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The Mercs thread

Historical capture recovered from the Wayback Machine · captured 2003-01-29 · 1 of 2 pages survived · 21 posts
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Ok, there are WAY too many threads going on this subject. Jumping from thread to thread looking for reasonable comments is getting a little rough. So, I am taking the main parts from the prior threads and copying them here. Keep anything related to Mercs in this thread. If it gets to the point that we start getting near the page limit I will open another thread to keep from losing the info in this one.

psicotic1
Teamwarfare Senior Operations Staff

Originally posted by: Wadmaasi

Mercenaries is not Vengeance or Black Knight. These rules were written with an eye towards creating something new and different from the traditional MW4 ladders, while attempting to retain the same spirit.

______________________________

MechWarrior4: Mercenaries - TEAM DESTRUCTION


THESE RULES ARE SUBJECT TO MODIFICATION. THEY WILL BE CONSIDERED TEST RULES UNTIL THE LADDER ACTIVATES ON OR ABOUT JANUARY 1, 2003. MODIFICATIONS WILL BE MADE FROM INPUT MADE BY THE PARTICIPATING TEAMS.


Team Roster

A minimum complement of 8 players is required on each team roster. If any team fails to meet this requirement within 5 days of admission to the ladder they will be removed from the ladder without notice.

Teams are expected to remain active while on the ladder. Any team (excluding teams on rest) that has no activity for a period of two weeks or more may be deleted from the ladder without notice.


Agreements
The spirit of the ladder is to involve as many players as possible, and it is hoped that teams will decide match settings with the utmost spirit of cooperation. In any disagreement or inability to achieve mutually acceptable compromise, the rules as written will be followed.

Make sure to use the Match Communications when making Gentleman’s Agreements.

Only GAs documented in Match Comms will be binding in the event of a dispute!


Observers & Backup Players
Observers are permitted only if both teams agree to them. Number of observers must be agreed on in Match Comms prior to game day. Any observers must be members of the teams playing, unless otherwise allowed by the Ladder Administrator (for example, a required unbiased referee or a ShoutCaster).


ShoutCasting
ShoutCasting Observers are permitted if both teams have agreed in Match Comms to have the match 'Casted.


Instant Attacks
The ability to instantly attack someone on the ladder is available. Using the IRC room as a staging point, find an open team on the ladder and ask for an instant attack. Proceed through the automation as usual until the time to pick a date. The Defender should select any date, and the Attacker will then confirm.


Setting Up the Match
After challenging a team (or being challenged), use the Match Communication function to negotiate match times and make any necessary Gentleman's Agreements. Teams should always leave a message in Match Comms to announce how many players they expect to have available for the match.

Teams may use the TWL IRC Chat Room to meet and communicate at the time of the contest. The chat room can be reached through a chat client at irc.gamesnet.net, channel #TWL_MW4.


Conditions
Three maps are fought using MechWarrior4: Mercenaries, under the Team Destruction setting.

The ladder software will randomly choose the first two maps, and the Defending team will choose the third map. The ladder software will also generate a Drop Zone Selection & C-Bill Modifier for each map (including the Defender's tiebreaker selection). All maps released by Microsoft will be added to the legal list as they become available. Custom maps may be added at the ladder admin's decision.

The base C-Bills per drop is 56,000,000. This equates to 7,000,000 per player for an 8 person team, or just under the base chassis cost of the 70 ton Thor and Nova Cat. The automation will randomly generate a +/- modifier of up to +10,000,000 C-Bills (enough for fully decked-out Daishis and Fafnirs all around) or -3,000,000 (plenty enough to prevent everyone from being forced into Fleas).


Drop Zone Selection
Drop Zone selection will be one of four values generated by the system:
Challenger/Challenger: The Attacker chooses the drop zones for both teams.
Defender/Defender: The Defender chooses the drop zones for both teams.
Defender/Challenger: The Defender selects their DZ first, then the Attacker selects from the remainders.
Challenger/Defender: The Attacker selects their DZ first, then the Defender selects from the remainders.

Notification of Drop Zone choice prior to the match is not a requirement. Teams may agree to disclose their choices ahead of time in Match Comms if they wish to.


Server Selection
Dedicated servers are the preferred server type for all ladder matches.
Host names should start with "TWL" and then identify the teams in the match.
Example: TWL {D.o.C} vs. Apoc
This makes searching for ZoneStats reports easier.

