3000 AD Fleet League

FLEET LEAGUE MULTI-PLAYER HANDBOOK

TABLE OF CONTENTS

  1. Setting Up TeamSpeak 2
  2. Creating and Using a Fleet Team
  3. Joining your team to the League Ladder
  4. Challenging Another Team
  5. Conducting the Match - Order of Events
  6. Rules of Engagement (ROE)
  7. Scoring the Match
  8. Reporting the Match
  9. After Action Reports (AAR) - Role-Playing ROE
  10. Appendix 1 - Asset Score Sheet
  11. Appendix 2 - Objectives Score Sheet
  12. Appendix 3 – Awards and Decorations
  13. Appendix 4 - Multiplayer Scenarios
  1. Setting Up TeamSpeak 2: Fleet matches use the Officially hosted 3000AD Fleet League TeamSpeak (TS) server to keep events coordinated, organized, and fair (see Section IV, step 2).
    1. The TeamSpeak website occasionally changes both its format and its URL. To find the current location, do a search using the terminology “teamspeak2” to find the proper location. The program is free; download and install per instructions at the website.
    2. Once you’ve installed the program, do the following to connect to the 3000AD Fleet League server:
      1. Launch TeamSpeak 2.
      2. Click on "Connection.
      3. Click on "Connect" (not the quick connect).
      4. Click on "Web Server List."
      5. Click on "Change Filter."
      6. In "Server Name Filter," select "Show servers containing" and insert "3000AD" (without the quotes) in the window.
      7. Select "Ok."
      8. Click on "Update List."
      9. When the 3000AD server shows up in the listing, click on "Copy to local Address book."
    3. Now you should have the correct server available. If so:
      1. Go to the "Local Address book" tab.
      2. Highlight the server.
      3. Set the option to log on as "Anonymous."
      4. Type your nickname in the appropriate window.
      5. Check the box allowing the server to assign you another nickname.
      6. Enter the default password. If you don’t know it, ask your fleet leader.
    4. If you have trouble finding the League server:
      1. Log on to the Galcom Onlines Teamspeak server list: http://www.galcom.net/webpost/listing.php
      2. Copy the server IP and paste it in the “Server Address” window.
      3. Complete steps 3 c thru f.
    5. If you fail to log on the first time, try again. Occasionally, a second or third attempt will prove successful.
    6. Once on line:
      1. Click on "Settings."
      2. Click on "Sound Input/Output Settings."
      3. In "Voice Send Method," select "Push to Talk" and set F12 as the key to use (Prime Fleet standard – F12 doesn't conflict with the MP game).
      4. Make note of the other possible settings, in case you need to make further adjustments.
        Example: setting a different option in the “Test Codec” pull-down menu.
      5. Check that the bottom bar/button says, "Activate local test mode" – if it says, "Deactivate local test mode" then you will only be transmitting to yourself.
    7. Troubleshooting. Naturally, you need a microphone to transmit via TS. If you have a mike and it’s properly connected but you’re unable to transmit, try testing the mike with Microsoft’s Sound Recorder. If it doesn’t work with Recorder, try the following steps.
      1. Double-click on the volume control icon (it usually looks like a speaker) on your desktop task bar.
      2. Select “Options” from the volume control’s drop-down menu bar.
      3. Select “Properties.”
      4. Set the menu to adjust the volume for recording (not for playback).
      5. In the volume controls window, check the box for microphone.
      6. Select “OK.”
      7. Adjust the microphone volume to mid-level.
      8. Put a check in the “Select” box.
      9. If the problem persists:
        • Set the “Properties” menu for playback and insure the “Mute” box for the mike is not checked.
        • Select “Advanced Control” under the “Options” drop-down menu and make further adjustments to the mike.
  2. Creating and Using a Fleet Team: Participants for all League matches must come from one of the 3000Ad authorized fleets.
    1. Keep the following rules in mind when creating a fleet team.
      1. Team participants must abide by the League’s Rules of Engagement (see Section V, rules 1 and 2).
      2. If a team is short the required number of players, that team is considered to have missed the match. If the match is a scheduled event between two specific fleets and the opposing team shows with the necessary number of players, the short-handed team forfeits the match.
      3. All fleets must participate in a minimum of two (2) matches and no more than four (4) to remain in League competition.
      4. If, during two consecutive months, any fleet fails to meet the minimum requirements, that fleet will be dropped from the League for the remainder of the season.
      5. To compete in an official match or the season’s fleet tournament and the individual championships, players must be members of a fleet not dropped from the League.
      6. When a fleet has more than five members who wish to compete, that fleet can create more than one team. Participants are allowed to substitute players between teams of the same fleet.
      7. To accommodate regional differences, teams should be comprised of players living within closely aligned time zones.
    2. Team Configurations
      • 4/5 vs 4/5: match as challenged
      • 3 vs 3: match as challenged
      • 2 vs 2: match as challenged /arena Death match
      • Different numbers on each team turn up (3v2, 4v2, 4v3, 5v3, 5v2): arena deathmatch.
      • 1 or 0 = forfeit (if the other team has at least 2 turn up)
      • To be counted as present, team members must arrive within 15 minutes of the agreed start time, though the leader of the more complete team at this point can decide to be magnanimous and extend the deadline another 15 mins, but he/she doesn't have to.
    3. Use the following procedures when creating a new team.
      1. Fleet Leaders or their designated representatives will log on to the GalCom website at: http://www.galcom.net/index.php
      2. From the Fleet Menu, right-hand side of the home page, select “Create Team.”
      3. At the “Create Team” page, make applicable entries.
        • Team Name: type in the name of your team or fleet – do not use apostrophes or other punctuation marks in the entry.
        • Captain’s Mail: delete the “n/a” and enter a valid email address – your confirmation and password will be sent to this address.
        • Country: enter the applicable country.
      4. Click on the “Submit” button.
      5. The next screen should verify that you’ve successfully created a team. You’ll be directed to check your email address to confirm registration.
      6. Log on to your email and:
        • Open the confirmation message.
        • Click on the provided link back to GalCom.
      7. At the GalCom webpage, click on the “submit” button.
      8. Again, the follow-up screen confirms registration and directs you back to your email.
        • Check the new email message for correct Team (user) name.
        • Make note of your password.
    4. Once a team has been created, members should be recruited to fill required and augmented slots. A fleet leader has two ways of accomplishing this.
      1. A fleet leader or his/her designated representative can personally recruit members, as follows:
        • Go to the Fleet Menu at the GalCom website.
        • Select the “Modify Team” option.
        • At the “Edit Your Team” page, insert the name and password provided via email during team creation.
        • Click on the “Login!” button to access the team’s Profile Management page.
        • In the Roster Management section, use the pull-down “Select User” menu to find prospective members.
        • After selecting a player, click on the “Invite User” button – an invitation will automatically be sent to the prospective member’s registered email address.
        • You will automatically be taken to the confirmation page. Use your browser’s “Back” button to return to the previous page to make additional selections.
        • Note: the fleet or team leader can block unsolicited applications by making an entry in the “Join Password” window of this page.
      2. Members of an official fleet can request to be a member of a team in the following manner:
        • Log on at the GalCom Online website
        • Go to the Fleet Menu, right-hand side of the home page.
        • Select the “Join Team” option.
        • From the pull-down menu, select the team you wish to join.
        • Click on the “Submit” button – if you’ve logged in, it usually isn’t necessary to enter a password. If a password is required, get it from the team leader.
  3. Adding your team to the ladder: From the main page at GHQ select modify team from the lower right hand side of the page. Once you have logged into your modify team page scroll to the bottom of the page and from the drop down menu highlight the League ladder then click the join button. Your team has now been registered to the ladder and is ready to start issuing challenges to other teams.
  4. Challenging Another Team: Unless otherwise announced at the 3000AD forum, all League matches will be scheduled on an individual basis. This should allow teams to accommodate players living in closely aligned time zones.
    1. Fleet leaders or their designated representatives will challenge an opposing fleet.
      1. The challenger will log on to the GalCom website at:
      2. From the Fleet Menu, right-hand side, select “Challenge Team.”
      3. Select the appropriate option in each of the windows.
        • Note: where you’re requested to enter Map 1 and 2, type in the name of the scenario(s) to be played (see Section X, Appendix 2, for scenario names).
      4. Click on the “Submit” button.
    2. The challenge is then emailed by the system to the challenged team leader.
    3. The challenged team leader accepts or refuses the challenge by:
      1. Checking his/her email and opening the challenge message.
      2. Clicking on the link to the GalCom website.
      3. Following the instructions on the designated webpage.
    4. If the challenge is accepted then the challenged team must contact a league member from another fleet that is in good standing with the league to request that they umpire the coming match. No match can be played as and official league match without a match Umpire present.
  5. Conducting the Match - Order of Events: The following steps should be taken prior to and during each match to insure all players properly log on to the fleet server and successfully participate in a match that can be accurately scored.
    1. Prior to launching the game, each player should create a "Join MP Server" shortcut and append it with " /logchat" as follows:

