movement forms. A leader
can check the complete state of progress on their group by filling out
the instantEoM
form at any time.
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Standard Jumps
Expecting
to wait for your jump to finish? NOT! Each jump happens instantly. A group
leader fills out a form to do a movement and immediately e-mails
are sent to both sides, if there is to be a battle. 10 days are
given to actually schedule and do the actual attack. The movement message
will list all the forces there for that engagement.
The
automation will tell you how many 'jump' units the jump was after very
jump. You will quickly get an idea how far it is or use the
Starmap
Imagemap to see what planets are in range of the planet your are jumping
from!
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Starships
To greatly
simplify and streamline the game system, starships are always moved in
point form. Then, when a battle occurs, those points are used
to buy the starships. So if you have 20,000 points usable for a battle,
that you can buy starships with it.
You
could buy 200 TIE Fighters, or 71 X-Wings and a Z-95 (for that killing
blow), or any combination of up to 2 different starships that does not
exceed the number of points available.
It is a common courtesy
to tell the other side as quickly as you can. After a battle, all starships
are converted back into point form and movable once again.
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to Topics
How to Connect
in Multiplayer over IP
Be sure you have version 1.1 or 1.1.4,
not just version 1.0. You can download the patch at
lucasarts
First think you need to do is meet us on kali and find out the IP of the
person who will host your drop. Write this IP number down.
- Click on config
- Select TCP/IP
- put in the IP number for the host of the drop
- click on Done
- Click on join game
Rules of Engagement
The easiest
way to make battles go quick and painlessly is to standardize on how battles
are managed. So by becoming more rigid in how battles are done, the end
results are definitely positive, since everyone knows what to expect.
A battle
really begins with the leader's automated system. One group fills out the
movement form to make an attack. It notifies everyone on the planet by
mail that there has been an attack. All attacks are done in chronological
order for a specific planet, although it is not neccessary to do all planets
in order. If there is any disagreement, then the two groups alternative
deciding what planet to do a battle on. So while most of the system is
real-time, picking which planet to do the oldest attack for gives a turn-based
element to selecting combats. So team A might decide to do the oldest filed
attack on the planet Kufenstein and then their opponent might pick the
oldest filed attack on Idlewind.
However
if the attack messages from multiple groups all refer to each other in
the comments section of the form and are timestamped within 4 hours, those
attacks are considered as one coordinated attack. Multiple defending groups
on a planet also act as a coordinated attack. This however is done by the
groups just peacefully coexisting. So as you can imagine, it is somewhat
more difficult to coordinate, but very effective to become allied with
other groups. Here is an example of a comment for a coordinated attack:
Coordinated attack with
Phoenix Guardians and Black Sheep Air Corps; Tango Bravo
Note the
mentioning of the other teams and also a code phrase to identify that attack.
The code phrase is important to distinguish one attack from another since
multiple coordinated attacks could be done. A coordinated attack counts
for attack order as the earliest for that grouping. Note that the 4 hour
timestamp limit starts with the first attack's timestamp.
After
an attack has been sent and all groups fighting are notified then the groups
must decide on a time and server for the battle to take place. In addition
the times must be agreed on for both arrival and when to take a count.
Always be sure to list the time zone for the battle. It is usually helpful
to add the timezones for the majority of players (PST and EST).
For
example the groups may decide to meet on < - XvT - > server at 7:15pm PST
and take a count at 7:30pm PST. The arrival time and count time could be
the same, but 15 minutes apart is recommended. If the group does not show
within 30 minutes of the agreed on time, the person not showing up will
forfeit the battle, unless an airtight reason is given. Real-life concerns
of one person is not sufficient cause.
That
is why every group should have multiple trusted leaders. Remember to confirm
with your opponent that your group will be fighting on a certain day. Never
assume that they will unless they send you a confirmation. This is why
leaders need to be attentive to their email. Try and give each other as
much notice as possible. Setting up normal times and fighting each other
on a regular basis is one good approach.
