RISK IV

The Season:

I. The season Will end on August 12, 2006. The coy on top of the scoreboard win,this mean each company will play six match each. If there is a tie, the tie breaker will apply (number of total cap out).

II. There will be no playoffs.

The Setup:

I. Maps will be assigned to each territory before the campaign begins for a total of 30 maps.

II. Companies will be randomly assigned 6 territories.

III. There will be no neutral army.

IV. Dc can play in every match as long as they are in pair. One in each team as long as the 10 person per team is not reach.

V. Maps can and will be changed as the series progresses as new maps are released. Only [DC] can will change maps.

The schedule and challenge:

I. Because we now have a un-equal number of company, a schedule will ba made and company will attack a other company decided in advance, they only get to choose the territory that the company they are attacking have and they decide of the date and time.

II. Matches, not including E Coy, will be scheduled by the attacking Company on Monday to Friday. Matches involving E Company will be scheduled by the attacking Company on either Saturday or Sunday afternoon. Attacking Company does not need to consult the defending Company about what day is best for them. Officer collarattion is still desired.

III. As soon as the challenge is issued, the night should be determined, placed on the calendar (including which server) and the other Company notified.

IV. Each Sunday evening, every two weeks, the new challenges will be used.

V. There will be no penality for attacking a territory distant from your territory. On the same line there will be no point awarded to capture a continent and there will be no point lost for using merc at the last minute to reach seven player. Now you still need to have a minimum of five company member or else you need to forfeit that match.

Scoring:

I. The attacking team will be awarded 5 points and the territory for a win.

II. The defending team will be awarded 5 points and keep the territory for a win.

III. Two 20 minute halves will be played with a 5 minute half time.

IV. Not all maps will receive the same amount of points for cap outs and in some cases a winner may be determined only by cap outs because of funky scoring. Make sure you know the rules for the map you are playing.

VI. If it is a dead tie at the end of the two halves. The teams will total their kills from the first half and second half to determine the winner. Make sure you take screen shots.

Rosters:

I. The matches will play 7v7.

II. Merc need to sign up and we can accept up to 6 mercs, 3 per coy. Merc will only be accepted in pair. So if three sign up the third one can show up to see if someone is missing. If not then the third merc does not play.If one company is missing some player then they can try to get merc at the last minute.

III. A company need to have at least 5 members of their company. If not then they need to forfeit the match.

IV. The members of [DC] get priority if they sign up in advance and will always list first on the sign up thread. If they come in before a match and have not signed up, they can play in pair as long as the total roster of company and merc in not full. There will be no match with more then 10 person per team.

V. Any member (no recruits) can play as a merc. as long as their Company is not playing in the match.

VI. No one is aloud to spectate a match as spectator.

Match Time:

I. Rosters will be locked 10 minutes prior to the start time. At that point backups replace guys who are late. This means if you decide to go with a merc and a Company player shows up the Company guy is out. At the same time if your roster is not full you will have up to 5 minutes past the starting time to get it filled. The risk.cfg should be executed 5 minutes prior to starting time.

II. Halftime: You will have 10 minutes to adjust your roster and be ready to restart. If you have a guy who can only play a half or is having performance issues you can swap him out.

III. Please be strict about starting time. While in game you can type “thetime” and it will give you the official time. Starting on time is being respectful to all the people who have set the time aside, shown up on time and are ready to play.

Teamspeak:

I. CC, SL and ASL are encouraged to be on TS in a separate channel. No other people can be on TS. The senior most officers from each Company should be in the same channel up until they execute the Risk cfg. Together they agree when to execute it because that is when the roster is locked.

Practice:

I. You can use any night prior to your match to practice. Practices can be in the form of scrimmages, walkthroughs or skills. This is your choice.

II. Practices can only be for 60 minutes and this will be strictly enforced. If you sign out a server for practice from 8-9 that is all the time you have. If guys stroll in at 8:05 you still end at 9:00 no matter what; even if in the middle of a scrimmage. No exceptions!!

III. Companies need to be respectful of each other when scheduling practice times. No Company can go and schedule a month’s worth of practices on the calendar for the same time and night. Some will be more desirable than others so be polite!!

Server Issues:

I. If the server is unstable it is imperative to contact one of the Officers who can reboot the whole machine (Tom, CHL, Cloud, Custer, Frittz, GMack, and Furyo). Please try to determine that as quickly as possible. Total reboot time is near 5 minutes.

II. If the server crashes and you have played more than 10 minutes of the half, the half is finished and results count. Then continue on with the second half. This is the part of online gaming that we all hate and can’t always predict or control. The goal is to play the match on the scheduled time. If the senior most officers from each Company quickly determine there is no positive resolution then they can stop the match. If you play more than 10 minutes of a half before making that determination, that half counts regardless. Bottom-line don’t waste people’s time.

III. If the problem occurs in the first 10 minutes the half should be completely restarted. This includes a Company dropping more than 1 guy because of internet, Steam or server issues. If those issues occur in the 2nd 10 minutes please try to continue the play while they rejoin. As stated earlier if both teams are losing people etc… then call it a half.

Philosophy:

I. This is for fun!


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