| THE Rule | Fighter Pilots | Capitol Ships | Starmap/Moving Rules
| Soldier's Rules | Vehicle Rules | Terrain Map Rules | Other Rules | Ranks |

The System:

The system is complex in comparison, everything has numbers here, the only per-
centages are the ones for accuracy and fire arcs on ships. Welcome to the Elite

Percentages are simple, you fire something at an enemy, then there is a fixed portion is going to hit them, so the person that can type the fastest does not always win.

If you don't dodge, the hit percentage goes up 100%, 25 becomes 50, 10 becomes 20, and so on. (excludes warheads, tractor beams, & ground stuff)

| WEAPONS |

First, the cost of NOT complying:

Everyone has 12 points for every 3 months of sims, if you run out of points, you are sent
back to the academy and LOSE YOUR SHIP, and if you have to go back there more then twice, your e-mail, your handle, EVERYTHING gets expelled PERMANENTLY.

Arguing with or sending PMs or complaint E-mails/ICQs to the mediator(s): 4 points lost

Arguing with other SIMers by Text, PM, ICQ, or E-mail: 3 points lost

Ignoring the rules, directed profanity, or just plain god moding on purpose: 2 points lost

Warning or correction from mediator or commanding officer: 1 point lost

The Mediators are doing you a big favor for even keeping this sim going, so treat them
with respect, OR ELSE.

Oh yeah, and on a whim, the mediator can throw you in the Ignore Box, no questions asked. This means you are more or less kicked out of that sim.
 

IF you feel you were VERY unfairly mediated against, then you may file a CALM complaint to your CO, if it is frivolous, then you are VERY dead, LITERALLY, your CO can have an extra life taken from you, and if you don't have any, then you can't sim untill your faction pays for a new one. This may seem harsh, but COs don't have the time or the
patiance to get boged down in multiple complaints without any base. Order MUST be
maintained, or another crud-sim will be born from the ash of a truly great one.



 

     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

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

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). 
 

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.

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.

 

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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