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Outer Rim War II Rules

ORW II Format Rules

Gaming Platforms

The supported gaming platforms for ORW II will be, X-Wing vs. TIE Fighter (XvT), X-Wing Alliance (XWA), Jedi Knight (JK), Jedi Knight II:  Jedi Outcast (JK2), and simming (SW RPG).  Each platform will have its own ladder, except for simming, which will have its own page.

Scoring

The format will include separate ladders for each platform.  Then at the end of the day, a ground winner and a space winner will be declared.  After two weeks, the club with the most space and ground wins will be declared the winner.  If there is a tie, most individual matches won for a club will be the tiebreaker.

Scoring will be as follows:
2 pts for a win
1 pt for a tie
1 pt for a loss
1 pt for a forfeit victory
0 pts for a forfeit loss 

System Battles

The object of ORW II will be to conquer the different systems of the Cadrel Expanse and the Binaural Sector.  For the Imperial clubs, they will want to conquer the systems of the Cadrel Expanse.  The New Republic clubs will want to conquer the Binaural Sector.  ORW2 will end when either of those objections are met, or until everyone gets sick of it.   

To go along with the storyline of the first ORW, the first system battle will take place in the Elornia System.  The Imperials will be defending, while New Republic forces will be attacking.  As with every system battle, it will last two weeks.   

If an Imperial club wins, then they will have successfully defended the system, they will get to keep it fictionally, and then the Imperials will go on the offensive and will be allowed to attack the Titania System or the Dia Pas system. 

If a New Republic club wins, they will have taken the Elornia System and will get to attack Imperial territory.  The first Imperial System in the Binaural Sector that they may invade will be the Ockus System. 

Attacking a system requires that a club has won the previous system battle.  All clubs of the same faction of the previous winner are also on the attack and they too attack the same system as the previous system winner's.  The same goes for defending.  The opposite faction of the club of the previous systems winner will all be on the defensive of the next system battle.

 Only one club can win a system.  Imperial or New Republic factions do not.  After a club wins a system, they must declare which adjacent system to attack next, according to the ORW II maps.  If they fail to declare before the next melee, an ORW II admin will decide for them.  A club may only attack an adjacent system, after they have conquered one the previous battle.

 Here is an example of the above statements: 

If the EH wins the Elornia system battle, then they get to choose what adjacent system, such as the Dia Pas System, to attack next.  In the next system battle, the SV, IO, and any other Imperial aligned clubs, will all be on the attack along with the EH.  Any of those clubs can win the next system battle (Dia Pas).  Because an Imperial aligned club won the week’s previous system battle (Elornia), then all New Republic aligned clubs, such as the RS and the NR5F, will be on the defensive for the next system battle (Dia Pas).  If any of the New Republic factioned clubs wins that next battle, then they have successfully defended the system (Dia Pas) and can attack an adjacent system (most likely Elornia again) the following week.

ORW II Times/Location 

The Outer Rim II will be held every Saturday from 2-10 PM EST in channel #OuterRim on the Undernet servers of mIRC.  

The ORW2 website will be located on the rs.org site at http://www.rebelsquadrons.org/outerrim2

Command 

Final authority on all ORW II matters will fall to the ORW II Council.  This council will consist of one voting member from each participating club.  Additional members may be added that are non-voting.  Every club’s Fleet Commander must designate who their voting member will be.  A majority vote by the ORW II Council will be the final authority concerning any matter. 

On any voting matter, the voting council members will have two days to respond to any call for a vote.  If two days pass after a call to vote has been made by any voting member, and a voting member has still yet to cast their vote, then they will forfeit their vote and will automatically abstain.  If there is a tie in any vote among the council, then the ORW II Manager will cast the tie-breaking vote. 

The ORW II Council will be led by the ORW II Manager, Isoldur “Dragon” Cauthon.  The job of the Manager will be to lead discussions within the ORW II Council, make calls to vote (in addition to voting members), count the votes by secret ballot, and to announce voting results to the ORW II Council.  The Manager IS NOT a voting member of the council, unless there is a tie.   

The ORW II Council will have its own mailing list where discussion will take place. 

On ORW II melee days/nights, a number of administrators will be appointed and given op access in #OuterRim.  They will settle all disputes as they occur.  They will also be given a copy of the ORW II bot and be expected to know how to use it.  Any participant may appeal any administrator’s decision to the ORW II Council via email.   

