Topic: ***Slave Girls IV*** Revenge of the Orion Slave Girls! Server Description/Rules  (Read 9406 times)

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Offline Dizzy

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Welcome to Slave Girls IV: Revenge of the Orion Slave Girls! (click!)[/url]



-SG4 kicks off Jan. 22nd at 12:01pm Est/11:01am ctr and will run for three weeks concluding on Feb. 12 or 13th.
-The server starts in year 2271 and runs at a pace of 2 game years every three days, 5.9 minute turns, 365 turns a year.
-Players are only allowed to fly one ship at a time.
-Players will sign-up as either Alliance, Coalition or ISC/Pirate for the entire campaign.
-You may not switch once the server starts unless you have my permission.
-You may have one account to play each of the different races on the side you have chosen.
-It is preferred you use a variation of the same name for all your accounts so it will be known who you are.
-Click here for the Webmap!

Teams are:   (sound effects!)



    To gain access to the planning and strategy forums for each side, please visit this site:
SFC2.Net and request access to either of the following usergroups: Alliance Officer's Club, Coalition Officers Club and the Interstellar Concordium [/list]

Shiplist/Ftrlist:   (sound effects!)

    You must have
Firesoul's OPPlus 4.0 shiplist installed. SG4 uses a dyna modified version of the OPPlus 4.0 shiplist where all races have use of PF and Fighters and some more SFB ships have been added. Below you will find an html web page with info on Fighters and PF's. This will be very useful to you. Please ck it out.

You will also find that while browsing the shiplist, some ships now have a lower case 'c' or 's' in front of their designations. These stand for Capital ships and Special ships.They have special build rules and restrictions. Please check below under CnC and OoB for more information.[/List]

[/color]

Server Downloads: (sound effect!)

    SG4 uses an easy one click installer/uninstaller that will not overwrite, change or alter in any way your stock files. It is an innocuous install under 6MB's and once uninstalled you will never know it has been there. Please thank Bonk for this wonderful feature. Please ck this thread: for feedback and post your comments there:
Test and Feedback Thread. For those of you new to the Dynaverse, you may need the Directory Server Updater that will allow you to see the list of servers that are currently running. [/list]

SGO4 Server Installer:

    Patch installer:   http://fire.prohosting.com/astinky/SGO4/SGO4upd18.exe

    OR

    Full Installer:  http://fire.prohosting.com/astinky/SGO4/SGO4.exe   OR   (Mirror) http://members.lycos.co.uk/astinky/SGO4/
    [/list]

    How to sign in to play:

      A player's name MUST Start with an alpha character, not a numeric number. The remaining name may consist of alpha numeric symbols (A to Z, 0 to 9). Players may use a hyphen ( - ) or underscore ( _ ) if they wish, but use of any other symbol or character (Space bar, !, $, *, ], period, %, etc) can not be used.  These characters can cause server or server utility problems. 

      Alliance:

      [li]To play as Federation, sign in as Federation.[/li]
      [li]To play as Gorn, sign in as Gorn.[/li]
      [li]To play as Mirak or Hydran (Mirdrans), sign in as Hydran.[/li]
      [li]To play as Tholian, sign in as Mirak.[/li][/list]

        Coalition: 

        [li]To play as Klingon or Lyran, sign in as Klingon.[/li]
        [li]To play as Romulan, sign in as Romulan.[/li][/list]

          Pacification Forces:

          [li]To play as ISC, sign in as ISC.[/li]
          [li]To play as a Pirate, sign in as Lyran.[/li]
          [/list]

          Order of Battle/Command and Control Rules, Ship and Ftr/PF Rules:(OoB/CnC):

            Please click on your particular faction below for more detailed information:
           
          [/color][/size]

          Line of Supply (LoS):   There are Two Types

            Type ONE LoS, for purposes of capturing hexes, is defined as a 1 hex wide uninterrupted line of allied hexes between an allied planet or base hex to the hex being captured. (In Fig 1 below, the Hydrans have fullfilled Type ONE LoS in capturing the Klingon Planet in the lower left.) If you do not have a Type ONE LoS to a hex, it may not be captured. (Note - this does not prevent you from attacking hexes not in a LoS. See Deeptrikes below.)
            [/list]

            • Fig 1.


              Type TWO LoS, for purposes of Counting VC's, is defined as 2 hex wide uninterrupted lines of allied hexes between an allied Homeworld hex to the VC hex in question. (In Fig 2 below, the Hydrans have fullfilled Type TWO LoS to the Klingon Planet in the lower left in order to obtain VC's for it.) If you do not have a Type TWO LoS to a VC hex at the time VC's are counted, despite the VC hex being under your control, the VC's will not be awarded.
              [/list]

              • Fig 2.

                *Note - The ISC are not required to trace a line back to their Homeworld as required of the Alliance and Coalition for counting VC's. It is enough for them to simply control the VC hex for it to count.

              Tholians:
                Please see the 
              Tholian Rules: for more details.[/list]

                *Only known Alliance players may use a Tholian account. No incognito accounts, please.
                *There can never be more than 5 Tholian players online at any one time.
                *Thols may operate no further than 4 hexes from their starting border and are subject to the deepstrike rule.
                *Thols are limited to capturing hexes no further than 2 from their starting border.
                *Other Alliance races are NOT allowed to enter Original Tholian home space for any reason at any time, ever.


              All about Bases:   (sound effects!)

                -Bases have been revised as they will be destructible. They are slightly more powerful than stock bases now, so beware.
                -A Base may not be placed
              in or adjacent to another base or planet.
              -While placing a base, at the start of the mission, you must be in compliance with LoS Rule ONE. (See above)[/list]

              Deepstrikes:   (sound effects!)

                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.

              ***See ISC and Romulan Special Rules Below***[/list]

              Disengagement/Destruction Rule: (sound effects!)

                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 for '15' turns, about 1hr. 30 mins. If your ship was destroyed then you are banned from that hex for '5' turns, about 30 mins. A turn is about 6 minutes.

              ISC/Pirate and Romulan Special Disengagement Rules: (sound effects!)

                The ISC have a slight technological advantage in most starship systems compared to other empires, notably the ISC's ship based sensors which have a greater and more accurate detection range. This enables them to find the holes in enemy detection nets when operating behind enemy lines and aids in their evasion and escape of intercepting enemy forces.