      e.g. "C:\Program Files\DreamCatcher\3000AD\Universal Combat\ucmp.exe" /c /logchat

      When launching multiplayer from the appended shortcut, the game will initiate a chat log ("mpchatclient") and place it in the main UC folder. After each match, the log must either be saved under a different name or to a different location to keep it from being overwritten at the launch of a follow-on match.

    2. Each player must log on to TeamSpeak2 (TS), using the 3000AD Fleet League server, and wait in the "Lobby" (default channel). If another server is to be used, the change will be posted along with the mission schedule (see Section I for instructions on how to set up TS).
    3. After the initial briefing, each team will adjourn to a designated separate TS frequency for team play. Unless otherwise directed, the following procedure will be used to keep from confusing the server.
      1. Unless acting only as a monitor, the "Umpire" will, upon switching to the team frequency, assign assets to each member of his/her team.
      2. The Game Leader will coordinate player log-on and entry into the game. Members enter the fleet server one-by-one.
      3. After one member has successfully logged on, that person will announce such over TS. The Umpire will then send in the next player, repeating until all other players are in the game.
      4. Players who must deploy assets should be directed to enter first.
      5. The Umpire will switch frequencies as necessary to monitor and coordinate all entries into the game.
      6. After all other players have succeeded in logging on to the server, the Umpire will then return to neutral frequency (if applicable) and enter the game.
    4. The Umpire will then type "****** BEGIN LOG ******" into the chat window to delineate the beginning of the game, making it easier for the scorekeeper to sort game events from unimportant chat log clutter.
    5. Each player will send two chat messages:
      1. "[name] is in game" to all players (e.g. "Marvin is in game").
      2. "[name] - [asset's name] - [type asset] as a "Personal" message to the Umpire

        (e.g. "Marvin - GCV Asimov - carrier/megaron").