Administrators will be selected based on their participation in ORW II, reputation, maturity, and power within their respective club.  There will be no limit to the number of administrators, but there will not be an excessive amount.  To be selected an admin for ORW II, any club’s participating Fleet Commander may recommend that one of their members be an admin to the #OuterRim channel owner, Rahj Tharen.  Fleet Commanders will automatically be selected as administrators for ORW II.

ORW II Gaming Rules

Outer Rim War II Conduct

I. All participants in the Outer Rim War II (ORW2) melee nights are to act courteously and respectfully to the other participants. You are representing your club.  In doing so, all participants should act with the utmost respect to the members within and outside of their club.

II. There is to be no volatile language or highly disrespectful behavior in the Outer Rim War (#OuterRim) channel. This is to protect the innocence of younger participants.

III. Any violations of conduct will be dealt with at the discretion of those administering the melee night, and if warranted and/or the rules of the offender’s club.

IV. Remember that we are all gathered together in the common interest of Star Wars. The point is to have fun through a competitive, but friendly environment.

General Rules

I. All matches are to be made by the ORW bot or by a bot administrator in order to be counted as official.

II. Cheating of any shape or form will not be tolerated and will result in an automatic forfeit for the offender. Offenders will be banned from the channel and investigated by the ORW Council for final sentencing, which could possibly lead to the offender being banned from all future ORW competitions.

III. Once a person has signed up for a match with the bot and been matched with an opponent, both persons are now committed to play that match. Failure to go forth with the playing of the match after 20 minutes will result in a forfeit for the offender. This does not include games that cannot be finished because of lag or another computer problem.  Such matches will be deleted.  A forfeit will also occur, when any player quits a game before the allotted time limit end for no reason other than lag.

IV. Lag is a factor in the game, and that is known. If the effects of lag in a match are so bad as to make either play impossible, or your opponent's craft or person to continually warp from one place to another, then one may quit the match before the five minute mark, and that game will be void and not be counted. After the five minute mark the person with the higher score may NOT quit the mission before the end, unless their opponent quits first.

V. It is recommended, but not required, that all participants in a melee match be present for when the score is reported.

VI. Each player will earn one point (awarded to his or her club) for playing a match.  The winner of a match will also earn an additional point.  Therefore, to break it down, a win is worth 2 points, a loss 1 point, and a tie 1 point.

VII.  Final scoring at the end of each melee night will be added up and then a ground winner and a space winner will be declared.  For the ground winner, the club with the most points in JK, JK2, and simming will be victorious.  For the space winner, the club with the most points in XvT and XWA will be victorious.  If there is a tie in either category, then the club with the most individual wins will be the default winner. 

VIII.  The ORW Council specifically prohibits any club to encourage their membership to not participate for their own gain.  This is blackballing and will not be permitted in any way, shape, or form. 

General Pilot Rules (XvT and XWA)

I. The winner will be determined through the total amount of points earned after each pilot has been able to serve as the host for 5 minutes and 5 minutes as the joiner (5/5).  5/5 is the default setting.  However, if both pilots agree, one person may host for all 10 minutes.

II. After a match-up is made, all pilots must choose the same weapon/missile/beam configuration, unless all pilots agree to a different configuration.

III. If your craft has ion cannons there will be no disabling of the other craft then waiting to destroy him so you may recharge your shields. If you are disabled, then eject immediately.

IV. There will be no retreating of your craft to recharge shields, or to retain a lead in any stages of the game.

V. No entering Hyperspace to replenish your craft, unless BOTH pilots' ships have Hyperspace capabilities AND BOTH pilots agree to the use of Hyperspace. 

X-Wing vs. Tie Fighter Rules

I. No destroying of buoys. Any pilot that destroys a buoy will forfeit the match to the other player(s).

X-Wing Alliance Rules

I. Capital ships will not be allowed to be used during Outer Rim Nights unless both pilots assent to them.

II. The options of Invulnerability, Unlimited Ammo, and Craft Collisions Off are not allowed.

Jedi Knight Rules

I. General Rules:

1. There will be absolutely no cheating, hacking, use of cogs, mods, etc. Those that do will be subject to the ORW cheating rules above.