                Pirates also have an advantage in their knowledge and familiarity with trade routes, Pirate cartel havens and special information sources on the whereabouts of enemy ship patrols. These advanatges will be represented in tactical combat as follows:

                ISC and Pirate ships will be exempt from the Deepstrikes rule defined above so long as they draft or are drafted in a Neutral Zone hex (any 10, 11 or 25 econ hex). This is abated, however, if at the time of the draft the ISC player is in or adjacent to an enemy Planet or Base hex. This takes into account the Base's/Planet's sensors being much more powerful than an ISC ship thus preventing them from evading detection and getting away.

                The Romulans also have an advatage in evading their enemies. It lies within their use of the Cloaking Device, or to any ship with a cloaking device. The ship must be fully cloaked as it begins crossing over the red disengagement line in tactical combat and remain cloaked (T-Bomb Flashing doesn't count) as it warps away until the mission ends so long as it is not tractored by an enemy ship in order to be exempt from the Deepstrikes rule. This is abated, however, if at the time of the draft the Rom player is in or adjacent to an enemy Planet or Base hex. This takes into account the Base's/Planet's sensors being very powerful and allowing detection of nearby cloaked ships thus preventing them from evading detection and getting away.[/list]

                Ship Replacement/Ship cost: (sound effects!)

                  When your ship is destroyed, you will get an 80% ship loss. However, most ships will be fairly innexpensive and the shipyards will cycle frequently.

                Builds, Ship Assignments and Transfers:

                  If a player is assigned a ship by their RM, then this will be posted on the
                [b***SGO4  Builds, Ship Assignments and Transfers*** thread. Once every 12 hours at noon and midnight, ship transfers may be posted by the A/RM's. Even tho you you may be assigned a special ship, doesnt mean you have to fly it. You may sell it and fly something else, then rebuy it, or use a different account. Also, one player may be assigned ships from other races.[/list]

                General Rules:   (sound effects!)

                Do not post accusations about players in the forums or in the IRC Chat. If you have a complaint or believe a player is in violation of the rules, contact your Race Moderator (RM) or Assistant RM via e-mail or private message. Please remember to save any screenshots or films you may have to support your claim.

                Alt+F4'ing out of a mission is prohibited. The exception to this rule is if all players involved in the battle agree to its usage (taking a screenshot, F12, of the agreement is recommended). Examples of when an Alt+F4 should be agreed to and used are:

                    - Mission bugs, to include the "Host Left, New Host ____" appears at start.
                    - Allies showing as enemies.
                    - Serious game lag. 
                    - Other scripting anomalies.

                Draft dodging is not permitted. If drafted by another player, you must accept the draft.

                Forfeiting missions to move around on the map is not permitted.

                Always show common courtesy to all other players. Abusive players will be banned.

                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 (i.e. hail, in, hello, etc) in the chat.  All other human players are required to immediately respond with a text chat greeting.

                No avoiding missions you do not like or do not want to take by logging off then back on.

                When playing a game against the AI in a neutral hex, you may not immediately disengage unless returning from battle seriously damaged and in need of dry dock. Try and play out the mission if possible.

                Fight or Flight. When in a mission with a human opponent, fight or leave. Do not lead your opponents around the map wasting their time. It is recognized that there are many good run and chase strategies (saber dancing, plasma ballet, etc) but staying on the battlefield with no intentions of fighting is not one of them.

                If you are having a bad connection and either dropping a lot or causing your opponents to constantly drop, we ask that you stop playing for a while and try again later. If your connection continues to cause problems we ask that you confine yourself to an area where you will not constantly draft or be drafted by other players until you get a better connection.

                If you die in a mission with a human opponent, stay until the mission is complete. Consider it a penalty for dying that you must stay and watch the rest of your allies be destroyed, or the rest of your allies whoop some butt!

                If the server crashes during a PvP mission, all players must stay in the mission and fight it out (or disengage or die or all of the above...) The results of the mission still count for VC and disengagment rule purposes. If a player loses his or her ship in such a mission, he/she must self-destruct in the same hex immediately upon logging back on to the server to correct both the shiploss and the DV change.

                Rule Harassment: Some of the rules will be difficult to follow given the nature of this game. Players are expected to do their best in every situation. However it is not acceptable to harass other players about the rules. We do expect all players to help others become aware of the rules in a friendly manner. If you are having a problem with a player who refuses to follow them, send your RM or ARM an email describing it. Please use screenshots (F12 key) as evidence. Harassing a player because they are not following these rules or for any other reason is not acceptable. Please remember everyone is just trying to enjoy themselves and that this is a game.
                « Last Edit: January 29, 2005, 01:46:15 pm by Dizzy, the Slave Girl Pimpmaster »

                Offline Dizzy

                • Captain
                • *
                • Posts: 6179
                Slave Girls IV: Revenge of the Orion Slave Girls Alliance Page![/b] (click!)[/url]



                Alliance Storyline:

                The year is 2270 and the Mirak and the Hydrans are on the verge of collapse from the brutal and savage attacks by the Lyrans and Klingons. This has forced the pacifist Federation to become involved because of their grave concern that should the Klingons seize victory, it would greatly shift the balance of power in their favor. Still reluctant to be drawn into a broad conflict, the Federation council has at least allowed military and economic aid be sent to the Mirak and Hydrans. However, even this small act was inevitable in setting the stage for war.

                But before the war was to begin, the ISC suddenly and unexpectedly occupied the Neutral Zones separating the empires and forcing a temporary and uneasy peace.

                That was a year ago. It is now 2271 and that peace has ended. The federation has mobilized their fleet into a position to counterattack the Klingons and their Lyran allies as they have driven through the ISC occupied neutral zone straight for their border. The Kirell system at 18,12 is the only thing standing in the way between them. Taking this planet will secure a resupply point and forward base of operations for the Federation to press onward their counterattack into enemy space.

                Meanwhile, the Gorn have seen reports that the Romulans will take advantage of the Federation being distracted. They highly anticipate that the Romulans will strike at any hour and the Gorn Navy is proud and willing to take the fight wherever necessary to once and for all eliminate their long loathed adversary.

                On the opposite side of the Federation are the remnants of the Hydran and Mirak fleets, battered and depleted from constant advances into their space by the Klingons and Lyrans. There has been no reprieve from their onslaught until now. The ISC have for the last year allowed what was left of these two empires to rebuild their infrastructure and reorganize their fleets so as to be of some help to the Federation when the time comes. However, the buffer the ISC have created between them and that of the Klingons is now in danger of falling into enemy hands as the klingons, with ease, have pushed through it to the edge of Federation space. Not willing to let history repeat itself, the Hydrans and Mirak consolidate their forces and decide the best defense is the best offense and begin their attack in earnest to take back what was once theirs.