        The first entry is made to determine that all players and the server see each other properly. The second is to supply (privately) the scorekeeper with information needed to match each player with the correct asset – so that point values can be properly determined.

      3. The Umpire will then type "****** BEGIN GAME ******" or something similar, thereby initiating game play.
      4. All players will immediately close the game chat window and communicate with each other via TeamSpeak. Players who cannot transmit via TS are nonetheless expected to close the window and monitor their team frequency.
      5. Upon completion of an objective, the player who completes the objective will open a chat box and announce, in the blind, its completion (e.g. "Marvin destroyed the shuttle"). If possible, the player will also announce it over the team's TS channel. Additionally: If other objectives have not been met or the time clock is still running, the player will keep the chat window closed and resume the game.
      6. At the end of the game the Umpire will add an "****** END LOG ******" entry to the chat window and exit. Upon exit the umpire will enter each teams TS channel and inform them that the match is over.
      7. All players will exit the game and return to the default (Lobby) TS frequency for debrief.
      8. If the Umpire drops off line during the match, his/her corresponding chat log will be incomplete. In such a situation, other players should save their currently generated chat log ("mpchatclient") and coordinate with one another so that a complete copy can be made available to the umpire and scorekeeper.
  6. Rules of Engagement (ROE): Except where noted in a specific mission scenario, the following rules of engagement apply to all fleet matches.
    1. A maximum of (5) players are allowed to participate for each team.
    2. All players for any one team will come from the same fleet and both the team and fleet must be in good standing with the League (see Section II, rule 1e).
    3. Per Section IV, Order of Events, all players will close the game chat window at the beginning of each match.
    4. Except as required for a scenario, no player can deploy AI-controlled fighters or shuttles.
    5. Authorized weapons include:
      1. Main guns.
      2. Missiles.
      3. Mines.
      4. PTA’s
    6. Employment of PTA is authorized.
    7. Neither cruisers nor carriers can enter the atmosphere of a planet or moon.
    8. Players who inadvertently drop off line must abide by the following guidelines:
      1. Return to desktop and wait thirty seconds before re-spawning.
      2. If the player controls a deployed objective, re-spawn in the location that allows for the quickest redeployment of the objective. If opposing forces are already in the specified zone, expect completion of the objective to be debated in debrief.
      3. Unless otherwise specified, re-spawn in the original launch zone.
      4. Unless otherwise specified, re-spawn in the same class of ship. Changes within a class should be reported via the chat window, in the blind.
    9. Except where it would violate other ROE, players killed during a match are authorized to re-spawn according to guidelines in Rule 6.
    10. If the player controlling an objective is destroyed and re-spawns, that player is not allowed to redeploy the destroyed objective. The objective is considered to have been met.
    11. A match will be considered complete (MC) if any of the following conditions exist:
      1. One team capitulates by exiting the match, logging on to the opposition's TeamSpeak channel, and informing the other team of intent.
      2. The specified time limit has expired.
        • No match should exceed sixty (60) minutes.
        • Even when all objectives have already been met, matches should last at least forty-five (45) minutes – allowing time for individual kills to be accumulated.
    12. Any disagreements will be arbitrated during debrief following each match. If a dispute cannot be settled by team leaders, the Umpire will nonetheless score the match per guidelines in Section VI. Afterward, either team leader can dispute the score by filing a report at GalCom Online (see Section VII, step 3).
  7. Scoring the Match: Umpire’s and the official scorekeeper should use guidelines outlined in this section when computing team scores, calculating individual point values, and awarding medals for outstanding performance.
    1. Fleet matches use the server chat log as the reference for all scoring.
    2. The Umpire makes the first calculation then forwards the results to the official scorekeeper for review.
    3. The point structure is divided into two (2) categories.
      1. Experience Points (EP). These points are not used to determine standing within the League. They are only used by individual fleet commanders – fleet members are often promoted based, at least in part, on reaching a specific level of EP.
      2. Ranking Points. These points are used by the League in two ways:
        • To rank an individual member’s position on the Player’s Ladder.
        • To determine the position of each fleet within the League.
    4. Points are accumulated in two ways.
      1. One: the team accumulates points by completing one or more objectives. Objective points are divided equally among participating team members, scored per the guidelines on the Objectives Score Sheet (see Section X, Appendix 2).
      2. Two: individual points are awarded to the player who destroys an asset listed on the Asset Score Sheet (see Section IX, Appendix 1). Individual points are awarded to every player, whether on the winning or losing team. The Umpire and official scorekeeper use the server chat log to validate all individual kills.
    5. If a player is destroyed during the match by a hostile starstation or ODS then points are awarded to the opposing team. Points are awarded according to the listing on the Asset Score Sheet for the destroyed asset. The total is to be divided evenly between all the team players.
    6. Penalty points are charged against both the team and the player in the following manner.
      1. Any player with a destroyed asset is charged the value of that asset, as listed on the Asset Score Sheet.
      2. The team losing a match is assessed a penalty, equally divided between members of the team, as listed on the Objective Score Sheet.
      3. If a team member violates either the ROE or other rules agreed upon during the briefing, that member is penalized 500 EP.
    7. Medals are awarded based solely on the conditions listed in the Awards and Decorations chart (see Section XI, Appendix 3) – there are no other prerequisites. Unlike ranking points, which are reset at the end of each season, all medals will be displayed in the fleet database’s player profile for as long as the player remains a member of the 3000AD Fleet League.
    8. Using the server chat log as reference, the Umpire tabulates all scores and enters them at the bottom of the log.
  8. Reporting the Match: After a match has been scored by both the Umpire and official scorekeeper. The results need to be entered into the record. All match chat logs along with your calculated match scores must be sent to the following email address. So that the official scorekeeper can verify all match scores before they are entered into the league ladder and Fleet DB.

