Battle Protocols
Introduction: These rules are for use to actually fight the battles within NBT-HardCore. They are designed to lay out the course of a normal battle night, what is expected of each team, and how the game is fought.
Pre-Battle Preparation:
These steps will take place before you ever meet on the NBT Servers.
Your command staff will receive a ForceDec from the automation, stating all the battle particulars. This will include Battle Number, ‘Mechs on planet, opponent, maps to be used, environment settings, etc. At the same time, a new thread will be created on the HPG Battle Arrangements forum. This is the OFFICIAL RECORD of communications between the respective Unit Commanders concerning this Battle. In determining forfeits, this will be considered the official record. All scheduling should be handled here.
- After a Force Dec has been issued, the
units involved have 72 hours to contact each other to schedule a battle.
- Both teams are responsible for establishing
contact and scheduling the battle. A time should be agreed upon with
72 hours of issuance of the Force Dec. Failure will result in the battle
being forfieted by the delaying party. The sooner both parties respond,
the sooner their schedules can be determined and the battles be fought.
- All Minor Battles should be completed
with 7 days of battle launch.
- Planetary Assaults MUST be started within
2 weeks of issuance of the Force Dec. There will be NO EXCEPTIONS unless
there are VERY extenuating circumstances.
- When posting your availability to fight a battle, please post availability
for the each of the following 7 days to allow the other team to choose
from.
Extended
Battle Time-Limits: When fighting a Planetary Assault or a
multi-drop battle (5-7 drop GRaids for example), each team should plan
on fighting for a minimum of 2 hours and 3 drops on the scheduled
night. After this time, the battle may be continued the following week.
League preference on multi-night battles is that they be fought on the
night and time each following week until completed.
Differing Time
Zones: Many times, the schedules of two units will not match
exactly (especially when a Euro unit is involved). In such cases, the
"Give & Take" concept applies. The first week should be
fought at the Defender's time frame, with the following week at the Attacker's
time frame, alternating back and forth until the battle is completed.
This does mean at the other units time frame, not just an hour outside
of ones own normal schedule. Standard US time is 2100-2200 (EST) on any
night, and standard Euro time is 1500-1600 EST on the weekends. This concept
may also apply when units fight multiple series of raids over the course
of the league.
Another option is to get a 3rd unit (allies) involved to fulfill those alt-times that it may be hard for your unit to meet at. Regardless of who is fighting a battle though, the give and take should continue through, and the initial agreed upon time should be stuck to each week or alt week. This is an area will it will require two units to work together to get the battle accomplished. If you cannot work with other unit to complete a battle in this method, then you will need to look at merging with another unit, as you are not meeting the minimum requirements to hold a serious unit slot within the league.
Battle
Sets: When you launch Minor Battles on another unit, we would
like to suggest that you launch a minimum of 3 Minor Battles at the same
time. This will enable both teams to have a ‘full’ nights worth
of combat, rather than just getting the together for a 20-30 minute stint.
Instead, they will be meeting for at least an hour, allowing everyone
to drop and participate. This does require have 3 Attack Jumpships
launching attacks within a specific time period. This is not a requirement,
but it is common courtesy. It also enables the Server Admins to setup
servers for multiple drops, rather than a single drop setup.
Once a scheduled time has been agreed upon, the ONE TEAM should submit a Server Request through their Battle Management page for all battles being fought that night.
- All Server Requests MUST be submitted a minimum of 6 hours in advance of the actual battle time. No exceptions.
- Admins will then set the Server, Password, and IP Address.
- Practice and ‘Mech Customization must be done before the scheduled time. The NBT Servers are NOT the place to be hanging out in the ‘MechLab creating new variants.
- Inform your unit of the agreed upon battle time, requesting their presence. We suggest that they show up at least 10 minutes early.
- Servers drop ON-TIME. If your battle is scheduled at 9:00, then the server will be Launched at 9:00, and the first drop will start 10 minutes later.
Pilot Requirements:
Each team should be able to provide the minimum number of pilots for each drop from their own rosters. We do understand though that occasionally things happen (real life mostly). As such, each team is allowed to make use of Allied Pilots to round out its drop team, with the following guidelines:
- All Allied Units may substitute no more
than 2 pilots in any particular battle.
- Units with Allied Garrison present on planet may drop from 0% to 100%,
as long as they have 10 ‘Mechs remaining. After that, they become a
normal allied unit.
- General Rule (Offensive & Defensive)
- Max of 2 Allied Pilots per drop. Remaining Pilots must be of
the Primary unit.
- Exception - Clans at Full Alliance may share up to 4 Allied Pilots per drop, regardless of Allied Garrison.
- Employer Defensive - Unlimited Merc and Primary Pilots
- Employer Offensive - Unlimited Merc and Primary Pilots
- Merc Offensive - Max of 2 Allied Pilots per drop. Remaining
Pilots must be of the Merc unit.