                Last but not least, the Tholian navy is still a thorn in the side of the Romulans and Klingons. With the outbreak of hostilities in every direction the Tholian navy mobilizes for possible war on all fronts. Time will tell if they commit to offensive action or choose to remain isolated and defend their haven from all aggressors.



                Tholians:

                • Only known Alliance players may use a Tholian account. No incognito accounts, please.
                • There can never be more than 5 Tholian players online at any one time.
                • Thols may operate no further than 4 hexes from their starting border and are subject to the deepstrike rule.
                • Thols are limited to capturing hexes no further than 2 from their starting border.
                • Other Alliance races are NOT allowed to enter Original Tholian home space for any reason at any time, ever.


                Tholian CnC Rules (Thols do not use BP or CP points):

                • There must be a player in a line ship for each special ship in play.
                • Only when three Tholian players are online may a BC be flown.
                • Only when four Tholian players are online may a DN be flown, but the 3 DN limit for the Alliance must be followed.
                • Only when five Tholian players are online may a DN and BC be flown at the same time.

                Tholian Ship Losses:

                • The Tholians have one each of any different type Arachno and Neo Tholian BC. Once they are lost, they are gone for the remainder of the server.
                • The Tholians have one each of any different type Arachno and Neo Tholian DN. Once they are lost, they are gone for the remainder of the server.
                • Tholians BC and DN kills are counted as VP's just like everyone else. All Tholian BC's and DN's will be treated as being worth 2 and 3 BP's respectively.

                Ship, PF/Fighter Restrictions, Order of Battle/Command and Control Rules (OoB/CnC):[/color] [/size]

                  Pseudo Fighters:
                  PF Spreadsheet[/list]

                  • A Casual Tenders (any tender with only 2 PFs) may not recall it's PFs once launched in mission. This is to simulate the fact that casual tenders had no repair capability per SFB. This restriction does not apply to 3 and 4 PF tenders
                  • Casual Tenders may carry 2 Vanilla PFs
                  • Full Tenders (3 or 4 PFs): 1 Leader, 1 Special PF, 1 or 2 Vanilla PFs

                    Fighters:
                    Fighter Spreadsheet[/list]

                      Federation
                      [li] Federation: F-14 and F-15 fighters only on the CVS, F-BB.[/li]
                      [li]F-14 fighters only on the CVA (2 squads), DVL, and BCV.[/li][/list]

                        Hydran[/color][/b]
                      • Hydran: No more than 50% Hellbores fighters, Max 50% ST-H (Hellbore) fighters.
                      • Ships with only one squad may use ST-H fighters.
                      • Stinger H-St-X is ONLY allowed on X-ships!
                      • Heavy Stinger fighters (H-St-S(heavy), H-St-T(Heavy), H-ST-Tm(Heavy) are substituted for PFs. 
                      • These Heavy Stinger fighters are only allowed on the following ships in these numbers:
                      • H-DWLh   2
                        H-sAPAh   2
                        H-sBARh   2
                        H-sSUI     2
                        H-sCHAh   2
                        H-sCHCh   2
                        H-sIRCh   2
                        H-sIRFh   2
                        H-sMKIh   2
                        H-cOVh   2
                        H-cOM    4
                        H-sTHRh   2
                        H-cLGE+h 2
                        H-cIDh    4
                        H-cDNWf   2
                        H-cDNMf   2
                        H-cREGh   2
                        H-cMNRh   2

                        Mirak:
                        [li]No CnC[/li][/list]

                          Gorn:
                          [li]*Note* Ftr PlaD was converted to a PhoF, "plasma mini-bolts", and a Ph3 360`[/li]
                          [li]No more than 50% Plasma "F" fighters.[/li]
                          [li]No more than 50% G12Dm fighters.[/li][/list]

                            Tholian:
                            [li]No CnC[/li][/list]



                             
                            Here are the Builds for the Federation, Gorn and Mirdrans:

                              Every three days, (2 game years), there will be a Build Cycle where certain specialty ships and capital ships may be built and assigned. See Build Cycles below. Any ship that appears in the yards may be purchased and played except those designated with a preceding lower case "c" or "s" in the shipyard. More info will be posted on this later.

                            • The Federation, Gorn and Mirdrans each have 4 Build Points and 4 Conversion Points with which to spend on special and capitol ships.
                            • Unless otherwise noted, all conversion point ships cost 1 CP. These ships are represented showing a lower case 's' in front of their ship designation. Exp: F-sCFS+
                            • No more than half of the CP ships built per cycle may be of the same type ship with the one time exception where each Side gets a single Build Cycle 'Waiver' that they may use only once for one of their races during the server for either CP's or BP's not both.
                            • Build cycles run once every three days at noon EST. RM's will post their builds of what it is they are building on the ***SGO4  Builds, Ship Assignments and Transfers*** thread before hand.
                            • The Coalition and Alliance are both required to build at least one 3 BP ship or upgrade per cycle and/or go into Battleship construction. Battleship contruction may begin in the build cycles before the BB is due to be available as long as at least 4 BP's are consecutively spent during pre-production up to the same Build cycle the BB is available.
                            • Half of a race's total BP's rounding down may be banked for the next build cycle. CP points may not be 'banked' for expenditure for the next build cycle. They must be spent during the current cycle or be lost.
                            • The Coalition and Alliance may also select one race that may lend economic support to another race and thus transfer a single BP to that race for use during the NEXT Build Cycle.
                            • BP's may also be converted to CP's at a rate of 2 to 1. CP's may not be converted to BP's.

                              The following is a description by Class, Ship Designation and BP cost:

                              Here's the link for the Build Upgrade paths:
                            Build Upgrade Path

                            Federation                  
                                              
                              DN   F-cDVL   3      CA   F-cBCV   2      CL   F-cCLX   2
                              DN   F-cDNL   3      CA   F-cBCF   2            
                              DN   F-cDN   3      CA   F-cBCJ   2            
                              DN   F-cDN+   3      CA   F-cBCE   2            
                              DN   F-cDN+R   3      CA   F-cBCG   2            
                              DN   F-cDNW   3      CA   F-cBCS   3            
                              DN   F-cDNF   3      CA   F-cGSX   3            
                              DN   F-cDNG   3      CA   F-cCX   3            
                              DN   F-cDNH   3                        
                              DN   F-cDNM   3                        
                              DN   F-cCVA   4                        
                              DN   F-cCVA+   4                        
                              DN   F-cCVAR   4                        
                              DN   F-cSCS   4
                              BB   F-cBB   8
                              BB   F-cBBV   10

                            Gorn:

                              DN   G-cDNE   3      CA   G-cBCV   2      CL   G-cHDX   2
                              DN   G-cDN   3      CA   G-cBCH   2            
                              DN   G-cDNF   3      CA   G-cBCS   3            
                              DN   G-cDNP   3      CA   G-cCMX   3            
                              DN   G-cDNL   3      CA   G-cCCX   3            
                              DN   G-cDLF   3                        
                              DN   G-cDNM   3                        
                              DN   G-cDND   3                        
                              DN   G-cDNT   3                        
                              DN   G-cDNH   3                        
                              DN   G-cCVA   4                        
                              DN   G-cCVAF   4                        
                              BB   G-cBB   8
                                                    
                                              

                            Mirdrans:

                              Hydran   DN   H-cTEM   3      CA   Z-cBCH   2      CL   H-cMNGX   2
                              Hydran   DN   H-cPAL   3      CA   Z-cBCHm   2      CL   H-cTARX   2
                              Hydran   DN   H-cPAL+   3      CA   Z-cBCV   2      CL   H-cBARX   2
                              Hydran   DN   H-cLGE   3      CA   Z-cBCVm   2      CL   H-cAPAX   2
                              Hydran   DN   H-cLGE+   3      CA   H-cOV   2      CL   Z-cCMX   2
                              Hydran   DN   H-cREG   3      CA   H-cOS   2      CL   Z-cCMXm   2
                              Hydran   DN   H-cDNW   3      CA   H-cOM   2      CL   Z-cCMXD   2
                              Hydran   DN   H-cDNM   3      CA   H-cRNX   3      CL   Z-cCMXDm   2
                              Hydran   DN   H-cIC   3      CA   H-cDGX   3            
                              Hydran   DN   H-cIC+   3      CA   H-cLBX   3            
                              Hydran   DN   H-cID   3      CA   Z-cBCX   3            
                              Hydran   DN   Z-cDN   3      CA   Z-cBCXm   3            
                              Hydran   DN   Z-cDN_m   3      CA   Z-cCCX   3            
                              Hydran   DN   Z-cDNR   3      CA   Z-cCCXm   3            
                              Hydran   DN   Z-cDNRm   3                        
                              Hydran   DN   Z-cDNL   3                        
                              Hydran   DN   Z-cDNLm   3                        
                              Hydran   DN   Z-cDNLR   3                        
                              Hydran   DN   Z-cDNLRm   3                        
                              Hydran   DN   Z-cDNM   3                        
                              Hydran   DN   Z-cDNMm   3                        
                              Hydran   DN   Z-cDNH   3                        
                              Hydran   DN   Z-cDNHm   3                        
                              Hydran   DN   Z-cDNW   3                        
                              Hydran   DN   Z-cDNWm   3                        
                              Hydran   DN   Z-cCVA   4                        
                              Hydran   DN   Z-cCVAm   4                        
                              Hydran   DN   Z-cCVAR   4                        
                              Hydran   DN   Z-cCVARm   4                        
                              Hydran   DN   H-cMNR   8                        
                              Hydran   DN   Z-cBB   8                        
                              Hydran   DN   Z-cBBm   8                        
                              Hydran   DN   H-cMNV   8                        
                              Hydran   DN   Z-cBBV   10                        
                              Hydran   DN   Z-cBBVm   10
                                                    

                            « Last Edit: January 22, 2005, 12:18:07 pm by Dizzy, the Slave Girl Pimpmaster »

                            Offline Dizzy

                            • Captain
                            • *
                            • Posts: 6179
                            Slave Girls IV: Revenge of the Orion Slave Girls Coalition Page! (click!)[/url]



                            In the year 2270, the Klingons and Lyrans are on the verge of victory against the Hydrans and Mirak. Only the recent economic and military support by the Federation has kept them hanging on. And now with the sudden disappearance of the Organians, the stage is set for the Klingons to finally strike a decisive blow against the Federation and secure an ultimate victory assuring their domination of the galaxy.

                            But before the Klingons and Lyrans could organize for their strike, the ISC suddenly and unexpectedly occupied the Neutral Zones separating the empires and forcing a temporary and uneasy peace.

                            That was a year ago. It is now 2271 and that peace has ended. The Klingons and their Lyran allies have launched an all out attack sweeping aside the spread out ISC forces and have steadily advanced to the doorsteps of the Kirell system at 18,12. Taking this planet will secure a resupply point and forward base of operations to continue their Federation attack.

                            Meanwhile, the Romulans have been sufficiently persuaded that now is the time to strike at the Federation while they are occupied with the Klingons. The Romulan fleet has been deployed into attack groups and await the Praetor's command to begin their assault on ISC and Federation space. Their longstanding rivalry with the Gorn has not been forgotten and should the Gorn attempt to help the Federation in any way, they will meet the same fate as the Federation.



                            Ship, PF/Fighter Restrictions, Order of Battle/Command and Control Rules (OoB/CnC):[/color] [/size]

                              Pseudo Fighters:
                              PF Spreadsheet[/list]

                              • A Casual Tenders (any tender with only 2 PFs) may not recall it's PFs once launched in mission. This is to simulate the fact that casual tenders had no repair capability per SFB. This restriction does not apply to 3 and 4 PF tenders
                              • Casual Tenders may carry 2 Vanilla PFs
                              • Full Tenders (3 or 4 PFs): 1 Leader, 1 Special PF, 1 or 2 Vanilla PFs

                                Fighters:
                                Fighter Spreadsheet[/list]

                                  Klingons/Lyrans:
                                  [li]No CnC.[/li]
                                  [li]Lyrans use Klingon fighters.[/li][/list]

                                    Romulans:
                                    [li]*Note* Ftr PlaD was converted to a PhoF, "plasma mini-bolts", and a Ph3 360`[/li]
                                    [li] Romulan: No more than 50% plasma "F" fighters.[/li]
                                    [li]No more than 50% GDm fighters.[/li][/list]

                                    Here are the Builds for the Klingons, Lyrans and Romulans:

                                    • The Lyrans, Romulans and Klingons each have 4 Build Points and 4 Conversion Points with which to spend on special and capitol ships.
                                    • Unless otherwise noted, all conversion point ships cost 1 CP. These ships are represented showing a lower case 's' in front of their ship designation. Exp: F-sCFS+
                                    • No more than half of the CP ships built per cycle may be of the same type ship with the one time exception where each Side gets a single Build Cycle 'Waiver' that they may use only once for one of their races during the server for either CP's or BP's not both.
                                    • Build cycles run once every three days at noon EST. RM's will post their builds of what it is they are building on the ***SGO4  Builds, Ship Assignments and Transfers*** thread before hand.
                                    • The Coalition and Alliance are both required to build at least one 3 BP ship or upgrade per cycle and/or go into Battleship construction. Battleship contruction may begin in the build cycles before the BB is due to be available as long as at least 4 BP's are consecutively spent during pre-production up to the same Build cycle the BB is available.
                                    • Half of a race's total BP's rounding down may be banked for the next build cycle. CP points may not be 'banked' for expenditure for the next build cycle. They must be spent during the current cycle or be lost.
                                    • The Coalition and Alliance may also select one race that may lend economic support to another race and thus transfer a single BP to that race for use during the NEXT Build Cycle.
                                    • BP's may also be converted to CP's at a rate of 2 to 1. CP's may not be converted to BP's.

