And now what you came for:
THE RULE
ABSOLUTELY POSITIVELY NO BICKERING, ARGUING,
OR YELLING AT THE MEDIATORS, FACTION LEADERS, OR OTHER
SIMMERS, YELL/TALK OR PMs/ICQ/E-Mail. OBEY
OR ELSE
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Other Rules
NO SPYING-Imediate
and perminant expulsion
Only ONE super-capitol
(4000m or more)
ship per faction
6 Persons per
squadron, MAXIMUM
(including squadron
leader)
NO un-purchased
items
NO using
SWES weapons
in the Cantina or any chat room outside a
SWES sim
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Fighter Pilot Rules
1:Tag Line
Comes first, thus goes first:
|Faction|Shields(sbd)|Hull(ru)|Systems(sys)|Craft|warhead
type & #|speed|Squadron|
Please type in your faction's text
color as well.
2:Basic
Rule
-NEVER
fire more then ONE
shot from ONE
kind of weapon
you have on your fighter per post.
3:General
Rule
-NEVER
do more then one thing at a time, Example:
*does a loop and shoots at fighter
chasing me*
4:New
dodging law
-When you dodge something, you add
a " [] or ++
" to the front
of your post, so the mediator knows
for sure what you
are doing. Try it, it's as quick
as typing "ok".
5:Fair
Play
-You can NOT
switch targets without at least locking or
chasing the new target. (one
post minimum)
6:Missiles&Torpedos
(IMPORTANT)
-You can NOT
lock missiles in one post on a target,
you must post 2
CONSECUTIVE *locking
missiles (1st)*
*locking missiles (2nd)* and so
on. You can evade a
missile lock by dodging, to prevent
a "missile massacre,"
then the attacker must do both over
again.
=
-You can NOT
dodge missiles in one post, you must
dodge 2
times, just like locking missiles, for all
the missiles chasing you.
=
-You can only destroy 50%
of warheads chasing you
or your friends for each post, 50%
chance on single
fire warheads, mediators choice,
not yours.
=
-Capitol ships MUST
lock missiles or tractor beams
onto you before they can fire or
lock, you can dodge
this lock, but you can't fire at
the same time.
=
7:Typing
and C&P law (IMPORTANT)
-You can only fire ONCE
(1x) before the
target dodges and
the hit is counted by the mediator,
to help save lagged
or slow typing pilots, or out manned
fighters.
STRICTLY
ENFORCED
8:General
Rule
NO
Ramming or self-destructing!
9:Hyperdrive
(rule 7 does not apply, but no C&Ping without #)
-You can NOT
hyperspace out before you make 5-in a row-
*preping hyperdrive* posts, you
can make ONLY ONE
hyper jump
per sim, so if you jump out, you
CAN NOT re-enter
with a repaired
fighter and a full load of warheads.
10:Logic
Rule
-You can NOT
damage a specific piece of a fighter or
capitol ship's shields (no bridge
shields, no shield holes, no
shooting driods, etc.)
=
-Shooting specific places on capitol ships doesn't damage
the HULL
any more then it would if you shot anywhere else.
11:Shields
-You MUST
drop a capitol ships shields before you can
damage the hull PERIOD
(EXCEPT for tractor
beams,
and then they only lose lock from
shields disruption)
12:Shield
Recharge (fighters ONLY)
-You CAN
recharge your shields, 4sbd
per post, but
you can't dodge or shoot when you're
recharging shields
(rule #7
does apply)
13:Cover
-You
CANNOT use a
capitol ship, asteroid, or space platform
for cover, too hard to mediate.
14:Assistance
-You
can't get in the way of an attacker when he/she is shooting
someone else.
Also, NO
picking up ejected pilots in fighters.
Oh, and if you don't eject
when you get shot down, you die.
15:Planetary Attack
-Sorry,
but you can't land & fight like a ground sim in a space sim, and
you can't destroy specific
pieces of a surface base (like doors or missiles).
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Capitol Ship Rules
-Terms of use:
-Never more then ONE super-ship per faction, per
sim (4,000m or larger)
-Never more then TWO capitol ships at one time
per faction, per sim
(no bringing in another ship if one is destroyed
either)
-No more then ONE Capitol ship per faction, per
sim, on GROUND ONLY sims.
1: NO
RAMMING/SELF-DESTRUSTING/CRASHING
2: ONLY ONE
weapon type per post
3: NO
MORE THEN 4
MISSILES PER POST,
and then you must make
TWO
locking post for fighters (no torpedoes to be fired from ships)
4: OBEY
FIRE ARCS, 75%
forward, 50%
up, down, left, right.