* Defender’s dedicated Server is the primary choice for hosting the match.
* If the Defenders do not have a dedicated server, then the Attacker’s dedicated server is the secondary choice.
* If the Attackers do not have a dedicated server, then the third choice is a Defender’s host server.
* If a Defender's host server fails to function properly, the fourth choice is an Attacker’s host server.

A 2 minute test run of the server must be done prior to the start of the match. Both teams should take several different classes of 'Mechs. Note the pings of all players; anyone with a ping consistantly higher than 350 cannot pilot a light 'Mech. If the server has an overall unacceptable amount of lag, or is unplayable for some other reason, the host team must rectify the situation through a reboot or a different server. Once the server is selected and the test has been completed the match may begin with no further delay for playability or lag-related issues.

If any server fails to function properly (disconnecting players or players not able to connect), it is granted one reboot. After 1 restart of any server (dedicated or listen), subsequent server failures will result in the match being moved to the next available choice.


Game Settings
Drop Zone selections are not limited to DZ1 and DZ2. All available standard Drop Zones for a map are viable options for selection.

Server settings are as follows:
Report statistics: On
Allow Join In Progress: On (Join Time Limit: Unlimited)
Allow Custom Decals: On
Server Recycle: Off (Recommended)
Use Map Cycle List: Off
Force 1st Person Perspective: Off
Limited Ammunition: On
Heat Management: On
Friendly Fire: On
Splash Damage: On
Force Respawn: On
Dead Mechs Can't Talk: On
Dead Mechs Can't See: On
Restrict Mechs and Components: Off (There are no restrictions; all weapons and 'Mechs are legal.)
Game Type: Team Destruction
Visibility: Clear
Weather: Off
Time of Day: Day
Time Limit: 30
Frag Limit: Off
No Respawn: On
Stock Mechs: Off
Max Tonnage: 100 Tons
Max C-Bills: 35000000
Radar: Normal
Lock Server: Off
Fill Game with Bots at Launch: Off


Unless agreed upon in Match Comms, all matches will be played with the default Team 1 (Ops Blue) and Team 2 (Ops Red) skins.


Number of Players
Each team may field 5-8 players per map. Teams with less than 8 players may divide their surplus C-Bills amongst themselves however they wish.

Teams must have at least 5 eligible players in the agreed upon server at the start of a match (within 5 minutes of the scheduled start time). Failure to have at least 5 players will result in a complete forfeiture of the match at the aggrieved team's discretion; both teams should email the Ladder Admin to this effect. Swapping players between matches is allowed and encouraged in order to maximize player-participation. Delay between subsequent maps of a match, for any reason, should not exceed 5 minutes.


Winning the Match
The winner of the match is the team victorious in 2 out of 3 drops.

A map is won by having the most Team Wins at the end of 30 minutes of play.

If any drop expires and teams have a tie score, that drop is re-fought as a new game from the beginning. Changing 'Mechs or weapon configurations for the re-drop is allowed!


Score Reporting
Report both teams' scores in terms of Team Wins and the winning team of each drop. Both teams should take screenshots (PRINT SCREEN/SYSREQ key) of the summary/score screen as primary evidence in case of dispute.

Match results are reported by the losing team and, under most circumstances, should be reported immediately after the match.

If a match is in dispute, email the Ladder Admin ASAP.

If the match is not reported within 24 hours, and the Admin has not received an email explaining why the match has not been reported, the losing team will suffer additional penalties.


Disconnections - Boot Rule
Due to the intimate nature of Mercs' DZs, the first round of each drop is cold. No 'Mech may move or fire its weapons until "go" has been called by both teams' captain. Once the intial round has been terminated all subsequent rounds are hot, with play commencing immediately upon the game respawning.

If a player is dropped or becomes disconnected after "go" has been called for the first round or subsquent rounds have respawned, the match continues regardless. The penalized team must play on; the booted player may return, or may be replaced with a substitute from the team's official TWL roster, at any point before the match's time runs out. A substitute player, if one is necessary, must bring the same chassis, but not necessarily the same variant, as was being used by the person suffering difficulties without bumping their team's C-Bill total over the limit. The round-based nature of Mercs No Respawn means that a rejoining or substitute player must re-join as soon as possible after reconnecting to the server in order to be ready for the next round; this will 'cause some "join-lag" to affect the round currently in progress, but is unavoidable.