                                      The following is a description by Class, Ship Designation and BP cost:

                                      Here's the link for the Build Upgrade paths:
                                    Build Upgrade Path

                                    Klingon                  
                                                      
                                      DN   K-cC6   3       CA   K-cC7   2        BB   K-cB10   8       CL   K-cD5X   2
                                      DN   K-cC8   3       CA   K-cC7V   2      BB   K-cB10K   8      CL   K-cD5XD   2
                                      DN   K-cC8B   3      CA   K-cC7S   3      BB   K-cMB10   8      CL   K-cD5XDm   2
                                      DN   K-cC8K   3      CA   K-cDX   3        BB   K-cB10V   10      
                                      DN   K-cC8KR   3      CA   K-cDXD   3      BB   K-cB11K   12      
                                      DN   K-cC5   3        CA   K-cDXDm   3      BB   K-cB11V   12      
                                      DN   K-cC5B   3                  
                                      DN   K-cC5K   3                  
                                      DN   K-cC5KR   3                  
                                      DN   K-cC5M   3                   
                                      DN   K-cC10K   3                  
                                      DN   K-cWD5   3                  
                                      DN   K-cMC8   3                   
                                      DN   K-cMC8B   3                  
                                      DN   K-cMC8K   3                  
                                      DN   K-cMC8R   3                  
                                      DN   K-cC8V   4                   
                                      DN   K-cC8VK   4

                                    Lyrans:

                                      DN   L-cDNE   3      CA   L-cBC   2        BB   L-cBB   8      CL   L-cCWXF   2
                                      DN   L-cDN   3        CA   L-cBCp+   2      BB   L-cBBF   8      
                                      DN   L-cDNp+   3      CA   L-cBCPp   2      BB   L-cBBT   8      
                                      DN   L-cDNPp   3      CA   L-cBCPF   2            
                                      DN   L-cDNF   3      CA   L-cBCH   2            
                                      DN   L-cDNT   3      CA   L-cBCHP   2            
                                      DN   L-cDNL   3      CA   L-cBCHF   2            
                                      DN   L-cDNLp+   3      CA   L-cBCHT   2            
                                      DN   L-cDNLPp   3      CA   L-cCCXF   3            
                                      DN   L-cDNLF   3      CA   L-cBCV   2            
                                      DN   L-cDNLT   3                  
                                      DN   L-cDNW   3                  
                                      DN   L-cDNWF   3                  
                                      DN   L-cDNWT   3                  
                                      DN   L-cDNH   3                   
                                      DN   L-cDNHF   3                  
                                      DN   L-cDNHT   3                  
                                      DN   L-cDNM   3                  
                                      DN   L-cDNMF   3                  
                                      DN   L-cDNMT   3                  
                                      DN   L-cSTL   3                  
                                      DN   L-cSTLF   3
                                                   

                                    Romulan

                                      DN   R-cVUL+   2      CA   R-cKCR   2      CL   R-cSPX   2
                                      DN   R-cWVL   2      CA   R-cSUB   2            
                                      DN   R-cKVL   2      CA   R-cSUN   2            
                                      DN   R-cK9R   3      CA   R-cKEX   2            
                                      DN   R-cK9RB   3      CA   R-cKHK   3            
                                      DN   R-cK9RH   3      CA   R-cSUT   3            
                                      DN   R-cCON   3      CA   R-cK7X   3            
                                      DN   R-cCON+   3      CA   R-cFHX   3            
                                      DN   R-cCHR   3                        
                                      DN   R-cCNH   3                        
                                      DN   R-cCNM   3                        
                                      DN   R-cCNHf   3                        
                                      DN   R-cROCF   4                        
                                      DN   R-cCNV   4                        
                                      DN   R-cCNV+   4                        
                                      DN   R-cK10R   8                        
                                      DN   R-cKCN   8
                                    « Last Edit: January 22, 2005, 12:17:28 pm by Dizzy, the Slave Girl Pimpmaster »

                                    Offline Dizzy

                                    • Captain
                                    • *
                                    • Posts: 6179
                                    Slave Girls IV: Revenge of the Orion Slave Girls I.S.C. Page![/b] (click!)[/url]



                                    The year is 2270... And the I.S.C. have invaded the Alpha quadrant to put a stop to the proliferation of "Frog Legs Bar&Grill" stands that have been cropping up everywhere.

                                    The I.S.C. Pacification Mandate:

                                      Transmission on All Hailing Frequencies:

                                    Quote
                                                    ************Notice to all sentient races of the Alpha Quadrant************

                                    "A peaceful, harmonious and well ordered universe is the right of all sentient species. Civilizations collapse when this right is violated in even the most trivial of fashion and therefore it must be protected at ALL costs. Peace, order and good government shall be the foundation for which all shall prosper. Protection of peace through use of force, occupation of the neutral zone, and equal pacification is guaranteed.

                                    Surrender to the will and law of the Interstellar Concordium. Lay down your weapons and dismantle your military and supporting infrastructure. Embrace peaceful coexistance with fellow races. Failure to do so will result in immediate and forceful pacification.

                                    Our military police boats are now standing by to take over spacial control of your borders and capitols and to insure your protection from all aggressors be them foreign or domestic. We thank you for your compliance".

                                    [/list]

                                    Equal Pacification

                                    • Equal Pacification is a directive within the I.S.C. military that requires the them to pacify the various warring factions evenly. Thus if the I.S.C. are in control of an original Alliance planet or base hex, then they must take a Coalition planet or base hex before capturing another from the Alliance when possible. Exceptions to this will depend on whether or not the ISC have a clear LOS to a hex in question, how far that hex is from a resupply point and Organia.
                                    • I.S.C. forces may deploy and operate anywhere on the map and may be subject to the deepstrike rule. See ISC special disengagement rules.
                                    • The I.S.C. are limited to capturing hexes no further than 2 from their starting borders, unless otherwise stated.
                                    • Organia. This system is of absolutely no military or economic value whatsoever, yet the signifigance the ISC place on occupying it would suggest otherwise. For one reason or another, the ISC regard this system as a 'second capitol in the west'.