25%
backwards, (EXCEPTIONS:
missiles, tractor beams).
5: You MUST
post the NUMBER,
not the percentage,
of wea-
pons fired per-post, listing total
damage caused is not nessary
but requested for easier mediating.
6: NO
Shield Shunting, but you may turn off
your cannons for
a 50%
speed boost to escape a faster ship.
7: Turbo Lasers and other cannons
are only 10%
effective on
warheads, You can ONLY
attack one attackER's
warheads per
post.
8: NO
EVA-PILOT pickup, only
Shuttles and Transports can
9: You CAN
pickup fighters or ground vehicles, IF
you
drop your shields during pickup.
(NO re-launching
fighters)
10: You MUST
post once that
you are locking on to a ship
before you attack with any weapon
(fighter or cap).
11: To Lock a TRACTOR
BEAM, you MUST
use it like a missile, and
wait for the mediator to confirm
your lock. (Rule #7
DOES apply)
12:You can only fire 25%
of your TURBO LASERS at the ground. Oh, and
you can
only bombard 2 square kilometers
at a time, no more, no less.
13:Standard Tagline:
|Faction|Ship Abbreviation & "NAME"|SBD|RU|SYS|WEAPONS(names
& #s)|SPEED|
REQUIRED
|
Ground & Bording Rules
TERMS:
-NO landing troops DURING a space sim
-NO fighters during a GROUND sim
-NO blowing holes in shields
1:TAGLINE
|Faction|Squadron|Armor/Life(ru)|Weapon One(&
# of shots)|Weapon Two(& # of shots)|
2: NO
hiding behind cover that's not there (On map
[excludes bording and base capture operations])
3: NO
more then 3 weapons per person
(like a blaster and 1 box of grenades
make 2, armor is separate)
4: NO
Non-Bank weapons/armor/device
5: NO
continuos fire, only the number in your weapon's
class #
of shots per post, PERIOD
6: NO
doing more then one thing at a time per post
(like *shoots and rolls at the same
time*)
7: To capture a ship, you MUST
capture the bridge,
AND
take out the crew
8: To capture a base, you MUST:
Destroy the door,
and subdue everyone
in the base.
9: Only
officers can use vehicles
10: Only
officers can use bases on ground-only sims.
11: NO
shooting THROUGH
bases, red tiles, or base doors
12: DO
NOT move faster then 1
Kilometer per-post
(see map, excludes ships&bases) |
Vehicles
TERMS:
-NO ground vehicles during SPACE sims
-NO vehicles IN bases
1: No
Ramming/Crashing into things
2: No
rapid fire, same rules as fighters
3: No
shooting things in space
4: No
stepping on or running over people/things
5: No
return to ship without pickup (tractor,
drop ship)
6: No
regular troops may drive vehicles
7: No
shooting THROUGH terrain
8: No
entering BAD
TERRAIN
9:
Obey special
listings for your craft |
Star Map Rules
Terms:
-Only OFFICERS may use capitol ships
-Squadrons are ASSUMED to accompany their Squadron Leader or CO's apointee
unless actually moved by the above mentioned officers
-For smplicty and general fun, all craft are assumed to be hyperdrive-equiped
MAP
RULES:
1-Simplicty Rule
For simplicty, hyperdrive speed is the same, and
sublight is the same (on the map anyway).
2-Map System Locations
You can stay in either the: Center, Middile of the
Border, or on a Corner of a sector,
pretty simple:
EX: Center of A-1
EX:Border of K-1 and L-1
EX: Upper Right Corner of L-12
4-Speed
You can move across one
sector per turn
at HYPERDRIVE
speed, or half
way across a sector
at SUBLIGHT speed.
5-Turn/Counter Turn
System
Once given command of a ship, you are given a SECRET
E-MAIL LIST,
the releasing of which gets your IMEDIATLY
EXPELLED
for spying, what you do is:
On turn your
turn (told by e-mail), send the people on the MEDIATOR
list your move
What happens: The Mediator(s) tell your CO when it
is your faction's turn, then your CO tells you when and maybe where to
move. After you "check in" your move (if you
don't move, say so too) with the mediators,
a count is taken, after ALL ships are moved and accounted for, the Mediator(s)
tell the next faction it's their turn.
