Topic: SG6 Rules Discussion Thread  (Read 25885 times)

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Offline Dizzy

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SG6 Rules Discussion Thread
« on: July 07, 2006, 07:56:27 am »
 Slave Girls VI: Dilithium Crystals are a Girl's Best Friend



« Last Edit: August 01, 2006, 02:51:55 pm by dizzy »

Offline Dizzy

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Alliance Federation, Mirak, Hydran, Gorn



    Vs:[/list]

    Coalition Klingons, Lyrans, Romulans, Interstellar Concordium



    Credits:

      XenoCorp Bonk DieHard TraceyG ED S'cipio Dizzy and others

    Features:

      3 Week server.
      2265 start, 1 day a game year ends in 2286, 4 minute turns, 365 turns a year.
      1 or 2 ships per CnC rules unless all players from both sides agree to more for that PvP match only.
      One click do-it-all install/uninstaller.
      Multiple accounts ok.
      Start date: Test server up b4 the end of July

    Links and Downloads:

      -
    SGO V Installer
    - Webmap. 
    - Kills Page
    - Roleplay Thread [/list]

    Map Notes:



      - Map is a nice round number, 69xxx69, 4900 hexes.
      - Empire hexes are 10 and can be reinforced to 15.
      - Those adjacent to planets will be 30.
      - Planets will be shown on the webmap, bases will not be.
      - Mosh pit in the middle located between Fed and Klink space called 'The Ring'.
        a.) Circular neutral zone location is considered hazardous space and limited to non
    X ships with .67 or less move cost.
      b.) Wingmen must be move cost .5 or less.
      c.) 3 ships are allowed in AI missions, but only 2 in PvP and thus any one of the three must choose to disengage.
      d.) FF Squadrons count as a .67 ship.
      e.) VC's, Disengage Rules and shiploss penalties do not apply.
      f.) These hexes and all original neutral zone hexes max at 3 DV.
    - Black Hole hexes exempt players from both the Disengage Rule, ship VC's and any ship loss penalties. Just have fun in these hexes.
    [/list]

    Heavy Iron - Max Capital Ships on at once:
      - Max Capital ships will be limited by a points system by era: Early Era-ish (2263-2274):
    14 points, Mid and Late Era-ish (2275+): 16 points.
    - A Multi-ship Fleet comprises a command variant of a New/Heavy Cruiser class type and a vanilla DD or FF class ship.
    - The F column of the shiplist designates what ships are and are not vanilla.
    - An ISC CAW,P,T,Y or Z all count as command ships.
    - The following ships points count toward the total capital ships on the server at once:

      Battleships: 11
      DN Carriers: 8
      Dreads:  6
      Multi-ship Fleet: 4
      BC/V's: 4[/list]

    Maximum X Ships on at the same time:

      - Each side gets
    3 X points in 2281 and 82. This is increased to 5 in 2283, 6 in 2284 and 7 in 2285+.  X points are in addition to captiol ship points.
    - If you fly an X ship, you must rename your ship adding an 'X' at the end of your shipname.

    I-CCX = 6
    CCX/CAX's/I-CLX = 3
    CLX = 2
    FFX and DDX =  Free
    [/list]

    Da Penalty Box

      - If you lose one of the following ship types, you personally may not fly any of these again for 12 hours. This applies to all of a person’s multiple accounts. They are: Any CCX/CAX type X ship, BB, DN, CVA, BC/V's.
      - If you lose an
    X ship, you may not fly another for 12 hours.
    - If you lose the command ship of a Multi-Ship Fleet, you may not fly another Multi-Ship Fleet for 12 hours.
    - In addition, your side's Heavy Iron or X points will be deducted by however many points your ship cost for 12 hours. Time will be kept track of using stardates, 12 hours is 182 turns on the Heavy Iron & X points thread.[/list]


    Fleeting Rules:

      - No capital ships (Multi-Ship Fleet included) are allowed to fly in a mission together. If they happen to by accident, their opponent is allowed to choose which capital ship must disengage, and the disengagement penalty is voided for the disengaging ship.
      - CCX/CAX's are treated as Capital ships for Fleeting purposes.
      - No
    X ships are allowed to fly in a mission together. If they happen to by accident, one of the X ships must decided to immediately disengage, the disengagement penalty is voided for the disengaging ship, but they must stay in the battle in spectator mode till it concludes.
    - One CARRIER class type per fleet and a max of 32 ftrs is allowed.[/list]

    FF Squadron CnC

      - A 3 ship fleet of the same race comprised of a Frigate Leader and 2 vanilla FF's may be flown together.
      - If a race doesn't have a FF Leader, a vanilla Destroyer may be substituted as the leader.
      - An FF Squadron is worth one PvP Point if any two of the three FF's are destroyed.
      - Shiploss will be set to 3 so if you lose one of your multi-fleet ships, it will be replaced.
      - FF Squadrons may not fleet together with other FF Squadrons.

    PF CnC

      - Full Tenders with 3+ PF’s may carry no more than 1 Leader, and 1 Special PF, the others must be vanilla.
      - Players using Casual Tenders with only 2 PF’s may recover but not re-launch them and the PF's must be vanilla.
      - Hydran Heavy Stinger fighters (
    H-St-S(heavy), H-St-T(Heavy), H-ST-Tm(Heavy) are substituted for PFs.
    - Hydran ships designated with an 'h' are allowed 2, but the OM and IDh are allowed 4.[/list]

    PF Flotillas

      - All races except Hydran have PF Flotillas.
      - Designations of x-PF(Flt) identify it as the flight leader.
      - Each leader may carry 2 dissimilar special PF's and two vanilla PF's.
      - PF Flotillas may not fleet with CARRIERS.
      - The x-PF(Flt) leader PF acts as a ship, i.e., PlaD will not fire at it and all PF's are destroyed when the PF(Flt) leader is killed. No way around that.
      - PF Flotillas are not worth any VC's unless they have a wing in a PvP in which case they are worth 1 PVP point if the PF(Flt) leader is destroyed.
      - PF(Flt) Leaders may NEVER recall their PF's once launched.
      - All PF(Flt)'s have been given an extra hull and ED to make them a slight bit tougher.

    Fighter CnC

      Federation
      - F-14 ftrs are allowed only on the CVS, BCV, CVA (2 squads max), DVL, and BB.
      - F-15 ftrs are allowed only on the CVS, F-BB.
      - These fighters are model represented and distinguishable from regular Fed ftrs, courtesy of Thu11s.

      Hydrans
      - H-St-X are only allowed on X ships.

      *Note* SFB Fighters with PlaD were converted to PhoF, "plasma mini-bolts", and a Ph3 360`.[/list] [/list]

      PvP Kills:

        - Total PvP pts will be calculated at the end of each week to determine VC's. See below.
        - PvP kills are worth the following points:

        I-CCX 
      6  (1 move cost)
      All other CCX/CAX  4  (1 move cost)
      I-CLX 3  (.67 move cost)
      CLX  2  (.67 move cost)
      FFX/DDX  1  (.5 move cost)

      BB:  11  (2 move cost)
      CVA:  8  (1.5 move cost)
      DN:  6  (1.25 and 1.5 move cost)
      BCV/T - Carrier, Casual (2 PF's) or Full Tender (3+ PF's):  4  (1 and 1.25 move cost)
      BCH:  3  (1 and 1.25 move cost) (Includes all Lyran BC's with 2 PF's)
      N/CA, N/CL, HDW's are worth 1(.67 and 1 move cost)
      Smaller class types with 8 ftrs or 3+ PF's are worth 1.
      Ships with a move cost of .5 or less are exempt unless they are involved in a fleet action with a wing or used in a Multi-Ship Fleet in which case they are worth 1.
      PF Flotillas are exempt unless they are involved in a fleet action with a wing in which case they are worth 1 only if the PF-(Flt) Leader is destroyed.
      FF Squadrons are worth 1 if any two of the three FF's are destroyed.
      - PvP kills do not apply in Black Hole hexes.[/list]

      Map and PvP VC’s

        - An original enemy planet must be controlled and have a LoS to a friendly HW. You get one
      Victory Point for matching an enemy planet with one of a disimilar race. Terraformed planets (if used) and those located in the neutral zone do not count towards VC's.