                                    InterStellar Concordium Server Description:

                                      The I.S.C. begin the server controlling the neutral zone seperating the warring factions of the Alliance and the Coalition. Their territory begins in the west and extends to their reinforced stronghold and capitols in the far East. The I.S.C. are a strong fleet. Their economy and military production rivals that of any other empire in the quadrant. The I.S.C. begin the game holding all their VP's which are about 245. If they are not careful, their holdings in the neutral zone will quickly be gobbled up by the other empires. Cunning strategy, careful fleet deployment, and absolute brilliant leadership will be required to see them win in the end.

                                    Orion Pirate Rules:

                                    • Only known I.S.C. players may use an Orion Pirate account (Lyran Race). No incognito accounts, please.
                                    • While flying as a Pirate, only Pirate ships may be flown even though there will be I.S.C. ships in the yards.
                                    • There can never be more than 2 Pirate players online at any one time.
                                    • Pirates may operate anywhere on the map, but may be subject to Deepstrikes. See Pirate Special Disengagement Rules.
                                    • Pirates may capture hexes anywhere on the map providing they follow LoS Rule One.
                                    • Pirate hexes are treated as I.S.C. hexes and vice versa in all respects save counting VC's.
                                    • IPirates may capture VP hexes but must be able to satisfy LoS Rule TWO to an I.S.C. Base or Planet hex.

                                    Orion Pirate CnC Rules (Pirates do not use BP or CP points):

                                    • Only when two Pirate players are online may a single BC be flown.
                                    • Pirate players may never fly a DN.

                                    Pirate Ship Losses:

                                    • Pirates have three of any type BC. Once they are lost, they are gone for the remainder of the server.
                                    • If a BC is lost, another may not be flown until the start of the next build cycle.
                                    • Pirate BC kills are counted as VP's just like everyone else. All Pirate BC's will be treated as being worth 2 BP's.

                                    Ship, PF/Fighter Restrictions, Order of Battle/Command and Control Rules (OoB/CnC):[/color] [/size]

                                      Pseudo Fighters:
                                      PF Spreadsheet[/list]
                                      • A Casual Tender (any tender with only 2 PFs) may not relaunch PF's once they have been recalled in a mission. This is to simulate the fact that casual tenders had no repair capability per SFB. This restriction does not apply to 3 and 4 PF tenders.
                                      • Casual Tenders may carry 2 Vanilla (Plain PF or a phaser variant) PFs
                                      • Full Tenders (3 or 4 PFs): 1 Leader, 1 Special PF, 1 or 2 Vanilla PFs

                                        Fighters:
                                        Fighter Spreadsheet[/list]

                                          I.S.C.:[/b] [/color]
                                        • *Note* Ftr PlaD was converted to a PhoF, "plasma mini-bolts", and a Ph3 360`
                                        • No more than 50% plasma "F" fighters.
                                        • No more than 50% FDFm fighters.
                                        • HF or FDFm fighters may be carried only on CA and DN/BB sized carriers.
                                        • HF and FDFm fighters may not be carried together, you must choose one or the other.

                                          Pirates:[/b] [/color]
                                        • No CnC.

                                        Build Cycle Details for the InterStellar Concordium:

                                        • The Interstellar Concordium has 6 Build Points and 6 Conversion Points with which to spend on special and capital ships.
                                        • Unless otherwise noted, all conversion point ships cost 1 CP. These ships are represented showing a lower case 's' in front of their ship designation. Exp: F-sCFS+
                                        • No more than half of the CP ships built per cycle may be of the same type ship with the one time exception where each Side gets a single Build Cycle 'Waiver' that they may use only once for one of their races during the server for either CP's or BP's not both.
                                        • Build cycles run once every three days at noon EST. RM's will post their builds of what it is they are building on the ***SGO4  Builds, Ship Assignments and Transfers*** thread before hand.
                                        • The I.S.C. are required to build at least one 3 BP ship or upgrade per cycle and/or go into Battleship construction, however, they will have a one-time Build cycle waiver on this. Battleship contruction may begin in the build cycles before the BB is due to be available as long as at least 4 BP's are consecutively spent during pre-production up to the same Build cycle the BB is available.
                                        • Half of a race's total BP's rounding down may be banked for the next build cycle. CP points may not be 'banked' for expenditure for the next build cycle. They must be spent during the current cycle or be lost.
                                        • The Coalition and Alliance may also select one race that may lend economic support to another race and thus transfer a single BP to that race for use during the NEXT Build Cycle.
                                        • BP's may also be converted to CP's at a rate of 2 to 1. CP's may not be converted to BP's.

                                          The following is a description by Class, Ship Designation and BP cost:

                                          Here's the link for the Build Upgrade paths:
                                        Build Upgrade Path

                                        InterStellar Concordium                  
                                                          
                                          ISC   DN   I-cDNE   3      CA   I-cCCY   2      CL   I-cCLX   2
                                          ISC   DN   I-cDN   3      CA   I-cCCZ   3      CL   I-cCSX   2
                                          ISC   DN   I-cDNZ   3      CA   I-cBCV   3            
                                          ISC   DN   I-cDNL   3      CA   I-cBCS   3            
                                          ISC   DN   I-cDNT   3      CA   I-cCCX   6            
                                          ISC   DN   I-cDNP   3                        
                                          ISC   DN   I-cDNH   3                        
                                          ISC   DN   I-cDNW   3                        
                                          ISC   DN   I-cDNM   3                        
                                          ISC   DN   I-cCVA   4
                                          ISC   DN   I-cCVAZ   4
                                          ISC   DN   I-cBB   8
                                          ISC   DN   I-cBBZ   8
                                          ISC   DN   I-cBBV   12
                                          ISC   DN   I-cBBVZ   12
                                        « Last Edit: February 01, 2005, 04:11:41 pm by Dizzy, the Slave Girl Pimpmaster »

                                        Offline Dizzy

                                        • Captain
                                        • *
                                        • Posts: 6179
                                        Slave Girls IV: Victory Conditions, Map and Bounties Page![/b] (click!)[/url]




                                        Click here for the Webmap!  