6-Planets
In each sector, there is ONE
landable planet in the CENTER, this is the
SECTOR SEAT,
if you rule this planet (have some base, ship, or platform), you rule the
sector. (AND get alot of money, depending if you landed or had to fight
for it)
7-Sensors
Pretty simple, 2
kinds of sensors: Long
and Short range
systems, Long
range can scan space ONE
SECTOR distant,
Short range works
HALF a SECTOR
distant. Only
SHORT Range works
in PURPLE TILES.
Fighters use ONLY
SHORT range
systems.
8-Special Tiles
ORANGE: No entry, no
corner-cutting. Consider it a black hole or super-giant star
YELLOW: No Hyperdrive.
Like a gravity well, or asterod field
PURPLE: SEE RULE
#7
NOTE: No flying between adjacent special tiles like
normal space.
9-Special Movment
You can move diagonally just as fast as you would
up and down on the map, same
with sensors, sublight speed, or hyperspeed UNLESS
MARKED WITH TILE.
10-Unmanned Ships
You can have as many ships you can afford,
BUT, you can
only USE or MOVE
ones
that have a person to captain them. If a ship HAD
a captain, then
the CO has the
power to post a MOVE
for that ship (not
an attack or landing operation), untill the captain returns. The CO's
move has precedence over the captain. When you buy a ship, it automaticly
is built and sent to your home world.
PS: No switching homeworlds unless yours is taken by the enemy
11-Fighter Range
Fighters can only survive for 3
turns apart from a CAPITOL SHIP, PLATFORM,
or
FRIENDLY BASE
12-Bases &
Platforms
When you buy a platform or base, you MUST
have a capitol ship in orbit of the planet you wish to land on.
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Terrain Map Rules
Fairly simple, vehicles
can't move or shoot into/over bad terrain
(ORANGE TILES)
NOBODY can enter,
fire onto, or fire past a RED TILE
Base Tiles are in GRAY,
no one can enter these , no shooting THROUGH them either.
Green Tiles are Base
DOORS, this must be destroyed in order for bases to be enterd by troops.
Green Tiles are
also Gray Tiles
Blue Tiles are liquid
or otherwise impossible for troops to enter, but vehicles may, you CAN
shoot onto them and over them, exact opposite of ORANGE
TILES
Base fire arcs: you can fire 3 turbo laser for every
tile of your base in a line of sight with the ground target.
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Ranking Rules
Cast System
There are specific "classes" of ranks, or
casts, they work like this more or less:
Cadets: Not graduated
yet, can't sim for real, and have no real power untill they do.
Graduates, Pilots, and Soldiers:
Lowest class of aproved simmers, are allowed to
fly fighters, act as troops or borders, but can't vote either.
Officers: Can
captain capitol ships, fly fighters, drive ground vehicles, or command
bases&space stations, they can serve as Squadron Leaders as appointed
by their
respective CO.
XO: Is told everything
the CO is told;
and, if nessary, can take over as CO
as the need presents. The XO
also is sort of a secretary to the CO,
generally charged with
lowering the workload and such.
CO: Commands
an entire faction, and thus has total and absolute control of the forces
under him/her. The CO
gets a vote on the Council, unlike XOs
who may only voice an opinion in council. The CO
controls the military, finantial, and, well EVERYTHING
concerning a faction.
Actual rank within a cast and faction, is
soley the COs choice.
THE MEDIATORS
Are generally GOD, they control whatever they
want within the good of the sim and the spirit of the rules. Be nice to
them, they are, after all, doing you a favor running this thing and giving
you something to do for fun. Read "THE RULE"
at the top of this list, and do whatever the mediator says, ok?? Or else
you'll be wearing a cadet's
uniform REALLY SOON.
System of Government
Faction COs: Have 1 vote each on the council, and
all decisions are passed by majority vote unless vetoed by the Head Mediator.
A unanimous vote cannot be vetoed.
The Head Mediator: All his/her deisions are law, UNLESS the council passes
a majority vote against the Head Mediator's ruling. The Head Mediator
can veto any council ruling unless the vote is unanimous, and he/she may
cast a council vote.
Regulations:
-The council appoints the head mediator as
nessary
-All council members present at time of vote, MUST vote
-The council can impeach any member with majority and any government officer
with a unanimous vote
-If a respective faction's CO is not present, and the XO is at the time
of vote of the council, the XO may cast a vote on the CO's behalf
-NO BICKERING
You might be wondering where the pilot's
& officer's votes come in, awenser: They DON'T, democracy isn't very
good for sims, simply because of unfair majorities, and the shear difficulty
and uncertainty of
each person's vote.
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