- Merc Defensive - Max of 2 Allied Pilots per drop. Remaining
Pilots must be of the Merc unit.
- Mercs are never considered Employers of one another for the
purposes of Allied Pilots.
- Remember - All of the above are rendered null and void if Allied Garrison
or Allied Attack ‘Mechs are present in the battle. Then the unit
that has the Allied ‘Mechs present may share Unlimited Pilots.
- All pilots should list their NBT unit insignia at the beginning of
their names. All pilots in the same unit should have the same insignia.
Regardless of the sharing of pilots, these rules should not be abused in such a way to bring in "ringers" or similar setups. These rules are in place so that units may handle their battles in a timely and unburdensome manner, allowing both sides to get a much combat time as they wish, while enjoying the experience.
Drop-Time:
OK, 9:00pm on Tuesday night has arrived. Here is the next portion of the Battle Protocol.
NBT-HardCore has 2 official IRC channels for Command Staff use. The address is: irc.netbattletech.com and the default port is 6667. The Drop Commander of each unit should be in the Drop Channel 10 minutes prior to drop time.
- #NBT-Drop – This room is reserved for those Unit Commanders who are CURRENTLY involved in a league drop. A Server Admin will generally always be here during drop hours.
- #NBT-Admin – This channel is the general room for all NBT Command Staff. Admins, Commanders, and Officers may meet here to discuss the league, options, questions, etc.
At the scheduled battle time, your pilots should begin joining the reserved NBT Server. You will have 10 minutes to get all your pilots joined, ‘Meched up, and clicked in.
- You may only use ‘Mechs that are available
from your ForceDec, and that have not been destroyed prior in the night/battle.
- Drop Tonnages are determined by the type
battle being fought. Each battle type (Planetary Assault, Guerrilla
Raid, Factory Raid, Recon, etc) has different requirements to be met
in both number and tonnage of ‘Mechs. Where possible, the server will
be set to limit these tonnages per team.
- Trespass Dispute - 150 tons,
2-4 pilots, 30 minutes
- Recon - 200 tons, 5 pilots,
30 minutes
- All Raids (except Guerrilla
and Factory Destruction) - 350-500 tons, 5-9 pilots, 30 minutes
- Factory Destruction Raid - 5
drops; Per Drop (350-500 tons, 5-9 pilots, 30 minutes)
- Guerrilla Raid - 1 to 7 drops,
250-500 tons, 5-9 pilots, 30 minutes
- Planetary Assault - Unlimited
drops, 300-750 tons, 5-9 pilots, 60 minutes
- As a rule, the Defending unit always
picks their Drop Zone first. Exceptions will be noted in the ForceDec.
The Defender should choose their DZ before the 2 minute mark is reached.
If they do not, then they will default to DZ1.
- Attackers then choose their Drop Zone.
They should always choose a DZ outside of initial weapons range,
where possible.
- ALL pilots are to be clicked in as ready,
BEFORE the server launches. Delaying can result in that pilot/’Mech
being disqualified/destroyed.
If an insufficient number of pilots are
available, then 1 reschedule is allowed (no last minute reschedules).
If an insufficient number of pilots show up at the rescheduled date and
time, then it is a forfeit. If a unit is unrepresented at a battle (no
show with no communication), then it is a forfeit.
8
& 9 Pilot Drops - While 8 & 9 pilots are allowed in
Raids, Guerrilla Raids and Planetary Assaults, the league default drop
is 7 vs 7 at this time. If both teams agree to drop 8 or 9 pilots
then this is allowed and should be decided in the official Battle Arrangements
thread.. Otherwise, both teams should plan on 7 vs 7 drops.
Server
Drops – Game Begins
In-Server Rules:
Once dropped into a NBT-HardCore league battle, there are a few more steps that are needed before you can blow each other to kingdom come.
NBT is NOT a HOT DROP league. All pilots must drop at the same time and must remain at the spawn point until all pilots have been accounted for and both Drop Commanders call “GO”. That means no moving around, shooting, etc.
- Exception: In Siege mode, there are a couple maps that will drop the Attackers within striking distance of the defender’s turrets, and missiles will immediately start flying. The following applies in this case only:
- Destroy the offending turret. If you destroy the turret, but take damage, you are NOT to redrop.
- Move out of range. If the 'Mech took damage you may redrop the 'Mech. But you are to request this of the defenders first. Do not ASSUME that it is OK. The Defender is to grant permission as long as no turrets were destroyed. This is courtesy and should always be followed; otherwise it looks like you are pulling a fast one.
Calling “GO”
- GO must be called within 2 minutes of
server launch. This is enough time for both sides to confirm that all
pilots are present and accounted for.
- If a pilot disconnect occurs before GO
is called and confirmed, the time period is extended to 5 minutes to
give time for him to reconnect, or to drop a replacement pilot. If at
5 minutes a replacement cannot be found, both teams are to call GO,
with one team short. The in-game Join Timer will prevent anyone from
joining after 5 minutes.