    [email protected]

    1. Either by email or via 3000AD private message (PM), the results of each match are forwarded to the League’s official scorekeeper.
    2. The scorekeeper will then do the following:
      1. Check the computations for accuracy.
      2. Forward a copy to the applicable fleet leaders for review.
      3. Post individual scores in the Fleet database.
      4. When available, also post individual scores at the official scoreboard.
      5. Input the team score to the league ladder.
    3. If, after statistics are posted, a fleet leader notices a difference between the posting and what he/she believes is the correct total, that fleet leader can file a report at GalCom Online.
      1. At the home page, Fleet Menu, select the “Report Dispute” option.
      2. Enter data, comments, and password.
      3. Click on the “Submit” button.
    4. A League official will then compare the stats to both the chat log and player recollections until a compromise is reached.
    5. Note: The League stats ladder reflects fleet data posted at GalCom Online. At the end of the year, it is used to determine which fleets are to compete in the tournament. Individual player stats, posted in the Fleet database, are used to determine which players are to compete in the annual championships. Both tournament and championship winners are added to the 3000AD Fleet League Hall of Fame.
  9. After Action Reports (AAR) - Role-Playing ROE: The following Rules of Engagement are applicable only to role-playing postings directly related to fleet MP activity.
    1. Only players who participated in the specific match can write up an AAR in role-playing format.
    2. Once the first post is made, any additional posts concerning the same match should be made to the original story line.
    3. The story must deal with a match already played and reflect what actually happened in that match.
    4. Each player must write only about his/her own character – in terms of thoughts, actions, and consequences. Include other players only when necessary and only to reflect what you actually observed or what you know actually happened.
    5. No participant can be killed within another player's role-playing story line. Only the player, himself, can make that decision. Any of the kills associated with a fleet match will be attributed to a player's ship. Ways to circumvent an obvious kill include:
      1. Use of escape pods.
      2. Cloning of players.
      3. Being, yourself, indestructible (e.g. Marvin the robot).
      4. Using the transporter.
      5. Surrendering to the enemy (not a suggested solution).

        The player killed will decide how to come back from the dead, so to speak. For other players who must describe the kill, refer only to the destruction of the ship.

    6. No story line should contradict any previous parts of the R/P story. Which means, if you're going to contribute to the story, you'd better read what's already been posted.
    7. To make the story more interesting, certain facts can be added by senior members of the match. For example, in "Shuttle Slam," none of the shuttles have been given a particular reason for being targets; they might be hauling dangerous artifacts or an alliance dignitary might be aboard. These details could be added to give the story more depth. But such details shouldn't be included without thought to the overall picture, else they end up restricting what comes after – which is why a senior member should be consulted prior to adding details of this type.
    8. The story line will take place in the multiplayer universe.
    9. NPCs, if included in a story line, must not play a major role in the outcome of any part of the story. A player can use an NPC as an excuse for poor performance but only in general terms. Additionally, if you're going to name your NPCs, give them names not used by everyone (e.g. “Resnig”). If your ship's name is associated with a specific group of characters from a book or movie, think about using them, instead.
    10. Any major background story must conform to original 3000 AD "history." Again, details will usually result in a more interesting story but, because of the effect it might have on future play, get it okayed by a senior member of 3000AD.
  10. Appendix 1 - ASSET SCORE SHEET


