posted 04-07- 09:21 PM
Rules of Engagement
1. One mission has been designed for each event in the tournament. These missions are available for practice before the event. To insure fair play, these missions must not be altered by competing teams before or during the tournament. If any serious problems arise with the missions before the tournament, the organizers may fix the problem, and will notify the competitors and release a new version of the mission before the event.2. FS:SDOE version v1.5 and flight model patch version fmv5.3a will be used for the tournament.
3. The following flight options will be used for the event:
Enable G Force Effects: ON
Unlimited Ammo: OFF
Unlimited Fuel: OFF
Enable Self-Damage: ON
Padlock Distant Targets: OFF
Enable Engine Torque Effects: ON
Enable Regeneration: OFF
Enable HUD: OFF
Free for All: OFF
Enable Clouds: ON
4. The player with the fastest computer and connection will host.
5. Once hosted, the pilots will choose their squads and wait until all pilots are ready. A pilot is to indicate that he or she is ready by pressing the “Ready” button. Once all pilots have indicated “Ready” and all green “Ready” indicators are lit, the host can initiate the match at any time.
6. Once the pilot enters the mission, he or she may commence operations immediately as their squad sees fit.
7. While not mandatory, all squads should insure that all of their pilots have joined the match. If within the first 90 seconds a squad finds that a member has not joined the match, the squad may request that the match be restarted.
8. While not mandatory, a squad may request that a match be restarted if a pilot with an unstable connection to the net drops out of the match unintentionally before forces are engaged. The opposing squad must grant this request, unless the opposing squad is clearly merging with the opponent, or is already engaged with opposing forces.
9. Restarts will be granted to squads that suffer plane collisions during entry into the sim due to net lag. Pilots should make every effort to avoid such collisions by “jinking” their plane after a mid-air start.
10. All merges are “hot merges”. Teams may fire at will.
11. There are no firm time limits to matches. Matches will commence until victory conditions are met (as is practically feasible), or until forces from both sides cannot meet mission objectives. Pilots should not disengage bandits for the sole purpose of delaying the end of a match.
12. Restarts will be allowed for ammo reloading of the surviving fighters only after ALL fighters are empty. Use the appropriate mission for concluding the match (1v1 or 1v2). Fighters that are shot down are not allowed to regenerate.
13. Voice communication is allowed during the tournament.
14. Pilots may not revive during a match. Once a pilot is downed, that pilot must not communicate vital information to the success of the mission to squad members still in the match, either by voice comm, or by the SDOE radio.
Special Considerations
Lag:
Lag is an unavoidable reality, and will no doubt cause some problems during the tournament. Be honorable and use good judgement when dealing with lag. If planes (or a plane) are lagging very badly, please announce it on the SDOE radio. For instance, in many missions, one usually finds that a plane is lagging badly after several passes are made on the plane. Please do not declare bad lag until you have made several passes and the lagging plane is an important component to the battle. For example, a fighter that is challenging your airspace, or a bomber that must be downed to meet mission objectives are important components to the battle. A plane that is returning to base due to damage is not.
The matches that are incomplete due to massive drop-outs or connection failures that are not covered in the RoE above should be re-flown by the participating squads.
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cheers
sand
screamin' blue messiahs
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