                                        Map Notes:  

                                        • There are Lyran Planets dotted here and they are off limits for technical server related issues.
                                        • Pirates will be able to use these Lyran Planets  unrestricted and in all respects, these hexes will be treated as neutral hexes.
                                        • [/li]
                                        • Organia is a 50 DV ISC controlled Planet.
                                        • I.S.C. controlled Neutral Zone hexes will be 10 DV.
                                        • I.S.C. controlled Interior space in the far east are 20 DV.
                                        • Empire hexes adjacent to the Neutral Zone are 10 DV.
                                        • Empire Interrior hexes are 20 DV.
                                        • Homeworlds, Bases, and Planet DV's equal their hex Economy rating usually 25-50 DV.
                                        • Hexes adjacent to Homeworlds are 30 DV.
                                        • Without exception, each hex will have an economy equal to its maximum reinforcible DV.

                                        Map Victory Points (VP's) List: (Not Finished)

                                        • Homeworlds:
                                        • Minor Planets:
                                        • Major Planets:
                                        • Bases:
                                        • Other:

                                        Victory Conditions (VC's): (Not Finished)

                                        • Alliance Forces Victory Conditions:
                                        [/b][/color]

                                          1 VP is awarded to the Alliance for every 20 Econ hex they own of Coalition space as long as they are in compliance with LoS Rule Two when VC's are recorded. In addition, any Coalition hex Econ over 20 is worth that number in VP points. Again, LoS Rule two applies.

                                          In the ISC held Neutral Zone, all planets there are worth half their Econ value rounding down for the Alliance. In addition, for every 10 hexes of ISC space help, 1 VP will be awarded rounding down.

                                        • Coalition Forces Victory Conditions:
                                        [/b][/color]

                                          1 VP is awarded to the Coalition for every 20 Econ hex they own of Alliance space as long as they are in compliance with LoS Rule Two when VC's are recorded. In addition, any Alliance hex Econ over 20 is worth that number in VP points. Again, LoS Rule two applies.

                                          In the ISC held Neutral Zone, all planets there are worth half their Econ value rounding down for the Coalition. In addition, for every 10 hexes of ISC space held, 1 VP will be awarded rounding down.

                                        • InterStellar Concordium Victory Conditions:
                                        [/b][/color]

                                          1 VP is awarded to the I.S.C. for every 10 hexes they own from the 0 column to the 45 column.
                                          VP's are awarded to the I.S.C. equal to the economy value of any Planet or Base VP hexes they own.
                                          The I.S.C. begin the game holding all their 245 VP's.

                                        Player Vs. Player (PvP) Victory Points:

                                          There will be a Kill List thread where everyone will post their kills/captures. Every ship is worth something. Capital ships (Build Point or BP Ships) have a lower case 'c' in front of their designations and Specialty ships (Conversion Point or CP Ships) have a lower case 's' in front of their designation and all other Line ships are worth the following:

                                        • 1  CP  Special Ship =  3  VP's.
                                        • 2  BP  Capitol Ship  =   5  VP's.
                                        • 3  BP  Capitol Ship  =   7  VP's.
                                        • 4  BP  Capitol Ship  =   9  VP's.
                                        • 8  BP  Capitol Ship  =  16 VP's.
                                        • 10 BP  Capitol Ship  =  20 VP's.
                                        • 12 BP  Capitol Ship  =  30 VP's.
                                        • All other ships are worth 1 VP.

                                          In a solo engagement, if any single non-capital ship forces a Dreadnought to disengage then that side earns one VP.

                                          If one of the Order of Battle Ships listed above is captured by the enemy, not only does the enemy get the VP's but the enemy also gets the base BP value of the ship added to
                                        their Empire's BP bank account. This rule does not apply to Specialty Ships.

                                        Map VC's will be screen shot on each Saturday at 12pm Est/11am ctrl after the 1st, 2nd and 3rd weeks of the server. The PvP VP's will then be added to this to determine the winner.[/list]

                                        Most Valuable Player Award:

                                          We will announce the top two players with the most VP's at the end of the server. The two of them will then face off vs each other in a fight to the death flying any BC from their side of their choosing should that ship still be available at the end of the server and has not been destroyed. The winnier will be announced the MVP of the server and his/her side will be awarded 25 VP's as their name has passed on into legend and every facet of their military and populace has their moral, fighting prowess, and production levels increased.


                                        ***SGO4 Bounties, Kills & Captures, V.C. Thread***  (click to navigate)[/url]

                                          There will be a few Captains for each side with prices on their heads. Take them down and win a prize.

                                          These captains pose a most serious threat to the other empires. They are villains of the highest magnitude and dangerous beyond all belief. It is said they cannot be defeated. The mere sight of their ship in battle strikes fear and terror into the hearts of those opposing them and is often times the decisive factor as enemies flee before a shot is even fired. Their reputations and exploits have made their way into the local folklore of every town and village reaching every corner of the quadrant making them legends of their time. Fools are those who do not fear them.

                                        • The day before the start of each server week, each side will choose only one of the other two factions and from that faction, pick three captains (and a fourth as alternate) who will have bounties placed upon their heads.
                                        • In addition, each side will be allowed to announce a protection order for one of their captains granting only this person immunity from a bounty for one bounty cycle, as their empire has made extensive efforts to protect this Captains and his or her identity.
                                        • A Captain may not receive more than one protection order for the server.
                                        • If 2 different factions choose the same player, the 1st side that claims him gets the bounty and he is stricken from the other factions list.
                                        • RM's please PM me the list in secret and once these bounties have been received by all three sides, they will then be publicly posted including the name of the protected captain. Should that name be listed, the alternate name is placed instead.
                                        • If chosen as a bounty, each of these captains must immediately post any and all of their account names and their current prestige totals so it will be known who they are when they die horribly.
                                        • If you are named, you must state your intent to whether or not you will achieve at least 12k worth of prestige that week.
                                        • If you are unable to, the side offering your bounty will be allowed to pick a substitute name.
                                        • If you do state your intent to put in 12k of lifetime prestige that week (roughly 30 missions or less, est.) and in fact do not do so, you will be counted as having had your bounty collected.

                                          Results of claiming bounties:[/list]

                                            Should these captains be defeated in battle, this would mark a turning point in the war for the side achieving the unachievable. Glory and prestige of a level never thought possible would uplift morale and increase productivity. + 1 CP will be awarded if two of the three Captains avoid being killed or captured by the side posting their bounty. It is possible for a side to be awarded 2 CP's should two of their three captains on each of both bounty lists avoid being killed or captured and even 3 CP's if they also claim the 2 of 3 bounties they have themselves listed.
                                          « Last Edit: January 29, 2005, 01:47:04 pm by Dizzy, the Slave Girl Pimpmaster »

                                          Offline Maverick

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                                          You know when it takes that many pages to post the rules perhaps we are just getting a little to complicated... Someone wanna summarize that for me I gotta get some sleep gotta be up early lol

                                          Offline Dizzy

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                                          Didnt have time to post the players version, Mav. That is the RM version with all the juicy stuff there. Glance over the headers and read what you think is important. 90% of it is all old rules that have been clarified. Not too much new.