    Section X. Appendix 1 - ASSET SCORE SHEET



    ASSET

    EP

    RANKING

    StarStations



    Class 0 – 3

    5500

    150

    Class 4

    5500

    135

    Class 5 – 7

    5500

    125

    Starstation Class 8

    5500

    130

    Class 9 – 10

    5500

    125

    Class 11

    5500

    150

    Class 12 – 13

    5500

    125

    StarBases



    Type 1

    3500

    140

    Type 2

    3500

    125

    Type 3

    3500

    130

    Type 4

    3500

    145

    Type 5

    3500

    150

    Type 6

    3500

    125

    Type 7

    3500

    130

    Type 8

    3500

    145

    Carriers



    Stormcarrier

    1500

    100

    Aestrom

    1500

    90

    Firestorm

    1500

    95

    Battlecruiser Mk I

    1500

    75

    Battlecruiser Mk II

    1500

    80

    Battlecruiser Mk III

    1500

    85

    Nightstar

    1500

    70

    Megaron

    1500

    80

    Violon

    1500

    85

    Cruisers



    Warmonger

    350

    40

    Starcarrier

    350

    50

    Sentry

    350

    45

    Spacestar

    350

    45

    Garid

    350

    50

    Starcruiser

    350

    35

    Starwarrior

    350

    30

    Solnar

    350

    25

    Questar

    350

    25

    Sunflash

    350

    35

    Transports



    LRT-10

    100

    10

    LRT-15

    100

    10

    MRT-15

    100

    8

    Canlon

    100

    15

    Tarin Mk I/II

    100

    12

    Jenstar

    100

    15

    Generis

    100

    15

    Fighters



    L-Fighter

    50

    10

    S-Fighter

    50

    10

    S24 Raven

    50

    15

    Defender

    50

    15

    P21 Vandal

    50

    12

    Zenstar

    50

    12

    Stardrone

    50

    5

    Infiltrator

    50

    7

    Corsair

    50

    5

    ASSET

    EP

    RANKING

    Fighters, cont.



    Viper

    50

    5

    Starfighter

    50

    5

    Interceptor Mk I

    50

    7

    Interceptor Mk II

    50

    5

    N-Fighter

    50

    5

    Templon

    50

    7

    Mantis

    50

    3

    Starlance

    50

    3

    X22 Aurora

    50

    7

    Interdicter

    50

    5

    Sentinel

    50

    3

    Lightstar

    50

    5

    Zodiac

    50

    5

    Starmonk

    50

    7

    Alinix

    50

    7

    Shuttles



    Mk I

    0

    3

    Mk II

    0

    3

    Mk III

    0

    5

    Naval Assets



    Carrier

    250

    100

    Cruiser

    250

    50

    Destroyer

    250

    25

    Assault

    250

    20

    Gunboat

    250

    15

    LCAC

    250

    3

    LCAC Type II

    250

    1

    Legionnaire Sub

    250

    50

    Sagner Sub

    250

    35

    Osprey Sub

    250

    30

    Wraith Sub

    250

    10

    Gunships



    Phantom

    50

    3

    Shadow

    50

    5

    Marauder

    50

    7

    Intruder

    50

    5

    Blackghost

    50

    7

    Other Craft



    ATV

    125

    17

    HAV

    125

    15

    CAB

    125

    3

    Wildcat Tank

    125

    20

    APC Mk I

    125

    10

    LAV

    125

    10

    UAV Mk I

    125

    10

    Mayhem Tank

    125

    20

    Mining Drone

    125

    3

    APC Mk II

    125

    17

    CAV

    125

    10

    UAV Mk II

    125

    15

    Mobile Forward Base

    125

    50










    Appendix 1, continued - ASSET SCORE SHEET



    ASSET

    EP

    RANKING

    Defenses



    TSX1 Limpet

    150

    20

    TSX2 Limpet

    150

    25

    ACM Rogan

    150

    30

    ADV Hawkeye

    150

    35

    AX-10 Fireball

    150

    20

    AX-21 Firestorm

    150

    25

    AX-25 FireEye

    150

    30

    GDN-4 Worm

    150

    25

    GDN-7 Worm

    150

    30

    Mk 1P

    150

    7

    Mk 2P

    150

    10

    XP-10

    150

    5

    XP-15

    150

    15

    Mk 3P

    150

    15

    Mk 1D

    150

    5

    Mk 2D

    150

    10

    ZX10 Rocket Launcher

    150

    20

    ZX15 Rocket Launcher

    150

    20

    Area Defense Turret

    150

    20

    Centaur

    150

    10

    Starlight

    150

    35

    Sagat

    150

    25

    Area Defense Jammer

    150

    35

    Early Warning Radar

    100

    30

    Area Defense Shield

    150

    35

    Base Assets



    Barracks

    125

    20

    Communications

    125

    25

    Fuel Tank

    125

    10

    Solar Plant

    125

    25

    Bunker

    125

    10

    LPAD Type I

    125

    15

    Supply Depot

    125

    10

    Command & Control

    125

    30

    LPAD Type II

    125

    15

    Nuclear Plant

    125

    25

    ODS



    Grazer

    150

    30

    Xtender

    150

    15

    Pyron

    150

    20

    Trancor

    150

    25

    Netstar

    150

    20

    Miscellaneous



    Probe

    5

    5

    Cargo Pod

    0

    1

    Sigma Mine

    15

    25

    Leech Mine

    15

    10

    Crab Mine

    15

    5

    Personnel



    Commander

    150

    50

    Flight Officer

    100

    35

    ASSET

    EP

    RANKING

    Personnel, cont.



