Alliance Federation, Mirak, Hydran, Gorn
Vs:[/list]
Coalition Klingons, Lyrans, Romulans, I.S.C.
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.
One click do-it-all install/uninstaller.
One account for each race on your side is allowed along with several backup accounts if desired.
Start Date: Edit: Server has already started!
Server Account Creation Guidelines:- Chat channels don't work properly if you setup your character name to begin with a number or include spaces in your name or any non-letter or number symbol other than a dash
- or underscore
_- For example,
FVA_762_XC/SAC will mess up his chat because of the
/ he added to his character name. Instead he should use:
FVA_762_XC-SAC the underscore symbol in place of the forward slash.
- Again, chat's only non letter or numeric symbols are the dash
- or the underscore
_ and you cannot have spaces in your name or start you name with anything other than a letter.
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Downloads:Mirror 1 SkyFlyer's Mirror
-
Mirror 2 Dynaverse Mirror
-
Mirror 3 DH's Mirror (Only works at night)
-
SGO VI Manual Installer/uninstaller Program (Recommended for advanced users with multiple mod installs only)[/list]
Links:Webmap/Kills page -
Complete Fighter List-
Official Roleplay Thread by Hexx -
Test Thread Bugs List-
SG VI Alliance Forum-
SG VI Coalition Forum [/list]
Map Notes:- Map is 69x69, 4900 hexes.
- Most Empire hexes are 10 and can be reinforced to 15.
- Those hexes adjacent to planets and HomeWorlds are 30.
- Neutral zone hexes are 3 and max at 3.
- Planets will be shown on the webmap, bases will not be.
- Black Hole hexes exempt players from the Disengage Rule, ship VC's and any ship loss penalties. Just have fun in these hexes.
Mosh Pit (center of the map):- Mosh pit is located in the middle of the map between Fed and Klink space.
- It is considered hazardous space and limited to single non
X ships with .67 or less move cost or an FF/PF Squadron which counts as a single .67 ship.
- For a group of two or three, one player may fly a .67 ship, the other wingmates must be move cost .5 or less.
- VC's, Disengage Rules and shiploss penalties do not apply in the Mosh Pit.[/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.
- The following ships points count toward the total capital ships on the server at once:
Battleships: 11
DN Carriers: 8
Dreads: 6
BC/V's: 4
Multiship Fleet: 4 (comprises a 1 or .67 + a .5 or less move cost)[/list]
Multi-Ship Fleet Rules for one player:- A command variant the same size as the second ship up to CCH Class or a regular line ship of a larger hull class may lead a second regular line ship as long as the second ship's move cost is .5 or less.
- Flying a 1 or .67 + a .5 move cost multi-ship fleet will count against your Max Heavy Iron Points as stated in the Heavy Iron section above, flying a .5 + .5 or less will not.
- No multi-ship fleets may wing with each other.
Maximum X Ships on at the same time: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 capital 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
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Keep What You Capture.- RM and Admins may now assign a ship to any player with sufficient pp from any race. So this means if you capped an enemy ship, you get to fly it... if of course your RM doesnt confiscate it and fly it himself.
- ONE captured ship may be flown even if it counts against the max iron rule. Rest have to follow standard fleet and cnc restrictions.
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.
- CVD's (Interdiction Carriers, those usually with 16 or so fighters) and Fast Cruisers are treated as Capital ships for fleeting purposes. (CVP Carriers, those with 12 ftrs, are not treated as capital ships)
- One CARRIER class type per fleet and a max of 32 ftrs is allowed.
- In a Three player fleet, one of the three must be in a line ship.[/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 CnCFederation- 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: (PvP Points)PvP (Player vs. Player) Points when you kill enemy players. Report kills here:
Online Campaign Interface - Total PvP points 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 VC's and PvP Points - 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.
- There is a 3 DV Homeworld in the center of the Mosh Pit. It is worth 10 PvP Kill Points if held at the end of a VC Round. EDIT: Exact Location: Very Center of Mosh Pit at 34,36.
- 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 PvP Point.
- 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 have secret identities and will be deployed at whim by the discretion of the admin.
Forfeiting Missions: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 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. Logoff the server till you come back as you may take up a player slot.
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