The risk of disconnects and unplayable lag is theoretically equal for both sides; these aren't grounds for suspending or replaying any match. If a team brings in a substitute who is not eligible that is grounds for immediate forfeiture of the map and suspension of that player from play. If a team is shown to have used more 'Mechs than they are legally allowed to use that team will be suspended for one week. Should there be a question as to who dropped and how many mechs were used the ZoneStats page for that drop will be used to determine the actual events.


Server Crashes
If a server crashes, that drop shall be restarted from the beginning. Scores from previous drops will stand and the match will continue. If the server cannot be brought back online, the match must continue on the server provided by the other team.


Game Interruptions by an Outsider
It is recommended that the server or host select a password to protect the server. This should eliminate any interruptions by outside sources. If players illegally enter the drop, they should leave immediately. No harm, no foul. But if they do not leave within 2 minutes, or if they fire shots or in any way affect the battle in progress, the offending team will forfeit that drop, and the match will continue.



psicotic1
Teamwarfare Senior Operations Staff

Originally posted by: Wadmaasi

Originally posted by: B-buck

This line:

The round-based nature of Mercs No Respawn means that a rejoining or substitute player

is incomplete.

Thanks.

The whole line should read:
"The round-based nature of Mercs No Respawn means that a rejoining or substitute player must re-join as soon as possible after reconnecting to the server in order to be ready for the next round; this will 'cause some "join-lag" to affect the round currently in progress, but is unavoidable."



psicotic1
Teamwarfare Senior Operations Staff

Originally posted by: Wadmaasi

Originally posted by: _chiXnhawk_

I don't see the need for norespawn.

It serves to differentiate the Team Battle and Team Destruction ladders in a manner other than just the score-keeping methodology. Many people like the added tenseness of not being able to immediately return to the fight. Many people don't, which is why there would be 2 separate ladders.

Originally posted by: _chiXnhawk_

Also why not just leave the weight limits ( +/- modifyer )

1) To offer something that isn't being done by "the other leagues."
2) To simulate, to a certain degree, the "feel" of being a mercenary, where money not only matters but is the overriding concern.

Originally posted by: _chiXnhawk_

I have personally talked 3 VL teams into joining TWL so the mercs ladder can work and i just like they have never even used the c-bills thing.

No time like the present to start!

Originally posted by: _chiXnhawk_

Why force unusual rules on teams that TWL mercs ladder need in order to run. KEEP IT SIMPLE!

They're no less simple or more complicated than the tonnage rules the BK TA ladder used or the Recon/Raid/Assault (plus scaling for uneven teams) that the BK TD ladder used. They're just different and (if you can restrain your fright!) new. Mercs is, in many ways, a different and new game, and is incapable of just recreating the exact same rules the TA and TD ladders used, and trying to do so, IMO, would doom the ladders before they started.



psicotic1
Teamwarfare Senior Operations Staff

Originally posted by: _chiXnhawk_

Well in a league looking for 20 teams by jan 1st maybe the first wave of league play is not the time to tryout new rules. If the fact is 20 teams or bust why not keep it simple. I play in about every league you can think of. I joined TWL because it was similar to what i already know. I join it because when someone thinks your good at this game they don't want to play. I have talked a couple teams to come over with "forced game play " as the main selling point. That is why i think TWL is a good league. But keep making things harder for new teams to understand and you're gonna go back to BK ladder and play all those "old rules " games anyway.

psicotic1
Teamwarfare Senior Operations Staff

Teamwarfare is based on keeping it as simple as possible, lets try to keep it that way.
Post edited by psicotic1 at 12/5/2002 9:18:02 PM

psicotic1
Teamwarfare Senior Operations Staff

Originally posted by: _chiXnhawk_

But keep making things harder for new teams to understand and you're gonna go back to BK ladder and play all those "old rules " games anyway.

I guess I just fail to see how the proposed Mercs rules are any harder to understand than the BK ones.


Why not have two practice matches over the next two weeks. Randomly pick teams to play each other, one set of matches next week and another set of matches (against a different team) the following week. Then take comments from players the third week, and have a final set of rules ready by Jan 1?

This will give players a chance to try out the rules, instead of speculating this rule is bad or we should have this rule.

I don't think the No Respawn is a good idea, I think playing the same map 2 or 3 times is going to be a pain. But then, maybe it's not, don't know until you try.