    Navigation Officer

    100

    30

    Communications Officer

    100

    25

    Tactical Officer

    125

    40

    Combat Officer

    125

    45

    Medical Officer

    100

    30

    Chief Engineer

    100

    25

    Research Engineer

    100

    30

    Pilot

    75

    20

    System Engineer

    50

    15

    Flight Engineer

    50

    15

    Medic

    50

    10

    EF Marine

    75

    20

    SF Marine

    50

    15

    MI Marine

    50

    5

    AF Marine

    75

    15

    RF Marine

    75

    10

    EC Marine

    50

    10

    MC Marine

    50

    10

  11. Appendix 2 - OBJECTIVES SCORE SHEET

    Section XI. Appendix 2 - OBJECTIVES SCORE SHEET

    REQUIREMENT(S)

    EP

    RANKING

    Scenario with one objective



    Objective completed

    2500

    250

    Scenario with two objectives



    Primary objective completed

    3500

    350

    Secondary objective completed

    1500

    150

    Both objectives completed

    7000

    700

    Campaign *



    Primary objective completed

    10,000

    1000

    Secondary objective completed

    2500

    250

    Penalty points



    Loss of asset

    Asset EP

    Asset ranking

    Loss of match

    1000

    100

    Match Forfeit

    1500

    150

    ROE violation

    500

    0


    * A campaign is a series of five (5) matches combined to complete a larger, more complex, objective. All campaign objectives prior to the final match are considered secondary objectives. Only the primary objective of the last scenario is considered primary.


  12. Appendix 3 - AWARDS AND DECORATIONS

    Section XII. Appendix 3 - AWARDS AND DECORATIONS


    AWARD

    REQUIREMENT(S)

    Award for Gallantry

    Awarded for killing at least 3 opposing team member of the course of a season of play..

    Combat Shield

    Awarded for being the player to complete the team’s primary objective, killing at least 2 opposing team member, and completing the match without re-spawning. Must have achieved the Award for Gallantry.

    Order of the Wraith

    Awarded for the successful killing 10 opposing team members over the course of a season of play.

    Planetary Shield

    Awarded for acts of extreme heroism in combat within planetary hostile territory during a season of play. This is primarily awarded to Marines, PSP and EF pilots but can be given to any player who kills at least 5 enemy players during hostile planetary operations of the course of a season of play.

    Commander’s Shield

    Awarded for acts of heroism in combat within planetary territory over the length of a season of play. This medal is also primarily awarded to Marines, PSP, and EF pilots but can be given to any player who kills 15 enemy players in a planetary sector over the course of a season.

    Eye of Andromeda

    Awarded upon successful killing 20 enemy players over the course of a season. Must have achieved the Combat Shield.

    Star of Merit

    Awarded to the second place contestant in the player’s individual championships.

    Order of the Universe

    This is the highest 3000AD Fleet League medal. It is only awarded to the player who wins first place in the individual players championships.

  13. Appendix 4 - Multiplayer Scenarios: The following MP missions have been tested and certified by participating fleet leaders. Any listed scenario or combination of scenarios can be played during a fleet match session. At the Game Leader’s discretion, other scenarios can be used – with the understanding that results from any uncertified scenario are subject to scorekeeper’s review.

    Duel.
    1. Team assets: Each player selects his/her asset of choice. Please refer to section 5 on the bottom of page 4 for information on conducting a match.
    2. Launch zones:
      1. GalCom – Victory Station in the Somaris region.
      2. Insurgent – Farpoint Station in the Tapestran region.
      3. Other – Freeport Station in the Castrin region.
    3. Re-entry (re-spawn) zones: Not applicable.
    4. Game objective: kill your opponent or reduce his/her hull and armor to less than 50%.
    5. Additional order of events:
      1. Only one player per side.
      2. Players must be from different castes and one player must be either an insurgent or a member of GalCom.
      3. Only two players per match.
      4. Either player can act as Game Leader. Usually, the higher-ranking officer conducts and scores the match.
      5. After launch, players will meet in Castrin as follows.
        • GalCom players will enter from the Castrin jumpgate in Somaris and remain near the gate.
        • Insurgent players will enter from the Castrin jumpgate in Tepestran and remain near the gate.
        • Other players will remain near Freeport station in Castrin.
      6. When both players are in Castrin, any jump away from a gate or starstaition will be considered a hostile act and, thusly, precipitates the duel.
    6. Additional ROE:
      1. No time limit.
      2. AI shuttles are allowed.
      3. AI fighters allowed
      4. PTA systems allowed
      5. Missiles and main guns allowed
      6. Cloaking is optional and is decided by the players prior to starting the match.
    7. Back-story: None.
    8. Scoring the match: Refer to Appendix 2 and apply the score for completing 1 objective to the winning player along with the point value assigned to the destroyed player vessel as listed on the Asset Score sheet in Appendix 1. The losing player is not assessed a penalty for the loss.

      Once the match has been scored by the players send the match log file along with the final score as decide in a text file to the official score keeper so can be entered into the Fleet Database.

    Operation Home Run.

    Please read section 5 starting at the bottom of page 4 on conducting a match before you continue.