In
the interests of reducing lag, combats are limited to no more than
2 players per side. The normal procedure for battle is to take
a 'count' at a pre-appointed time. So first you count the players
available for both sides. Then between these numbers and the actual
number of starships, ratios are calculated. This is explained further
in the Count Phase definition below.
After
the round, losses are recorded and after everyone plays one round,
a new count of the survivers is done. This process continues until
one side retreats, is destroyed completely, or both sides decide to
call it a night.
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to Topics
The Day of the
Battle:
Leaders
should always be one of the first to arrive. When each group arrives on
the server, the first person from that group should make a room with their
abbreviation, followed by 'defend' or 'attack'. So if group PG is attacking
group FI, when FI arrives they should open the kali chat room 'FIdefend'.
Group PG would also make a room called 'PGattack'. If multiple groups are
involved they also make their own rooms with the same naming convention.
Now
the attackers and defenders need to pick two players to handle the two
different aspects of the combat. One player will be coordinating the men
on their alliance, known as the Drop Coordinator. The other will be
coordinating
with the other groups, known as the Battle Coordinator. Both sides have
the information about how many of each starship each group has on the planet
for this attack from the attack notices.
Combat
is broken down into distinct phases where specific actions are taken. Each
phase has specific time limits. These time limits are maximums. If both
sides are ready earlier there is no need to wait further. The time limit
for the drop phase needs to be very rigid. The phases are arrival, count,
drop and results. At the end of a battle there is also an accounting
phase. Note this is at the end of a BATTLE, not every round.
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to Topics
The Four Phases
of Combat
The short version of combat
Arrival Phase:
During
this time, it is very important that both sides decide on who are the Drop
and Battle Coordinators for each alliance (defender/attacker). The Battle
Coordinators should meet in a seperate room called 'leaders'. If there
are more than one TKZ battle going on, then further rooms would have a
number following it, i.e. leaders1, leaders2... It is VERY important that
players keep private message to group leaders at a minimum! Ask the others
on your team what is going on first and please do NOT say 'hi'! During
this time, the Drop Coordinator should begin making warship assignments.
If there is more than one group in an alliance, each group should have
its own Team Coordinator to help. Each group in an alliance has its own
amount of points that it has available and cannot share those. So for battles
with multiple groups, only Team Coordinators and Battle Coordinators should
be talking to Drop Coordinators.
Simultaneously,
the Battle Coordinators for each side are in the leader room. They coordinate
the final warship counts. The Battle Coordinator for the defending alliance
must declare their total warship first. In this phase any pirate groups
fighting for either alliance must be declared. The pirate cost must also
be paid for out of the group using the pirates. Each pirate group can only
work for one group of one alliance per battle. So multiple hiring groups
can not use the same group of pirates.The point of the arrival phase is
to get prepared for the count phase.
As soon as men start
arriving on the server, the drop coordinator should start assigning them
numbers.
Note: When a pirate group
is physically present on a planet they act like any other group, so in
the context of combat description, references to pirates are to ones that
are not on the planet using the pirate special power.
Note: Counts are based on BOTH players AND mechs,
as per the battle tracker.
Count Phase:
Right at
the count time, a count of all members for each alliance is done. Each
side counts how many players they have plus pirate groups they have working
for them, as long as they have the points to buy starships for them. After
adding all players together, a number for each side is taken. This can
be done manually or with the battle
tracker.
Now
is the time that freebooters come into play. Any players for either side
that appear after the count will be counted as freebooters. Those
that arrive after the count for the larger alliance cannot play except
to replace a warrior who has to leave. The
battle coordinator for the smaller alliance now has 10
minutes to bring back any freebooters he can
find up to the maximum number, assuming he can afford them. No freebooter
s
are allowed once the time is up. This is a strict time limit to keep
the game moving. A group can always pre-arrange for freebooters to
be on the server or stop by a busy server early and pre-ask people, so
if there aren't any, it's the leaders' own fault.