      - If attrition (PvP points) equals or exceeds one and a half times as many more than your enemy you count it as a Planet for purposes of the Map VC's listed above applied toward the specific race that suffered the highest attrition points and if it equals or exceeds twice as many, you count it as another Planet to apply toward the specific race that suffered the second highest attrition points.

      - All your empires must have a LoS at least one hex wide at the end of each VC round. If you cut off an enemy race's LoS to their ally, you count it as a Planet for purposes of the Map VC's listed above applied toward that race.

      - There will be 3x Map VC periods, one at the end of each week from the time the server started.

      - Total points are tallied and the difference is used below to determine the winner.
        5 VC Points = Total Victory - The losers are wiped from the face of the Galaxy so completely that there is no trace left of their civilization and eventually even their very existence will be forgotten entirely and no one will remember them. The winners go on to dominate the universe.
        4 VC Points = Decisive Victory - Driven to the brink of extinction, the surviving losers scatter throughout the galaxy vowing to one day seek revenge while their conquerers plunder and desecrate their lands and homeworlds that were left behind.
        3 VC Points = Major Victory - The victors conquer considerable enemy territory and subjugate and enslave countless millions while the losers are left devestated both economically and militarily wondering how long their shaky future will last.
        2 VC Points = Minor Voctory - The victors, unable to deliver a knock-out blow and capitalize on their many advantages despite solid gains in territory and ships, leave the losers able to pick up the pieces and possibly threaten them again in the not so distant future.
        1 VC Point  = Tactical Victory - After an exhausting war, the victors take comfort in knowing they have bragging rights for edging their enemy in economic and military might leaving the quadrant ripe for another general war ready to break out at any moment.[/list]

      Bounties!

        -This is left to the RM's to devise, implement and track.

      Bases

        - Base Stations are indestructible and act only as resupply and shipyard docks. There will be no Base Station missions offered. These hexes will draw only patrols.
        - Battle Stations and Starbases may be placed in any friendly hex with a LoS to a friendly planet but may not be placed adjacent to another base.

      Deepstrikes

        - If you draft or are drafted into a PvP in a hex that has no Allied or Neutral hexes adjacent to it at the time of the draft, then you may not disengage and must fight to the death.
        - Even if your ship is a .5 or less move class ship, if caught deepstriking you are worth 1 VC.
        - The Ring area mosh pit thing is exempt from Deepstrikes. So you can deepstrike there all ya want to and you're safe.

      Disengagement/Destruction Rule

        - If you are forced to Disengage in a PvP match, then you are banned from the hex you either took the mission in or were drafted in and all the hexes adjacent to that one for
      15 turns. If your ship was destroyed then you are banned from that hex and all adjacent hexes for 8 turns.
      - If you draft or are drafted while moving out of an area you have been banned in, the mission is to be played out normally, but any outcome for purposes of disengagement/destruction is voided and the banned time from the previous mission and hex doesnt begin until the current mission concludes.
      - Black Hole hexes are free hexes and the Disengagement/Destruction doesn't apply to these hexes.
      - One turn is 4 minutes.[/list]

      General Rules

        - If you are in a PvP and die, stay there in the battle till the match is over.

        - If a mission causes all players to drop, then all those players must attempt to log back on and retry the mission at least once allowing the slower connection to draft. If this player is known to cause drops or lags, this player must not be on the front lines drafting, being drafted and causing connection issues. It isnt fair to anyone else. They need to do missions elsewhere. See this link:
      Make sure your Firewall is OFF!

      - If the server goes down and players are still in a mission, it still counts. Once the server comes back up, the losing team at the request of the winning team is obliged to be drafted and disengage to properly reflect the DV change on the map if possible.

      - During some missions, a player's name may not be indicated on their ship. If you suspect you are playing against a human, type a greeting in the chat.  All other human players are required to immediately respond with a text chat greeting and identify the ship they are in.

      - If you disengage or are destroyed in a game and there are others still fighting, you may not leave the game until the match is finished.