    1. Team assets:
      1. GalCom supply convoy.
        • 2 x cruisers
        • 1 x armed transport
      2. Insurgents.
        • 2 x cruisers
        • 1 x super fighter
      3. ISS.
        • 1 x cruiser
        • 2 x super fighters
    2. Launch zones:
      1. GalCom – Paladian Station in the Procon region.
      2. Insurgents – as desired (except Farpoint in the Tapestran region).
    3. Re-entry (re-spawn) zones:
      1. GalCom – Paladian Station in the Procon region.
      2. Insurgents – as desired.
    4. Game objectives:
      1. GalCom supply convoy.
        • Primary – successfully dock supply transport at Eterna Station in the Neutral Zone.
        • Secondary – destroy all hostile craft encountered en route.
      2. Insurgents.
        • Primary – intercept the supply convoy without being detected by ISS.
        • Secondary – engage and destroy the supply transport.
      3. ISS.
        • Primary – discover the location of insurgent forces.
        • Secondary – engage and destroy the opposition.
    5. Additional order of events:
      1. Insurgents will log on to the server first.
      2. After all insurgent players have successfully launched, their team leader will add enough “bump” messages to the chat window to push launch data beyond view.
      3. ISS and the supply convoy will then log on I.A.W. the standard order of events.
      4. At “Begin Game,” only ISS and the insurgent team immediately leave their launch zones.
      5. Five (5) minutes after “Begin Game,” the supply convoy starts its trip toward its primary objective.
    6. Additional ROE:
      1. ISS is not to engage enemy forces without first informing the GalCom supply convoy team leader of the situation.
      2. The match terminates either at the expiration of the 60-minute time limit or after the supply transport is destroyed. Ignore the 45-minute rule.
      3. A minimum of two (2) players are needed for each team.
    7. Back-story: None.

    Shuttle Attack.

    Please read section 5 starting at the bottom of page 4 on conducting a match before you continue.

    1. Team assets:
      1. Only one player from each team is allowed to use a carrier-class ship.
      2. The remaining players must choose from any of the cruiser-class ships.
    2. Launch zones:
      1. GalCom – Eterna Station in the NZone region.
      2. Insurgents – Resilient Station in the Gaulan region.
    3. Re-entry (re-spawn) zones:
      1. GalCom – Guardstar Station in the Junae region.
      2. Insurgents – Farpoint Station in the Tapestran region.
    4. Game objectives:
      1. Primary objective – destroy the opposing team’s deployed shuttlecraft.
      2. Secondary objective – kill as many hostiles as possible within the time frame provided.
    5. Additional order of events:
      1. Players assigned to carriers will deploy one AI shuttle each, as follows.
        • The shuttle will be ordered to fly to the starstation in the player’s launch zone.
        • Once the shuttle is within 15 km of the station it will be ordered to halt.
    6. Additional ROE:
      1. Players have 45 minutes to complete the primary objective.
      2. The match terminates either at the end of the time limit or after each team has achieved the primary objective.
    7. Back-story: GalCom operatives have collected data on insurgent defenses in the Boranis star system. Unfortunately, the data is encrypted and HQ suspects a computer virus is embedded in the encryption. Consequently, the data is isolated in a computer aboard a shuttle parked a few kilometers outside Eterna Station near Galadran. If insurgent forces can destroy that shuttle, their current defense system remains viable. Coincidentally, insurgent operatives have intercepted classified messages between Eterna and GalCom HQ in Procon – messages dealing with the encrypted data. Unfortunately, the only part of the transmission currently decoded is the passage related to the computer virus. Insurgent analysts suspect it pertains to a virus embedded in the message itself and, therefore, have isolated the message in a shuttle parked near Resilient. If GalCom can destroy that shuttle, it will leave insurgent forces unsure as to exactly how badly their defenses in the Boranis system have been compromised.

    Operation Eye in the Sky v2.2 (final)

    Role-play Notes

    A major fleet engagement is imminent, and both sides have good intel provided by their AWACS crafts. Should one side lose their eye in the sky, it could be decisive…

    After a major solar storm, which blanked out all radar and communication systems, it appears that both fleets’ AWACS craft have drifted well out of position and are vulnerable to enemy attack…

    Please read section 5 starting at the bottom of page 4 on conducting a match before you continue.

    Players required: 3 on each team
    Both teams are comprised of the same craft:

    1 AWACS craft (armed transport)
    1 Carrier
    1 Cruiser

    Rules of Engagement

    1. No going planet side by any member of either team.
    2. No docking with any stations once the match has started. All craft must remain in space.
    3. Except for the AWACS craft, which are allowed to use their PTA, no use of PTA or AI fighter craft are allowed, only mines, missiles and main guns.
    4. The AWACS craft must restrict their movements to the Junae and Foron space regions once the match has started and until the match ends or they are destroyed. They are free to move around within those regions and move between those two regions as they see fit.
    5. The match will end when either one of two conditions are met:
      1. The 60-minute time limit expires.
      2. One team has completed both objectives, though the match must still last at least 45 minutes.

    Launch Bases/Re-spawn points:

    Insurgents: Farpoint Station in Tapestran, (Version 2: AWACS craft Antilles Station in Rovarix, moving to the Junae region before match start) Re-spawn Point: Antilles Station in Rovarix

    GalCom: Eterna Station in Galadran (Version 2: AWACS craft Quon Station in Ralean, moving to the Foron region before match start) Re-spawn Point: Quon Station in Ralean

    Match Procedure:

    The Two AWACS craft log in first, followed by the rest of the teams. In the event of no server logs or observer, when all craft are logged in and launched, they must send their name and ship type to their own AWACS craft (who send their info to themselves)

    The AWACS craft keep their chat windows open all through the match, all other craft close theirs as soon as the match begins. Through teamspeak, the AWACS craft of each team can give his teammates good radar intelligence for as long as his craft is intact. (I.e. enemy craft current location and hyper drive activity as given in his chat log) and continually update this information as he receives it. All craft are free to move around as they see fit (excluding the AWACS, see rule 4) with the only restriction that they stay in space.

