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.
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