V8i_Machine
Originally posted by: Trap¥

just my 2 cents

obviously if we go to TD, we simply play either no respawn or waves and by C-bills or weights, and i think more teams would prefer TD as of now...

but if we stay to TB...


Team Roster

A minimum of 10 players is required on each team roster. If any team fails to meet this requirement within 5 days of admission to the ladder, they will be removed from the ladder.

Teams are expected to remain active while on the ladder. Any team (excluding teams on rest) that has no activity for a period of two weeks or more may be deleted from the ladder.

Team roster size reduced to 8, so that newer teams to Mercenaries can get a taste of league play if they're really active.


Game Settings

Drop zone selections are not to be limited to DZ1 and DZ2. All available standard drop zones for a map are viable options for selection.

Server settings are as follows:
Report statistics: On.
Allow Join In Progress: On.
Allow Custom Decals: On.
Force 1st Person Perspective: Off.
Limited Ammunition: On.
Heat Management: On.
Friendly Fire: On.
Splash Damage: On.
Force Respawn: On.
Dead Mechs Can't Talk: On.
Dead Mechs Can't See: On.
Restrict Mechs and Components: On. All Weapons Allowed
Game Type: Team Battle
Stock Mechs: Off.
Max Team Tonnage: Each unit receives 12,000,000 cbills per player +/-4,000,000 cbill weight modifier per player.
Chasis Restrictions: No more than two of the same type chasis can be used by one team per drop.
Radar: Normal.
Mission Review: At either teams discretion.
Time is set to 30 minutes for all battles.

Either team may request that mission review be enabled 24 hours before the match.

Custom skins are not to be used unless agreed to in match comms by both teams.


Team Tonnage Allocation

Each Team is allocated 70 tons per players available for the match,
Plus or Minus the Weight Modifier per player.
The Weight Modifier is +/-20 tons per player.
Tonnage may not be spread across simultaneous drops.

When the number of players is set, the host should set the Team Tonnage Limit accordingly.

(12,000,000 cbills per player) - Team Tonnage Limit
5 Players = 60,000,000 cbills (+/- Mod/Player)
6 Players = 72,000,000 cbills (+/- Mod/Player)
7 Players = 84,000,000 cbills (+/- Mod/Player)
8 Players = 96,000,000 cbills (+/- Mod/Player)

either go by weights or by C-bills, both causes headaches. would prefer a TD ladder by C-Bills and No Respawn, and this TB ladder to go by weights.


Weapon Restrictions

All Weapons are allowed.

Due to the multiple re-spawn settings, HE is considered excessive and detriment to fun, competitive, and interesting plays.


remove the "HEs are considored excessive etc etc"


Winning the Match

The winner of the match is the team victorious in 2 out of the 3 drops.

A map is won by having the most points at the end of 30 minutes of play.

100 points is added to the final score for all enemy kills.

If during any drop time runs out and teams have a tie score, that drop is re-fought as a new game from the beginning. Changing Mechs or weapon configurations in the new drop is allowed!


remove +100 points/kills tonnage bonus in a real game would en up as more teams simply taking lesser assults and more mediums to deal with light mechs.


Disconnections - Boot Rule

THE DROP BEGINS AFTER BOTH TEAMS MECHS TOUCH DOWN ON THE SURFACE AND GO IS CALLED BY EACH TEAM (Cold Drop).

If a player boots, or has a technical problem, during the first 2 minutes of the drop, and hasn’t engaged the enemy, he may leave and return to the drop once without penalty. If necessary, a team may substitute another eligible member.

Any disconnections, accidental or otherwise, after the 2-minute mark, are considered Kills.
Players returning from disconnection should remember they have lost one life.
Any player caught using more then 7 lives will forfeit the match.


The match goes forward regardless. The risk of disconnects and unplayable lag is theoretically equal for both sides, so those things aren't grounds for suspending or replaying any match. If a team brings in a substitute who is not eligible that is grounds for immediate forfeiture of the map and suspension from play. If a team is shown to have used more mechs than they are legally allowed to use that team will be suspended for one week. Should there be a question as to who dropped and how many mechs were used the zone stats page for that drop will be used to determine the actual events.


what about playing this in Waves format so that you still hav a fair amount of multiple lifes, and the team that won the wave is awarded? would like feedback on that soon


OK so i'm ready to get flammed for this, but would like constructive post only please

psicotic1
Teamwarfare Senior Operations Staff

Ok, so under Wadmaasi's what are we talking about-TD or waves? Also, I'm a little confused with this comment:

I think playing the same map 2 or 3 times is going to be a pain.