                                          Offline IndyShark

                                          • Last Knight Standing of the late, great KNF, Member GDA
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                                          • Heghlu'meH QaQ jajvam
                                          Dizzy, I tried the L-BCHT with 4 PF's. Some of the PF's had drones and the Wildcat had no drone control. Is that a bug?

                                          Offline Dizzy

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                                          • Posts: 6179
                                          That ones a Tender. It can only carry Lyran Pf's and to my knowledge, they dont use drones. You arnt allowed to share ftrs or PF's from other races. Hrmmm, mb need to put that in the rules. ;) It's one now.

                                          The Lyran BCV uses Klink Ftrs cuz, well thats pretty much close to sfb. And they have drones. But the ship does not. Hope that clears it up.

                                          Offline IndyShark

                                          • Last Knight Standing of the late, great KNF, Member GDA
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                                          • Heghlu'meH QaQ jajvam
                                          Dizzy, I will check again, but I think because the Lyrans share shiplists with the Klingons, they may have some drone armed PF's. It was not labeled as Klingon.

                                          Offline IndyShark

                                          • Last Knight Standing of the late, great KNF, Member GDA
                                          • Lt. Commander
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                                          • Heghlu'meH QaQ jajvam
                                          Dizzy, my bad. I picked a Mirak PF by mistake. I knew it wasn't Klingon, but did not realize you could choose a Mirak PF as a Lyran.

                                          Offline KBFLordKrueg

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                                          • Posts: 3733
                                          • KBF CO
                                          Here's the list of P/Fs Indy:
                                          http://home.satx.rr.com/arachne/PF_List.htm
                                          And the fighters:
                                          http://home.satx.rr.com/arachne/ftrlist_Description.htm

                                          Hope it helps you to tell the difference.  ;)
                                          Lord Krueg
                                          KBF CO
                                          We are the Dead

                                          Offline IndyShark

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                                          Thanks. I can understand Klingon or Roms being in the Coalition shiplist, but Mirak? LOL

                                          Offline GFL-Plague

                                          • Lt. Junior Grade
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                                          • Posts: 7
                                          OK I think ill just leave this Dyna alone. As Maverick said thats alot of rules more so for newbies or people returning to the game. I'm sure most have used these rules and are accustom to them but im use to the old single hex LOS and fly what u buy Dyna's. With all the rules as to what u can buy, when u can or cannot disengage,  what ship can buy what fighters and so on.......  in truth id be spending more time coming back here to check rules then I would flying :(. Dont get me wrong im sure this is a great Dyna and a ton of fun for those who have flown similar Dyna's and know most of these rules, but for someone who hasn't played in 2 years this is all just way to complicated. Have fun all and I hope the ISC get there butts whooped  ;D



                                          Respects Plague

                                          Offline Dizzy

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                                          ...in truth id be spending more time coming back here to check rules then I would flying :(. Respects Plague


                                          Not too much to read. Most is for admins. Ask your online buddies. It takes 2-3 mins to explain the rules to you. That's it. Dont quit b4 u try. And if you knew how much time it takes for those of us to setup a server you get to play as much as u like for free, i dont think u'd have a problem giving the rules a cursory glance as common curtesy. But Ck this out, there isnt anything below you cant remember and takes but a cpl mins to read at most and this is all ya need to start:

                                          What you can fly:
                                            Fly what you can buy, however, you will find that while browsing the shiplist, some ships now have a lower case 'c' or 's' in front of their designations. These stand for Capital ships and Special ships. You cant fly one of those ships unless your RM says you can.

                                          ISC fighter restrictions:
                                            No more than 50% plasma "F" fighters.
                                            No more than 50% FDFm fighters.
                                          No more than 25% I-HF fighters. Only Full carriers may carry a squad. This is under review and may not be final. Ftr doesnt appear till later in week 2.
                                          FDFm and HF fighters may not be carried at the same time.[/list]

                                          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 in for '15' turns, about 1hr. 30 mins. If your ship was destroyed then you are banned from that hex for '5' turns, about 30 mins. A turn is about 6 minutes.

                                          Complete PF and ftr stats. You dont need to read it, just there fyi.
                                          [/color]



                                          Well, that's about all u need to know. Everything else, players will tell u. There may be a special rule for disengagemnent if u are playing ISC, but it takes someone 30 secs to explain that over TS. It takes about a minute to read it.

                                          I cant make it more simple than that. Imo, it doesnt get any more simple, plague, unless you want a server chock full of cheese ships. That's no fun. Hope you change your mind.


                                          Offline KBF-Kurok

                                          • Lt.
                                          • *
                                          • Posts: 829
                                          • Gender: Male
                                          In past servers it wasnt allowed for a person with a bounty to disengage is this still the  case?

                                          Offline Dizzy

                                          • Captain
                                          • *
                                          • Posts: 6179
                                          There are no special restrictions placed on bounty characters. Only thing is if they die in a PvP and that side has a price on his head, they get to claim him. Thats it.

                                          Offline KBF-Kurok

                                          • Lt.
                                          • *
                                          • Posts: 829
                                          • Gender: Male
                                          k thanks that is what i thought but wanted it clarified before getting jumpped by three of them.
                                          Kurok

                                          Offline Julin Eurthyr

                                          • Veltrassi Ambassador at Large
                                          • Lt. Commander
                                          • *
                                          • Posts: 1057
                                          • Gender: Male
                                          • Back in Exile due to Win 7 - ISC RM/Strat Com.
                                          With the (unanticipated) reset of the server, and the loss of a day's play, are the build cycles pushed back (ie, round 2 with 2273, now due Tuesday), or are we still going with the original days, but now they're for a different year (ie, Monday with a 2272 selection of ships?)

                                          AKA: Koloth Kinshaya - Lord of the House Kinshaya in the Klingon Empire
                                          S'Leth - Romulan Admiral
                                          Some anonymous strongman in Prime Industries

                                          Offline CaptJosh

                                          • Lt.
                                          • *
                                          • Posts: 775
                                          • Gender: Male
                                          Damnit all to hell! I still can't play because I don't get my apartment until Friday the 28th and I won't have internet right away anyhow. veQ!
                                          CaptJosh

                                          There are only 10 kinds of people in the world;
                                          those who understand binary and those who don't.