MercNet Star League Rules
If you have a problem with these rules, take
them to MNSL administration, not me.
Game Play & Rules
The year is 3050. The Clan Units are
poised for attempt to invade the Inner Sphere. Will the Units be successful
in their
bid to reach Terra, or will the Inner Sphere
be able to repel yet another full fledged invasion force...
The MercNet Star League (MNSL) is a forum
designed to allow honorable, organized, inter-Unit combat to be enjoyed
by all participants
with a minimum of restrictive rules and regulations
at no cost to the players. Combat will be conducted exclusively on the
Activision
Mercnet 1.1 servers.
Definitions
Unit: For MNSL purposes, a Unit is a group
of no less than 2 active warriors organized to allow for hierarchical
identification of at least an over all leader
and a second in command.
Batchall: A ritual challenge and bidding
of forces process. In MNSL the only bidding will be to limit the size (tonnage)
of mechs used for a battle.
Reporting Period: Every week intervals during
which Planets are accumulated by engaging in battles.
Reporting Deadline: Every Monday night at
1am EST.
Attacking Period: Every Tuesday by 6pm EST.
for weekend Battles.
Who Can Compete? (Joining MNSL)
Joining MNSL
A. Unit Requirements
In order to assure the best possible quality
of match play, Unit members are required to have the following:
Their copy of the Mechwarriors II, Mercenaries
disk in the event that they are asked to host a match.
A modem hook-up capable of at least 28,800
baud transmission rate.
Missile Rules
No more than 2 lock on missile racks on any
mech.
No more than 4 tons ammo for lock on systems
allowed on any mech.
Streak Inferno missiles are limited to 1
rack and 1 ton ammo to be included in the 2 rack 4 ton limit
** For any unit that chooses to fight a battle
using IS tech ONLY, there will be an allowance made for each mech to carry
one extra lock-on
missile rack. **
There is no limit on AMS or NARC.
There is no limit on non-locking missile
systems or ammo.
Mech Rules
All mechs are to be built using standard
chassis ONLY.
Mech editors which free extra crit space
by removing actuators and such are ILLEGAL.
Cheating
Very simple - if you cheat you will be banned
from MAUL.
If you suspect that a Unit is cheating you
may report your suspicions to your Leader or Second in Command. Try to
have some kind of
evidence. We know that this is difficult
as cheating at Mercs is hard to prove. If they agree that your suspicions
are founded then they can
involve the MNSL administration.
If someone suspects that a mech used in battle
is illegal, a copy of the mech should be sent to the MAUL administration
for review. A note of
the date and the warrior using the mech and
his ticket number should be included. If the mech is found to be illegal,
then the warrior who used
the mech will be contacted. If it is an honest
mistake, the battle may be re-done.
Battles
A - To keep MNSL battles from being executioner wars we are instituting
a batchall bid for mech tonnage limits. All challenges posted should
include an opening bid for a mech weight limit. The defenders may
either accept this limit, bid lower, or opt for "no limit" which will cost
them
25 points. There will be a 2 round limit to the bidding.
The Unit that wins the batchall will accumulate 2 points for each
ton of the difference between opponent's bid, this applies ONLY if the
winning
bid has a difference of 10 or more tons. The last bid by each party
is the maximum tonnage allowed during the battle. (ex: Unit A's Last bid
is
65, Unit B's last bid is 75. Unit A gets 20 points of bonus and
Unit A is allowed only 65 tons or less during a battle whereas Unit B may
use a 75
ton or lower maximum.) D- The batchall bid will also determine
the battle conditions to which the battle will be fought.
THIS
ABOVE
SECTION
WAS
TAKEN
MAUL
BATTLE PROCEDURES
All Battles will be conducted on the activision
Mercnet 1.1 servers.
Units must form a HQ room for battles. It
does not have to stay up for the entire battle but must be formed to give
out ticket numbers and take
battle reports, which should NEVER
be done in the lounge.
Minimum player turn out required for battle
is 6.
Units must decide how many rounds and matches
per round will be fought.
The number of matches in each round should
be determined by the Unit with the least number of teams available for
battle. The number of
rounds should be agreed to by the Units
based on time available for battle.
The number of matches in each round should
be determined by the Unit with the least number of teams available for
battle. The number of
rounds should be agreed to by the Units based
on time available for battle.
Rounds are denoted by letters - A, B, C,
etc. Matches are denoted by number - 1, 2, 3, etc. Each "ticket" contains
the round and match that
the player is assigned to. ALL
PLAYERS SHOULD WEAR THEIR TICKET BEHIND THEIR NAME TO AVOID CONFUSION.
HQ's must keep track of each individual's
kills and losses to be included in the battle report.
Players must be able to be pinged. Teams
may refuse to play with players who have unusually high delay and packet
loss. Limits should be
agreed to by Commanders before battle begins.
All disconnects are considered kills - unless
it happens while launching or before the two teams engage each other. If
this is the case, then the
match may be replayed.
To avoid exit lock ups, when a player is
killed he should remain tracking the other players until the match is over.
He should not exit the game
until then.
ANY QUESTIONS ABOUT THE RULES SHOULD BE DIRECTED
TO THE MNSL
ADMINISTRATION.
ALSO, ANY UNIT TAKING ADVANTAGE OF THE RULES
TO ACT IN A
DISHONORABLE FASHION WILL FACE CENSURE AND
POSSIBLE EXPULSION
FROM THE LEAGUE.
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