I didn't see this in either version,but I may have missed something. If I did, I would like to clarify this now:

Teamwarfare is based on a three map principle, with at least two being randomly chosen.That's not something that can be debated or changed in the rules.What you agree upon in match comms is different.



Post edited by psicotic1 at 12/6/2002 1:06:03 AM

psicotic1
Teamwarfare Senior Operations Staff

seeing how you want Wad to make TD and me to make TB, i just edited VISH's rules with those additions, i can add the rest if you want
...............................
Trap¥
Teamwarfare Mechwarrior4 Mercenaries Ladder admin
Originally posted by: psicotic1

Ok, so under Wadmaasi's what are we talking about-TD or waves?

The Team Destruction rules I wrote propose using No Respawn.

Unlike in Vengeance and Black Knight, Mercenaries' No Respawn doesn't limit each player to one life per map, but one life per round; it's just like Counter-Strike or TRIBES/2 Arena. A round completes when all members of one team are dead, at which time all members of both teams respawn simultaneously. The map ends after 30 minutes, and the team who wins the most number of rounds wins the map. The score-screen has a column that tabulates Team Wins for both teams.


You are trying to make it so hiding if you last mech against the rules? I was with HEL befor the mercs ladder came out and most TWL battles were camp fests with teams hiding with a 12 point lead. Now if you last mech you have to engage? You will see more disputes over this rule than any. I hope your admins don't play so they have the time to rule over all the issues they gonna recieve. I beg you to test the race to 50 or 30 kill limit in TD. Not this norespawn wave crap. There is no way anyone will not play more defensive when they are last 1 or 2 left in wave. Even with 1 on 5 theres still that chance he could be a hero. Means rest of the team may be watching more of the game then playing. MORE PLAY LESS CRAP!
As with anything, camping will exist. It comes in many forms, one being jump sniping and finding cover within some hills and forcing another team to come to you. That is the same as camping.

But with this, rule set up, I can see some upsides. Like we take the whole damn team one direction, just like in an innercity brawl, teamtarget and kill em all dead. With practice this can become a very hand thing. And based on the number of kills each team amasses dictates the win, not which ever team has the last man standing in a certain amount of time.

Example, Team A comes in and kills all of team B game is over, New round begins.

NOW, three rounds have gone by, and Team A is leading in kills, but NOW team B has 3 people left, and team A has one person left. Team A will most likely try and run and hide to make sure he doesn't get killed, or he may just brawl it out because he knows his team is up, and it won't hurt if he dies, just to get the round over with.

So it doesn't matter if you camp, because the team with the most kills will win the round, and each new round is a new day, so if they want to kill one person in round one and go run away thats fine. They now have 1 point until round two comes around, and the other teams figures the game plan out, and charges their sorry BUTTS....

BUT all in all, this is starting to sound a lot like Rainbow 6 genre of games !!!
Arch Sovereign ReaperIV, The Ubiquitous

Easy to say till you accidently " bump " into 3 mechs, die first and watch the next 20 mins of game play. Bet you won't want to play in the next game your team is in. Most people who play in leagues that set up battle times and dates a week ahead of time are pressed for time. Do you show up to play in a game you will be a spectator for most of the time? Or do you look for a league you can play whole game in? Or just stick to open games? How many teams gonna drop out after 2 weeks of play? Even the beat pilot gonna die first some times. Better get used to being a team coach instead of a player. You may be calling plays from the side line instead of running the ball.
Just want to make a quick comment, then I'm gonna jump back out and let the debate continue.

No matter what the outcome, its gonna be real annoying to have someone start complaining about however we do it when I only see three or four people actually contributing to the discussion.


psicotic1
Teamwarfare Senior Operations Staff

these maps are so small, them runnin in the coliseum gunna be hard . but if you think your opponent did this, just email the ladder admin.
Post edited by Trap¥ at 12/7/2002 5:32:16 AM

...............................
Trap¥
Teamwarfare Mechwarrior4 Mercenaries Ladder admin
MW4 Mercenaries Team Battle

Team Roster

THESE RULES ARE SUBJECT TO MODIFICATION. THEY WILL BE CONSIDERED TEST RULES UNTIL THE COMPETETION ACTUALLY BEGINS.MODIFICATIONS WILL BE MADE FROM INPUT MADE BY THE TEAMS THEMSELVES.