      - All other rules, same as past servers.[/list]

      Wild Geese

        - Wild Geese chosen by the admin will start off with the side of their choosing (or be chosen by the admin to join a certain side at the start) and every three days, the Geese switch to the side that is losing by
      x or more original space hexes. Repeat every three days. It is automatic and no one other than this rule affects their deployment.[/list]

      Forfeiting Missions:
        - You are
      NEVER allowed to forfeit a mission under ANY circumstances on the map during a mission draft or a mandatory mission choice. This causes SERIOUS errors in the database and leads to CPU overload and eventual server burps.

      - If you are drafted you MUST accept the mission. You are NOT ALLOWED to logoff or FORFEIT. EVER

      - If you find that your navigator is incompetant and has wandered into an enemy hex and you recieve a mandatory mission, you may logoff and relog on as long as you do not do this repeatedly. You are NOT ALLOWED to FORFEIT a mission.

      - Rarely a player will become ghosted in a hex. If need be the server can be rebooted to unghost the player at the discretion of the admins.

      - DO NOT park your ship anywhere near the front lines and go AFK. You will cause forfeits this way. Park your ship away from the front in an empty hex. Better yet, just logoff the server till you come back as you may take up a player slot.

      [/list]
      « Last Edit: August 01, 2006, 01:35:13 pm by dizzy »

      Offline Dizzy

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      Most of you may notice that the rules are almost identical to SG5. Notable change was Max Heavy Iron points will be deducted for a period of time when one is lost.

      This thread is for the RM's or whoever else that wants to comment on the rules, or the smutty looking green girls or my slutty orion slave chicks story...  ;D
      « Last Edit: July 12, 2006, 04:29:06 am by dizzy »

      762_XC

      • Guest
      So is this a valid fleet: DN CCX CVS Never mind, found the answer

      And are we going SQL or flatfile

      And does the DV thingy work

      And do you want this stickied

      And why not FHMR vs KLGI

      Offline Dizzy

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      So is this a valid fleet: DN CCX CVS Never mind, found the answer

      And are we going SQL or flatfile

      And does the DV thingy work

      And do you want this stickied

      And why not FHMR vs KLGI
      Forge is SQL. Its working gud. Waiting for Bonk to give me some updates b4 we decide.

      DV thingy works on SQL.

      Dont need to sticky yet.

      Most of the Rom population comes from the coalition regulars and kbf. There are more gorn than romulan players otherwise. So sending the gorn over might not be a good thing for the player strapped allies.

      762_XC

      • Guest
      So if the DV thingie works, how much shift for PvP?

      Offline Bonk

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      And does the DV thingy work...

      ...DV thingy works on SQL.


      PvP DV shifts are not currently working. (well, they are, but inconsistently...) As well, the code is independent of the type of database used. It needs more work and testing, priorities are elsewhere for now, debugging the kit's data handling code (note there has not been a test in some time) as Frey and I have been tied up with dealing with our bad connection quality.

      Dizzy, I can see the image in this thread just fine, though if there are more than 20 connections to the ftp server it will not display, we are redirecting the downloads folder to the ftp server as a temporary bandwidth throttle until I can get a stable bandwidth throttle module for apache written. (We require a throttle now as we do not have huge upstream bandwidth like we used to have and we need to divide what we have up equally among the various servers) Some apache throttle modules exist but none are stable on the windows platform. I am working on writing it, I've got to get right to the guts of the apache portable runtime and apache core code.

      http://modules.apache.org/
      http://modules.apache.org/doc/API.html (outdated)
      http://apr.apache.org/
      http://apr.apache.org/docs/apr/

      You'll also need let me know what was the problem with the last kills page I did for you, I thought it was adequate yet we did not use it for some reason...
      « Last Edit: July 07, 2006, 04:05:28 pm by Bonk »

      Offline Dizzy

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      The map is big. We can go with the typical disengage rule if Multiple DV shifts dont work. Big map, so I wouldnt worry too much about it. Most DV's are all 10.
      « Last Edit: July 12, 2006, 04:34:09 am by dizzy »

      Offline Bonk

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      • You don't have to live like a refugee.
      I edited your post above to fix the images. Just link them normally and the server will take care of the redirection to the ftp server.
      (e.g.: http://www.dynaverse.net/downloads/Images/SG6_Website_Alliance2%20copy.jpg)
      Hopefully I'll be able to complete that throttle module soon.

