AOTK3: The search for Nip . . .
Start date: June 1, 2007
Start time: Approx 9 PM Eastern time (I have to work late on friday). Since nothing ever goes right, this will more likely be 10
Server Stardates: 2265-2285
Server will run for 30 daysInstallation: Step 0. Install OP
Step1. Patch to 2552
Step 2 Install OP+ 4.0
Step 3. Install the below (somebody please mirror this?)
http://69.125.26.106:9000/images/AOTK3_FINAL.msiGeneral Rules - One ship per pilot- 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 player with a 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. Make sure your Firewall is OFF!
- If the server goes down and players are still in a mission, VC period ends, or the server concludes, 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. Some missions drop hosts and clients. In suspected situations, a player has the right to ask if their opponent(s) is still present and that player(s) is required to immediately respond with a text chat greeting.
- 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.
Forfeiting Missions:Do to unfinished game code we suffer from the following issues and I would like everyone to follow the following protocol otherwise, these issues may causes SERIOUS errors in the database and lead to CPU overload and eventual server burps:
- You are NEVER allowed to forfeit a mission under ANY circumstances on the map during a mission draft or a mandatory mission choice.
- If you are drafted you MUST accept the mission. You are NOT ALLOWED to logoff or FORFEIT. EVER.
- If your navigator is incompetent and has wandered into an enemy hex and you receive 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.
- 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.
- Do not EVER ALT-F4 out of a bugged mission. In case of a buggy mission, the attacker must fly off the map and then ESC FORFEIT in battle to get it to close. Occasionally the defender may also need to exit the map and ESC Forfeit in battle. The attacker is defined by the side that is in a hex controlled by the enemy at the time of the draft. The defender is defined as the side that is in their own home space at the time of the draft.
Redraft rule:
- If a player drops while a missions is loading, the remaining players should fly off the map and attempt to redraft the mission. It is best to have the player with the worst connection draft in these cases as it will be the most stable.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 _
- Hexx/SAC will mess up his chat because of the / he added to his character name. Instead he should use: Hexx-SAC the Underscore or Dash symbol in place of the forward slash.
- Only non letter or numeric symbols are the dash - or the underscore. _ DO NOT put spaces in your name or start your name with anything other than a letter.
Wild Geese and server resets
- There are no Wild Geese on this server. I would ask the players to switch sides if there is s blowout one way or the other. If there is a blowout (and this is entirely up to my discretion), I will pause the server until the players balance out the sides.
I reserve the right to "bribe" people for switching sides to balance the server. This again is entirely my discretion.Bases- All Bases are destructible. As such, there are no restrictions as to where they can be placed.
- Since Bases do not appear in the shipyards reliably, players are allowed to have them place via a DB edit with the PP subtracted from their account. The placement of the base shall be posted in the forums for all to see as base placement is announced on the news of the server.
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.
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 for 60 Minutes. If your ship was destroyed then you are banned from that hex for 30 Minutes.
- 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.
PvP Kill VC PointsAOTK3 will be going back to the direct Points for kills system. Below is the scorecard:
Battleship: 20 Points
CVA/DN/I-CCX: 10 Points
CA X-ship/BCV/BCS: 7 points
BCH: 5 Points
CL X-ship: 4 Points
CA: 2 point (This includes the F-CS/F-CS+)
Specialty ships (regardless of move cost): 3 points
Line/Command ships with a lower than 1 move cost: 1 point *
* Line/Command ships with a lower than 1 move cost are worth 0 points when flying solo.
Map VCs . Any of the 7 Center Dilithium/Nip Planets: 20 VC points (With Line of Supply)
Any opposed captured planet: 10 VC points (With Line of Supply)
Fleeting Rules:- No Capital Ships are allowed to fly together. Capital ships are: all BCH, DN, & BB hulls, CVDs (16 fighter CA carriers), and CA-hulled X-ships.
- CA X and CL X ships are not allowed to fly together. DDX ships can fly with one other X-ship in a 2 or 3-ship fleet.
- In a Three player fleet, one of the three must be in a line or command cruiser class ship. A line ship is defined as any ship that is not a command or special class type ship, vanilla in other words.