Once
the total number of players for both sides has been counted, the ratios
are determined. The battle tracker (or the manual listing) will give
each player in each drop a certain number of ships to use. If you
are doing this manually, be sure to round up any fractions. This
number is called the Stop Point, and is the maximum number of starships
each player can use.
The
larger side should host kali rooms named 'D1' through whatever number of
drops, i.e. with 10 drops total, open rooms D1 through D10. The one on
one drop, if any should be the last room. Any further battles taking place
on the same server will use the next letter in the alphabet instead of
'D'. While the Battle Coordinator for the smaller alliance is looking for
freebooters, the Battle Coordinator for the larger alliance and the Drop
Coordinators from both sides should be getting everyone to their rooms
and making sure that everyone knows what starships they have available
to them. Meanwhile in the drop rooms the people there can pick a host,
and get his/her IP number. The actual drop
is played via direct IP connection for the best performance. Be sure
everyone has the host's IP number first, and close Kali before starting
up XvT. Remembe
r,
everyone does need to return to the main battle server after the drop is
completed. All players should pay attention
to both who their wingmate is AND which opponents they are with. If they
cannot get into the appropriate game, they should reconvene on the main
battle server after an agreed-upon amount of time. Players also need to
pay attention to which room they came from and who they are dropping with
in case they get lost.
Drop Phase:
Right after
the ten minutes expire or everyone is ready, the Battle Coordinators check
to confirm the totals. At this point, anyone else arriving for this battle
is told to wait for either the next round or the next battle. Any more
latecomers should wait in the group rooms, like 'PBdefend'. Once everything
is confirmed and all the rooms are ready, the drop signal is given to all
the rooms and everyone drops. Now everyone
has 30 minutes once they are launched successfully to complete their play
for this round. Note that if the pilots on both sides cannot find each
other or are about to hit the limit, they can agree to a draw in which
case everyone can drop without penalty, although any starships already
dead stay dead.
Note: In an effort to be
fair to BOTH sides concerned in battles, each side should ALTERNATE HOSTING
the drops. I.E. - If the attackers host the drops for round 1, then the
defenders should host the drops for round 2.
The drops
continue until one player, from either side in the drop, has lost a number
of starships equal to or greater than their Stop Point. If there is any
confusion on what the stop point was, it's not a major deal if you continue
playing until everyone is sure it's been reached. If there's two people
who agree, then it's probably time to stop for sure. The accounting phase
takes this pressure off the players, so they can deal with having fun and
leave the accounting part for later. As soon as
a player notices that another player, or himself, has lost enough starships,
the combat ends, and all players check the kills list at the
mission debriefing screen. Only kills are counted; ignore assists.
Note: Although each player should watch their
deaths, and keep an eye on their Stop Point, there is no immediate penalty
for exceeding the Stop Point. In the heat of battle, it is possible
to lose track of how many ships you've lost. So keep an eye on your
targets' craft numbers (given as part of the target description on the
CMD; see below), in case they miss their Stop Point.
Results Phase:
The first person of any
authority for a given alliance becomes the results coordinator for that side.
The results coordinators from both sides should start a room called 'results'.
Once the results are confirmed by both sides, they return to their group
rooms. Any disputes are settled on the spot between the results
coordinators. Once this process
is completed, the counts are updated and the battle tracker is used again.
If there are survivors on both sides and neither side retreats, another round
is completed. Note that the number of freebooters from the first round is
used. The freebooters are paid for each BATTLE, not each round. Freebooters
and players can be switched but more cannot be added. Each side should always
have the same or less people as the previous round.
Players
need to return to the main battle server after the drop was completed and
reconvene in the same room they were in before (like 'D4'). Everyone
stays in their room until the Results Coordinators for both sides come
into their room and confirm their results.
Each
player should tell the Results Processor how many times they died, and
how many kills they got. The Results Processor will then add up the
total deaths for both sides, and compare that to each sides' number of
starships they actually had available to fight, the available starships.