A minimum of 8 players is required on each team roster. If any team fails to meet this requirement within 5 days of admission to the ladder, they will be removed from the ladder.

Teams are expected to remain active while on the ladder. Any team (excluding teams on rest) that has no activity for a period of two weeks or more may be deleted from the ladder.


Agreements

The Spirit of the game here is to involve as many players as possible. I hope teams will decide the match settings with the utmost spirit of cooperation. Otherwise, the rules will stand firm.

Make sure to use the Match Communication when making Gentleman’s Agreements.

Only GA’s documented on Match Com will be binding!


Observers & Backup Players

Observers are permitted if both teams agree to it. A maximum of one observer per team is permitted if agreed. Any observers must be members of the teams playing, unless otherwise allowed by the Administrator (for example, a required unbiased referee).

ShoutCasting

ShoutCasting Observers are permitted if both teams agree to it.


Instant Attacks

The ability to instantly attack someone on the ladder is available. Using the IRC room as a staging point, find an open team on the ladder and ask for an instant attack. The automation will continue as usual until the time to pick a date. Select any date and the attacker will then confirm following through with the rest of the process.


Setting up the match

After challenging a team, (or being challenged), use the Match Communication function to communicate with the other team to negotiate match times, and make any necessary agreements using messaging for record. Teams should always leave a message to announce how many players they expect to have available for the match.

Teams should use the TWL IRC Chat Room to meet and communicate at the time of the contest. The chat room can be reached through a chat client at irc.gamesnet.net channel #TWL_MW4



Conditions

Three maps are fought using MechWarrior Mercenaries, under the Team Destruction setting.

The ladder software will randomly choose two maps, and the defending team will choose the 3rd map. In addition to the maps, the ladder software will also generate a Drop Zone Selection & Weight Modifier for each map.
All maps are fought using DAY TIME & CLEAR VISIBILITY.

All maps released by Microsoft will be added to the legal list as they are released. Custom maps will be added at the ladder's admin's decision.


Drop Zone Selection

Drop Zone selection will be one of four values generated by the system:
Challenger/Challenger: the attacker chooses the drop zones for both sides.
Defender/Defender: the defender chooses the drop zones for both sides.
Defender/Challenger: the defender selects first, and then the attacker selects.
Challenger/Defender: the attacker selects first, and then the defender selects.

Notification of Drop Zone choice prior to the match is not a requirement. Teams may agree in match comms to notification if they wish to.


Server Selection

Dedicated servers are the preferred server type for league matches.
Host names should start with TWL and then identify the teams in the match.
Example: TWL {D.o.C} vs. Apoc
This makes searching for battle logs later easier to manage.

* Defender’s Dedicated Server is the primary choice for hosting the match.
* If the Defenders do not have a Dedicated Server, then the Attacker’s Dedicated Server is the secondary choice.
* If the Attacker’s do not have a Dedicated Server, then the third choice is a Defender’s Host Server.
* If a Defender’s Host Server fails to function properly, the fourth choice is an Attacker’s Host Server.

A 2 minute test run of the server must be done prior to the start of the match. Both teams should take several different classes of mechs. Note the pings, anyone with more then a 400 ping can not pilot a light mech. If the server has an unacceptable amount of lag or is unplayable for some reason the host team must rectify the situation be it a reboot or different host. Once the server is selected
and the test completed the match can begin with no stoppage for playability or lag related issues.

If Any Host fails to function properly (booting, not able to connect), it is granted one restart. (I suggest the host completely reboots on that restart)
After 1 restart of any host, subsequent Host Failures will result in the match host being moved to the next available choice.


Game Settings

Drop zone selections are not to be limited to DZ1 and DZ2. All available standard drop zones for a map are viable options for selection.

Server settings are as follows:
Report statistics: On.
Allow Join In Progress: On.
Allow Custom Decals: On.
Force 1st Person Perspective: Off.
Limited Ammunition: On.
Heat Management: On.
Friendly Fire: On.
Splash Damage: On.
Force Respawn: On.
Dead Mechs Can't Talk: On.
Dead Mechs Can't See: On.
Restrict Mechs and Components: On. All Weapons Allowed
Game Type: Team Battle
Stock Mechs: Off.
Max Team Tonnage: 70 (+/- 20 weight modifier)
Chasis Restrictions: No more than two of the same type chasis can be used by one team per drop.
Radar: Normal.
Mission Review: At either teams discretion.
No Respawn: On
Time is set to 30 minutes for all battles.

