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Offline DaMonkey

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Ignore This, Using for Thread Building
« on: April 06, 2013, 10:16:12 pm »
Background Information

Believing that the conquest gamemode lends itself well to events, and thus disappointed in the neglect of the gamemode by the community for most of its existence, I have endeavored to put together a regular or semi-regular conquest event that will add some nice variety in most regiment's schedule. Due to the gamemode's uniqueness, this event will have many unique rules which may break regular linebattle rule conventions. Additionally, due to limited experience running conquest events with different parameters, the specific game settings are likely to fluctuate for the first several events in order to find proper balances.

Event Administration
HM DaMonkey; Head Admin
Steam

Xethos, K.B.; Assisting Admin
Steam

Thomas, K.B.; Assisting Admin
Steam

Server Information
Teamspeak: ts.22nd.eu
Server HMs_Conquest_Event
Password handed out 15 minutes prior in Teamspeak


Rules and Mechanics

Game Parameters & Information

Basic Information
For those unfamiliar with the Conquest mode, it is best described as akin to the classic Battlefield system, wherein each team has tickets which they lose each time a member of that team is killed. Various capture points exist on the map, which act as spawn points for the team which captures them. A team bleeds tickets even if they take no casualties if they have less than or the same number of 'flags' captured as the enemy team. A team wins when the opposing faction is reduced to 0 tickets.

Specific Parameters
  • Each team will have 500 tickets
  • Each map will consist of only one round
  • There will be 1-3 maps, depending on how quickly the rounds go; the goal is to stay just under an hour long
  • Due to fantastic code, conquest maps cannot be reset without breaking things. When the first round is started it is live.
  • Teams will be assigned while in Team Deathmatch


General Rules

  • Line regiments must contain at least three rankers, officers, color bearers, and musicians not included
  • When respawning, players may choose any flags to spawn on
  • In order to leave a spawn area, you must have at least three members in a formation, otherwise you may remain as garrison at the flag until a formation comes close enough to attach to them
  • When fighting or garrisoning within towns, settlements, buildings, fortifications, or other such landmarks all regiments may act in loose order; they must only attempt to remain in small groups
  • Outside of these landmarks, terrain such as dense forest permits line infantry to fight in open order, which is to say they may have up to 2-man spacing between members as well as crouch
  • Loaded muskets may be discharged at any point; however, if a regiment is engaged in melee individuals may not "lag behind" to reload; this is waived in cities, settlements, etc.
  • Surgeons may freely move around the map as they are needed, but they may not start combat with enemies when they are alone
  • Line infantry with at least 8 rankers may have an engineer to build or destroy fortifications/buildings. When using explosives to destroy things, please only use one crate at once
  • 15 minutes before each event, representatives of each regiment should be in the FSE teamspeak (ts.22nd.eu) in the appropriate channel
  • Whereas in regular line events each team has each each specialty slot taken up by 10-15 men of a regiment, this event will effectively have each specialty taken by two independent "half-spec" regiments


Specialist Rules

As state above, in order to better cover the map with more flexible specialists, a full event will have two of each specialist slot with a size closer to the "half spec" sizes in standard linebattles. Specialists cycle from event to event, and in a fashion intended to allow as many regiments to try it as possible. Thus, two of the same slot will only be given to the same regiment if no other regiment is contesting the slot.

Cavalry
  • Maximum 8, including officers/flags/musicians
  • May go any cavalry class, but each regiment must go the same class
  • Dismounted cavalry may fight in open order, with 2-man spacing and ability to crouch, anywhere
  • Cavalry regiments may detach 2-3 man 'patrols', allowing them to scout the enemy's strength throughout the map. Mounted patrols may only engage other mounted or skirmisher patrols (2-3 men); however, they may defend themselves if receiving an attack
  • Cavalry must have at least four men to actively engage enemy formations (excluding patrols)
  • If reduced to three riders, cavalry may act as a patrol
  • Single surviving riders may fall back to friendly formations
  • Patrols may intervene in already-occurring combat between other regiments
  • Respawned cavalry may leave the spawn area with as few as 2 riders, but are considered a patrol - thus aren't able to actively engage formations until they reattach to their command
                 
Skirmishers
  • Maximum 8, including officers/flags/musicians
  • May go any light infantry or rifleman class, but all members must be the same unit
  • Even if presented the option, musketoons are not allowed
  • May operate in skirmish order, with around 5-man spacing between its members; crouching allowed, etc
  • Skirmishers may detach 2-man patrols, acting as scouts for the larger conquest maps; skirmisher patrols may only actively engage other mounted or skirmisher patrols
  • Skirmishers need at least three men to initiate combat with other formations
  • If reduced to two men, skirmishers may act as a patrol
  • Sole surviving skirmishers may retreat to other formations or two a location where their regiment will be respawning
  • Skirmishers may leave spawn with as few as two men, being considered a patrol, to reinforce their regiment
                 
Artillery
  • Max 2 guns
  • Can be any combination of cannon/howitzer
  • Max 4 crew per cannon, plus 2 engineers
  • Artillery crews may use and limber any cannon that may belong to the enemy or be a map prop
  • If operating two cannons, an artillery regiment must deploy as a singular battery
  • Artillery crew are an exception to the leaving spawn rule, even a single artillery crewman may leave spawn to get back to his battery (this due to smaller crew size); they may not engage enemies while trying to get back to their gun
  • Artillery crew may go regular infantry if they have enough gun crew
  • Artillery must remain around the cannons, and may defend them in open order


Signups

Below are two different signup forms. The left, or general, form is for general admittance into the event. The right, or specialist, form is for signing up for specialist slots each week. Please wait until at least Saturday at  8:00 PM Eastern to sign up for the following Wednesday's event. Specialist forms submitted before this will be discarded. Specialists are handed out on a first-come, first-serve basis with occasional exceptions to allow regiments into the slot who don't often get to; we want everyone able to get in on the different kinds of action so please be tactful of this.

If you are signing up for multiple specialist slots, submit one form for each slot with the expected numbers you'll contribute to each slot


General Admission Form
Quote
Regiment Name:
Steam Name & Link:
Minimum - Maximum Attendance:
I agree that I am responsible for the behavior of my regiment:
I will ensure my regiment knows the event rules:
Weekly Specialist Signup
Quote
Regiment Name:
Expected Attendace:
Requested Specialty:
Date Signing Up For:
« Last Edit: April 18, 2019, 03:54:02 am by DaMonkey »
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Offline DaMonkey

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ignore
« Reply #1 on: April 06, 2013, 10:16:52 pm »
reserved, ignore
« Last Edit: April 18, 2019, 01:22:43 am by DaMonkey »
Did you know that if you use 100% of your brain, you get godlike powers? true story.
Did you know that if you use 10% of received donations, you can release BCoF by now. true story