If either side has losses equal to or more than their available starships,
then the battle is over and an accounting phase takes place.
Accounting Phase:At the End of a Battle
Note that at this phase, the available starships for both sides are compared
to battle losses. If the total deaths for one side
U>
was higher than their available ships, that side loses the full amount as given
by their available ships, and the amount over is subtracted from the other sides
losses: So, if Phoenix Guardians had 150, Flagship Independence had
150, and PG lost 165 while FI lost 140, PG was over by 15. This amount
is subtracted from FI's losses of 140, so FI officially lost 125 starships and
PG lost their total of 150 ships. So in this manner it is not a
problem at all if you go over your available starships. While not fully
realistic, it takes off the pressure for exact planning in combat.
The Results Coordinators then report the final losses for each side to
the Battle Coordinators. From the above example, the Battle Coordinators
would be told PG lost the full 150, and FI lost 125.
Should
both sides lose more than their available starships, then both
sides subtract an amount equal to the difference between losses and the
available starships from
the side that was more over. Using the above example, let's say FI
also was over, having lost 168. Since FI was over by 18, while PG
was over by 15, the difference from FI is used, and 18 is subtracted from
both sides' losses. We end up with FI having lost 150, and
PG losing 147.
Once
the results are confirmed, those in that room can go back to the group
rooms, and the results are reported to the Battle Coordiantors. Any
disputes are settled on the spot between the Results Coordinators.
Once this process is completed, any survivors are taken into account for
further rounds or if there are no survivors, another battle can be fought.
Combat Examples:
You can see an example of how this works here.
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Planetary Attack
First you
must move in friendly territory until you are within jump distance
of your target. Then you need to jump into the attack. As with the
other types of movements such as industry attack, etc., only
leaders can fill out movements. Normally each time a planetary attack
is filled out, it is considered a seperate battle. However, to coordinate
an attack with other attacks into a single battle, the timestamps must
be within 4 hours and both must have a comment of what force they are
attacking in the comments field.
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Industry Attack
In an industry
attack you are using sabotage to slow down the production facilities
of your opponent. Instead of just fighting a normal battle, for
each group that is successful with fulfulling the mission objective,
the production on the planet being attacked is reduced by 25%. Any starships
that are lost by either side are also removed. The defender achieves
nothing by accomplishing the mission objective, but needs to make sure
that their opponent is not successful. The conditions for an industry
attack are determined by the automated system and will be given with the
attack message. The production losses are permanent. After the first
round, the attacker can decide to make a normal attack or to retreat without
penalties. In either case, completing the mission in further rounds
will not result in reducing industry.
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Scavenge
The objective
of scavenging is to take supplies from the defending group. This
type of attack is also mission based, like the industry attacks. The automated
system will give the conditions and mission scenario for the attack. The
ratios are calculated like a normal battle. For each set of attackers that
accomplishes the mission,the attackers get to make an unauthorized withdrawal
of 500 points from the defending group's central bank. The sole
purpose of the defenders is to stop the attackers from being successful.
All starships lost from both sides are counted. After the first round,
the scavenging group can either retreat with no penalty or continue
the battle as a normal fight. In either case they will no longer be able
to make the, ahem, withdrawals.
The
defending group can quickly tell when it is being hacked and closes
the access. The continuation is fought on the same scenario, although
the mission completion will no longer have an impact.
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Retreating
During
the fighting, a group can retreat at any time. In either case, the
side retreating will take 25% unanswered casualties in the process
of retreating. If there are starships that were unusuable due to the
number of people to run them or Real Life concerns (like it getting
late at night),then they retreat with normal penalties. Note that in some
types of attacks there may be a juncture where retreat can be done without
losses. Starships retreating are returned to the main bank.
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This page was edited by: John Henrick
and Paul Sundling, aka BSAC Ash and PB Kernel Panic.
copyright 1997 us. All rights reserved.