      Here's the kills page pretty much where we left off (configured for The Forge for now):
      http://www.dynaverse.net/webmap_op_sql/kills.php

      Offline Riskyllama

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      How will sQuad ships be handled for VC purposes?

      Will the squad be worth any points?
      Will the loss of a command ship mean the loss of the entire squad?

      In fleeting?
      If one of my squadrons gets grabbed in a hex with a D7, does the loss of each ship in the squadron or only the entire squadron count as a ship lost in a multiple ship battle?
      Everything is sweetened by risk. ~Alexander Smith

      Offline Dizzy

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      My thinking is that sQuad ships won't be worth anything since all 3 blow up when the command ship dies. Unavoidable game engine problem. But other than that, they'd represent just an extra point like any other non VC ships that's pared with a vc ship in pvp. Both sides will have access to several sQuad ships.

      Offline Bonk

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      • You don't have to live like a refugee.
      I have an alternate bandwidth throttling solution in place on the webserver now (no longer redirecting stuff in the downloads folder to the ftp server). It it a QoS solution which is the right approach anyway. Hopefully it will be stable and won't mess anything up with the webserver so I can get back to fun dyna server stuff. Writing an apache module was going to take too long and keep me from the fun stuff.

      Offline Dizzy

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      Hey I see the pics! wtg bonk. Yeah, that apache stuff sounded suky. Gud, we can focus on other things. When you want to help me with the installer?


      Offline Bonk

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      • You don't have to live like a refugee.
      When you want to help me with the installer?

      Anytime... we just need us a shiplist and missions and any custom models & models.siz file...

      Offline Dizzy

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      Ok, I need a research helper to find me the older SG5 test, bugs, shiplist issues threads. All of them. Please.

      Offline Bonk

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      Ok, I need a research helper to find me the older SG5 test, bugs, shiplist issues threads. All of them. Please.


      What, is your search finger broken?  :skeptic:  ;)

      http://www.dynaverse.net/forumsearch.php

      Search for "Slave Girls" in post subjects and bodies in Dynaverse II Experiences within the last year.

      Search for "SGO5" in post subjects and bodies in Dynaverse II Experiences within the last year.

      Search for "SG5 " (note space) in post subjects and bodies in Dynaverse II Experiences within the last year.

      Its all there. (omit the quotes from the search strings)

      Some highlights:

      SG5 Bug reports
      SG5 Junkyard Thread
      SG5 RM's give me your list of ships to cut so I may take a look.
      Slave Girls V Server Description, Storyline and Rules
      Slave Girls V: The Wrath of the Orion Slave Girls! Description and Rules thread.
      Slave Girls V: The Wrath of the Orion Slave Girls!

      Offline Dizzy

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      U mean theres a SEARCH feature?  :o

      thx 4 da links... I'll get busy.

      Offline SkyFlyer

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      I'm looking forward to Slave Girls X.

      :)
      Life is short... running makes it seem longer.

      "A god who let us prove his existence would be an idol" - Dietrich Bonhoeffer

      Offline Bonk

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      U mean theres a SEARCH feature?  :o


      Should be in your forums menu bar:



      I busted me arse to write that script. It could still use a few touch ups to tidy the output but it works quickly, efficiently and reliably. The original search function of SMF 1.0.x was a pig for cpu usage and would cripple the server for minutes at a time while a search was underway. (Our forums database is well over 300 MB now) If you check simplemachines' site you'll see that they have "fixed" this in SMF 1.1 by automatically disabling the search function based on server load...  ::) ... instead of just fixing the script so that it does not rape the cpu. (I believe excessive preg_replace calls are to blame) You'll find the search function at simplemachines is disabled about half the time. This, among other reasons, is why we have not and will not upgrade to SMF 1.1.

      Offline Dizzy

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      I clicked on that search link, Bonk and it takes me to some slave girls porn site...  :o