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 Gentlemans Agreements.
Only GAs 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.
* Defenders Dedicated Server is the primary choice for hosting the match.
* If the Defenders do not have a Dedicated Server, then the Attackers Dedicated Server is the secondary choice.
* If the Attackers do not have a Dedicated Server, then the third choice is a Defenders Host Server.
* If a Defenders Host Server fails to function properly, the fourth choice is an Attackers 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 hasnt 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