    When killed, all craft should re-spawn as cruisers, including the AWACS craft and carrier, the AWACS craft closing his chat window and becoming merely a conventional military asset for his team, able to move as freely as all the other players.

    Team Objectives

    Primary Objective: Destroy opposing AWACS craft while keeping your own alive: 3500 EP, 350 ranking points
    Secondary Objective: Destroy the command craft of the opposing fleet (the Carrier ):1500 EP, 150 ranking points.
    Both Primary and Secondary Objectives: 7000 EP, 700 ranking points.

    The Great Race

    Asset to be used: Megaron (only)

    Launch from: Last Stop (NZone)

    You must add /logchat to your command line parameter in order to create a chat log. If you do not no log file will be created and campaign will be disqualified. All AE’s are allowed to run the great Race campaign once per month. If you submit a log and it is disqualified you must wait until the next month before you can run the campaign and submit another log to be scored

    The object of the race is to see who can log the best time and achieve all objectives. The deployment of shuttles and all instructions must be followed to the letter or the player’s final time will be disqualified and you will receive no score. Chat log files need to be submitted to your fleet leader to verify that all steps were done properly prior to being sent to the official scorekeeper to be entered into the players profile in the fleet DB.

    Step 1:Jump from NZone to Rovarix in your CC

    Step 2:Deploy Shuttle 1 to the planet

    Step 3:Jump from Rovarix to Junae in your CC

    Step 4:Deploy Shuttle 3 to the planet

    Step 5:Jump from Junae to Foron in your CC

    Step 6:Deploy Shuttle 2 to the planet

    Step 7:Jump from Foron to Castrin in your CC

    Step 8:Switch your AE to Shuttle 4

    Leave your CC in Castrin and jump to Foron in your shuttle

    Step 9: Fly your shuttle to the planet and switch to Shuttle 2. Give orders to Shuttle 4 to leave the planet but it must stay in the region.

    Step 10: Jump to Junae

    Step 11: Fly your shuttle to the planet and switch to Shuttle 3. Give orders to Shuttle 2 to leave the planet but it must stay in the region.

    Step 12: Jump to Rovarix

    Step 13: Fly your shuttle to the planet and switch to Shuttle 1. Give orders to Shuttle 3 to leave the planet but it must stay in the region.

    Step 14: Proceed in Shuttle 1 back to your CC in Castrin

    Shuttles can be placed anywhere on the planet, the location is up to you.

    If the player’s CC or any of his shuttles leave the region they are required to stay in, the player’s time will be disqualified and you will not receive a score for the campaign.

    Objectives and Scoring:

    The Great Race ROE is considered to be a campaign consisting of three secondary objectives and one primary objective refer to appendix 2 of the league Handbook. If you fail to complete any of the secondary objectives the campaign is disqualified and will not be scored

    The Death Match

    This is a scenario for use when there is an uneven or low team turnout for a fleet match.

    Please read section 5 starting at the bottom of page 4 on conducting a match before you continue.

    Roleplay Notes

    Two major task forces have met in a key strategic region. Whichever force can gain the upper hand will earn a significant morale boost for their side...

    Rules Of Engagement

    1. One team must play as Insurgent and one as Galcom.
    2. Players may choose any capital ship they like, and when respawning they do not have to choose the same class of ship.
    3. No use of Capital ship support units. (Fighters, shuttles)
    4. Only main gun, missiles and mines allowed- No PTA and no cloaking.
    5. Players are not allowed to leave the combat region (Castrin) except to respawn after being destroyed. If they leave the region, it will be counted as a kill for the other team
    6. Players must respawn and re-enter the combat region (Castrin) within 10 minutes of being destroyed, or they will be counted as destroyed again.
    7. Launch/Respawn Regions
      1. Galcom Players- Paladian Starstation in Procon
      2. Insurgent Players- farpoiint Starstation in Tapenstran
      3. Umpire- Freeport Station in Castrin (must deploy as a trader)
      4. Player respawns unlimited, as any capital ship.
    8. Time Limit: 60 Minutes. The Umpire (or Game Leader if no neutral umpire is available) announces the end of the Match exactly 60 Minutes after announcing the start of the match, preferably using a stopwatch to keep track of time.
    9. All chat windows remain open.
    10. Order of events:
      1. Players must wait in their launch regions until the match begins, then proceed to Castrin as soon as the start of the match is announced.
      2. Players must send their ship info to the umpire (or Game Leader if there is no available umpire), and again each time they respawn, even if they respawn in the same ship type.
      3. The umpire will remain in close proximity to the station and oversee that the rules are kept, communicating via chat to all players, periodically announcing how much time remains, and providing a provisional score on request.
      4. If anyone destroys the umpire’s vessel, they instantly forfeit the match for their team.
    11. Scoring
      1. If a player is killed by friendly fire or their cause of death is self-inflicted, that counts as a kill for the other team.
      2. Whichever team scores the most kills during that period has gained control of the battlefield and wins the match.
      3. If the total number of kills for each team is tied, then the total ranking points of the vessels destroyed is compared, whichever team has the highest ranking point total has gained control of the battlefield and wins the match.
    12. Match Objective:

      Gain control of the battlefield: 2500 EP, 250 ranking points

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