2. If it is in the normal/original game, both players are free to use it. Therefore, there will be no limitations placed on normal aspects of the game with the exception of retreating for the purpose of avoiding your opponent in such a manner that they can't kill you.  This is not allowed.
For instance, one cannot say, "Let's play CO NF, but nobody can use Concussion rifles."**

3. **The use of "super grip" (not the normal force power of grip), protection, and deadly sight will not be allowed unless BOTH players agree to their use before hand.

II. After a Matchup is made:

1. Both players shall determine which person will host.

2. The host shall choose the map for the match; the member joining shall choose the level of Force, unless both players agree on something previously.

III. During a Match:

1. Both players enter the game. Neither player can move *AT ALL*.

2. The person joining must say, "Ready". Once the ready signal is given it cannot be taken back. (Both players still cannot move.)

3. Only after the member joining says, "ready", can the host say, "Go". When the host says "Go", play commences (start moving' and kill in'!) and both combatants can freely move. Once the "Go" signal is given it cannot be taken back. There are no timeouts during match play.

IV. Match continues until one of the following conditions is met:

A) Time limit of 10 minutes is reached.
B) One combatant forfeits (quits on purpose).
C) A combatant calls a "lag out" **

In the case where victory condition A) is met, the combatant with the most points at the end of the match wins. In the case of victory condition B), the non-forfeiter wins. In the condition C), the combatants have a choice of either trying to play a match again, or decide to play someone else. Violation of these rules of play will result in a forfeit by the offending combatant. BOTH players must declare this forfeit. If there is a discrepancy, it will be decided upon by the residing Op in #OuterRim.

**Due to the nature of the internet, everyone involved must understand that latency or "lag" will very often occur during JK matches. If you suspect that a match is lagged badly, (If you see warping, experience freezes, over 3 second delays in item pickups, etc) declare the words "Lag Check". Once either participant has said "Lag Check", both players are to STOP play and ping the other player 5 times by use of the command "t, tab, ping all". Both players need to estimate the average range of the 5 pings and compare with each other. If the range is above 650ms, a "lag-out" can officially be called. As a word of warning, players who cannot agree on if a match was lagged will have the matter decided by a bot administrator and/or the match will be thrown out.

Jedi Knight II:  Jedi Outcast Rules

I.  General Rules:

1. There will be absolutely no cheating, hacking, use of cogs, mods, etc. Those that do will be subject to the ORW cheating rules above.

2. If it is in the normal/original game, both players are free to use it. Therefore, there will be no limitations placed on normal aspects of the game with the exception of retreating for the purpose of avoiding your opponent in such a manner that they can't kill you.  This is not allowed.
For instance, one cannot say, "Let's play Nar Shadda FF, but nobody can use Push or Grip to knock someone down a pit that kills them."

II.   After a Matchup is Made:

1.  Both Players will determine which player is to host.  It is recommended that the player with the fastest internet connection be the host.  If a host cannot be decided, then a dedicated server will be setup by a third party member and the two players will play there.  The IP of the server has yet to be decided.

2. The host shall choose the map for the match; the member joining shall choose the level of Force, unless both players can agree on something.

III. During a Match:

1. Both players enter the game. It is mandatory that a ‘Warm-up’ time of 5 seconds be activated.  This is to make sure that the host has not been picking up items throughout the map in order to gain an unfair advantage.

2. Once the Warm-up time is over, both players are free to engage.

IV. Match Continues Until One of the Following Conditions is Met:

A) Time limit of 10 minutes is reached.
B) One combatant forfeits.
C) A combatant calls a "lag out" **(See JK Section)

In the case where victory condition A) is met, the combatant with the most points at the end of the match wins. In the case of victory condition B), the non-forfeiter wins. In the condition C), the combatants have a choice of either trying to play a match again, or decide to play someone else. Violation of these rules of play will result in a forfeit by the offending combatant. BOTH players must declare this forfeit. If there is a discrepancy, it will be decided upon by the residing Op in #OuterRim.

Simming Rules

[Simming rules can be found at http://www.rebelsquadrons.org/AW/competition/.]

Galactic Battleground Rules

None at this time.

Rules Closing

In closing, these rules are simple, but many. They cannot be debated during the ORW, but can be taken up to question to the ORW Council after or before any event. Some of the rules may seem strict, but it is necessary to insure everything runs smoothly and is *ABSOLUTELY FAIR FOR ALL THOSE INVOLVED.*

The following rules have been agreed upon by all members of the Outer Rim Council.  All rules written by LCL Isoldur "Dragon" Cauthon and ADM Rahj Tharen.