Either team may request that mission review be enabled 24 hours before the match.

Custom skins are not to be used unless agreed to in match comms by both teams. Custom skin color designations must be revealed within match coms 24 hours prior to game.


Number of Players

Teams must have at least 5 eligible players available at the start of a match (within 5 minutes of the assigned start time). Failure to have at least 5 players will result in a forfeit; both teams should email the Ladder admin to this effect. Teams may agree to go up to 8v8. if you agree to go higher than 5v5, you must bring atleast the number agreed on to avoid playing shorthanded.

Consecutive Match Rules

If either Team has 5 or less players available, they may choose to fight one battles short handed. Both teams have to agree to these terms. If the team with the correct amount of players demands a forfeit, the admins will take their side!

Team Tonnage Allocation

Each Team is allocated 70 tons per players available for the match,
Plus or Minus the Weight Modifier per player.
The Weight Modifier is +/-20 tons per player.
Tonnage may not be spread across simultaneous drops.

When the number of players is set, the host should set the Team Tonnage Limit accordingly.

Weapon Restrictions

All Weapons are allowed.

Winning the Match

The winner of the match is the team victorious in 2 out of the 3 drops.

A map is won by having the most Waves won at the end of 30 minutes of play. Waves will be seen as Team Victories after each drop has finished.

If during any drop time runs out and teams have a tie score, that drop is re-fought as a new game from the beginning. Changing Mechs or weapon configurations in the new drop is allowed!


Score Reporting

Report the game score and winner of each drop.

Match results are reported by the losing team and should be reported immediately after the match. Teams will remain in the game lobby until the loss is reported. Once the winner verifies the loss has been reported the match will be officially over.

If a match is in dispute, email the Ladder Admin asap.
If within 24 hours, the match is not reported, and the Admin has not received an email explaining why the match has not been reported, the losing team will suffer additional penalties.


Disconnections - Boot Rule

THE DROP BEGINS AFTER BOTH TEAMS MECHS TOUCH DOWN ON THE SURFACE AND GO IS CALLED BY EACH TEAM (Cold Drop).

If a player boots, or has a technical problem, during the first 2 minutes of the drop, and hasn’t engaged the enemy, he may leave and return to the drop once without penalty. If necessary, a team may substitute another eligible member.

Any disconnections, accidental or otherwise, after the 2-minute mark, are considered Kills.
Players returning from disconnection should remember they have lost one life.
Any player caught using more then 7 lives will forfeit the match.

The match goes forward regardless. The risk of disconnects and unplayable lag is theoretically equal for both sides, so those things aren't grounds for suspending or replaying any match. If a team brings in a substitute who is not eligible that is grounds for immediate forfeiture of the map and suspension from play. If a team is shown to have used more mechs than they are legally allowed to use that team will be suspended for one week. Should there be a question as to who dropped and how many mechs were used the zone stats page for that drop will be used to determine the actual events.



Server Crashes

If a server crashes, that drop shall be restarted from the beginning. Scores from previous drops will stand and the match will continue. If the server cannot be brought back online, the match must continue on the server provided by the other team.


Game Interruptions by an Outsider

It is recommended that the server or host select a password to protect the server. This should eliminate any interruptions by outside sources. If players illegally enter the drop, they should leave immediately. No harm, no foul. But if they do not leave within 2 minutes, or if they fire shots or in any way affect the battle in progress, the offending team will forfeit that drop, and the match will continue.
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Trap¥
Teamwarfare Mechwarrior4 Mercenaries Ladder admin
Maybe team battle is best with more of a restriction on the smaller mechs than bigger. If scoreing if wacked so that smaller mechs get crazy mod for points then police them. Make the weight mods like 70 for this drop is the lowest you can go. Make that a random thing too. Example. First map is luny, 70 tons + 10, min. 50. 2nd map is hogs, 70 tons -5 , min. 35.
Post edited by _chiXnhawk_ at 12/7/2002 2:05:17 PM
from my personal experience, anything less than 50 tons either is lucky and steals a kill to get mega bouns or usully sinks to bottom.
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Trap¥
Teamwarfare Mechwarrior4 Mercenaries Ladder admin

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