- Only one Mauler, Carrier, Capital and Fast ship per fleet. "Multi-Classed" ships, ie, those that fit 2 or more of the restricted roles, count as the one allowed version of any/all roles it fills (so a BCV / BCS / CVA fills the Capital & carrier slots, Mauler DNs are capital & mauler, DNLs are capital & fast, DVLs are capital, fast, and carrier, etc.)
- Only 3 PPDs per fleet unless all PPDs are on the same ship. (This was Jahkle’s rule from PBR, the 1 PPD-ship rule is too restrictive).
- If illegal ship combos are in a fleet by accident, their opponent may choose which offending ship must immediately disengage, and the disengagement penalty is voided for the disengaging ship, but they must stay in spectator mode till the battle concludes. EXCEPTION: If you draft on a Planet or base where people are re-supplying, you fight whatever is drafted. If you draft 3 DNs while they are re-supplying, you gotta fight them. This only applies to ships of the same race, if you draft 3 Fed DNs on an ISC planet they are illegal and have to withdraw.
Keep What You Capture.- If you captured an enemy ship in PvP, you get to fly it... if of course your RM doesn’t confiscate it and fly it himself. This will be done with an offline Database edit.
- Captured ships have to follow standard fleet and CnC restrictions.
Legendary Crews.Captains who manage 10 confirmed live players kills in the same type ship as described below without dying will be awarded a Legendary Crew with these restrictions:
Kills must be made in a Command Heavy Cruiser and or Heavy Cruiser Line type ship using the same account name.
Legendary Crewed ships are upgraded according to their ship path and carry over to the X era. Contact your SC for a refit when available for assignment.
If a Legendary ship is lost in battle, it is gone, period.
If it is lost due to mission bugs or anomaly, contact your SC and appropriate actions may be taken.
Kills made with live allies will be split evenly among all captains. ie; 1/3 or 1/2 of a kill.
Legendary Crewed non X-ships do not count as a capital or specialty ship for fleeting purposes.
Legendary Crewed X-ships do count toward X-ship CnC.
Legendary Crewed ships are NOT transferable to another player.
Legendary Crews may not switch to another ship or race.
Kills are counted separate for each race also.
ie; If DH kills 5 in an F-CC+ and 5 in and I-CAW he's still short 5 kills in his Fed account.
On the same token, the count will not get reset if you die in another ship or as another race.
ie; If Dib kills 9 in a K-D7C then dies while flying a K-D5D or a Rom ship, he's only 1 kill away from having a Legendary Klingon Crew in the D7C.
Benefits of a legendary crew:
Increased turn mode and +1 HET for the Legendary Navigator.
2 extra Labs for the Legendary Science Officer.
4 more APR power and +5 spares for the Legendary Engineer.
5 extra marines for Legendary Marine officer.
Complete lists of the legendary ships can be obtained by your SC.
Only TWO Legendary Crewed ships may be earned by each side during the course of the campaign, not including the ones piloted by the Supreme Commanders.
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.
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, if deployed, are limited to use only on the F-BCV, F-DVL, and F-CVA (2 squads max).
- F-15 ftrs, if deployed, are limited to use only on the F-CVS and 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`.
Capital Ships: Battlecruisers, Dreadnoughts, and Battleships:We will be using the “points at a time system” that was used on AOTK2. Each side will have 10 Capital ship points that can be fielded at a time (I reserve the right to increase this at any time if the player population suddenly explodes). Below is the breakdown as to what each ship costs to field:
BCH/BCV: 2 Points
DN: 3 Points
CVA: 4 Points (includes the F-DVL)
BB: 8 Points
Super BB: 10 Points (B11K)
Battleship activation: All BBs by default will be restricted. BBs can be unrestricted at the cost of 10 VC points. Each side will start with 10 VC points in the bank to they will be able to unlock at least 1 BB or they can choose to not spend the points to add to their score.
Maximum X Ships on at the same time:- Each side gets 3 X points in 2281. This is increased to 6 in 2282. 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 ship name.
I-CCX/K-C7X = 6
CCX/CAX's/I-CLX = 3
CLX = 2
FFX and DDX = Free
* edits in Yellow