- Both Drop Commanders will call GO. Once
both have confirmed, the battle officially begins.
- Any disconnects after GO is called and
confirmed will be counted as dead ‘Mechs (destroyed). Rejoins are not
allowed.
Game Rules:
Actual play rules that apply to all pilots. Please make sure that all pilots are aware of these restrictions.
- There are areas in many of the maps where it is possible to see through mountains, volcanoes and various other terrain features - it is illegal to camp there and watch for the opposing team to approach.
- Camping – Defined as running off to hide at any point in the drop, with no intention of fighting. Your team should be attempting to engage the enemy at all times. You joined the league to fight - so FIGHT. Being found guilty of camping will result in harsh penalties. Simple Version - Do it and the Admin will smack you. HARD.
- ALL PILOTS will remain in the game until it is over. That means you DO NOT disconnect once you are dead. It has been found that disconnecting occasionally causes warping. This warping can affect the game still in progress.
- Ping Problems: If a particular pilot has a consistent ping of over 1000, the other team may request for that pilot to be replaced. This does not apply to ping spikes. A consistent ping of 1000+ contributes to an unplayable environment for both sides.
Post-Drop:
After the battle is finished, or between drops on a multi-drop night.
- Once everyone has returned to the lobby,
both teams must notify the other team of which ‘Mechs were just taken.
This is known as your "Drop Dec". It is vitally important
that this DropDec be 100% correct, under penalty of forfeit.
- Before leaving the server you may view the Mission Review playback
and take any needed screenshots.
- If further drops are planned for the
night, the server will automatically rotate to the next map in the cycle.
Both teams have 10 minutes to change out pilots, select ‘Mechs for the
current drop, and click in.
- If there is a server setting problem,
then the Server Admin may be found in the #NBT-Drop channel on IRC.
- Return to Drop-Time
rules.
- If you are finished with all battles
for the night, pilots may begin disconnecting from the server. Drop
Commanders should stay online, either in the NBT Server, or on IRC to
confirm that the battles are reported in the automation immediately.
See Battle Reporting Rules.
Remember: Battles must be reported as soon as they are completed. So it is necessary to have at least one member present for each battle that has automation access. The automation is setup to make reporting quick and easy. There is no excuse for delaying. Once completed with the battles and reporting, both Battle Commanders may disconnect and go their own way. Until the next time they meet on the battlefield.
NBT Game Servers
- All battles will be fought using the Mechwarrior 4: Mercenaries multiplayer game.
- The league will provide a dedicated server for each battle or group of battles.
- Battles must be scheduled with league Admins a minimum of 24 hours in advance of drop time.
- Mission Settings will be:
- Game Types: Team Battle
- Time of Day: Random
- Weather: Random
- Number of Lives: One, No Respawn.
- Mission Review: On
- Max Players: 16
- Report Stats: ON
- Join in Progress: 5 Minute timer
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- Dedicated Server: ON
- Unlimited Ammo: OFF
- Heat Management: ON
- Friendly Fire: ON
- Splash Damage: ON
- Force First Person: ON
- Dead Mechs Cannot Talk: OFF
- Dead ‘Mechs Cannot See: ON
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- Map Settings: With each battle you will receive a Force Declaration, listing your forces on planet, as well as a list of server options. Included in this, are the maps that are to be used.
- Planetary Assaults – PA’s will use the full map rotation within the planet’s Terrain type.
- All other battles – The ForceDec will list the maps to be used. This might be just one (TD, Recon, normal Raid); or it might be several (Guerrilla Raids, Factory Destruction Raid).
- Server Start Time: The server will be activated at the agreed upon Battle Time. You will have 10 minutes to ‘Mech up and click in before the first battle drops. Occasionally the Server Admins will setup the server 10 minutes ahead of time with the first map duplicated. Either way, all pilots should be ready to drop for their first match at DROP TIME + 10 minutes.
Server Battle Maps:
Maps for Raids, Recons and PA's are pulled from the Map Group assigned to the planet under attack. The map groups can be found at the following link: Terrain Listing
Server Problems and No Available Admin
Server Admin E-Mail Address – serveradmins@netbattletech.com
- If there is a problem with the server (crash), and there is no Server Admin available, you may have a free reschedule.
- If the server has setting problems, you may inform the SA, or make use of the MW4 Monitor to vote in map changes and correct settings. This also applies to when cycles change mid-game (Forced Retreat or Siege reached)
- The time period to wait for a Server Admin is 30 minutes. After that time, you may call for the free reschedule.
- Individuals with SA access are listed as Operators in the #NBT-Drop IRC channel. These ones are able to log into the servers and setup league matches. They are also responsible for reassigning servers on the fly each night based on public usage. Please follow their directions to ensure smooth battle nights for the league.
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