Netmech League Configuration
Classes
- Clan
- Clans are teams that choose to roleplay the Battletech Clans. They
are territory holders and one of the 2 prime combatants. They are a major
class.
- House
- Houses are teams that choose to roleplay the Inner Sphere houses. They
are territory holders and one of the 2 prime combatants. They are a major
class.
- Merc
- Mercaneries are closely associated with an employer. A Merc unit can only
work for one house or clan unit. No House or Clan team can hire more than 2
Merc teams. The prime power of a Merc team is that they can join the
active attack set. A Merc team gets sustainance from their
employer each accounting period.
The Merc team gets 25% of the value of it's employers commerce,
military item production and tech point research. In return the
employer loses 10% of their total commerce, military item production
and tech point research. These values are cumulative, so if a clan
or house group is hiring 2 Merc teams, they only receive 80% of
their normal incomes and each of the 2 Merc teams would get 25% of
the employer's normal incomes. The military items a Merc team receive
are placed in the team's Inventory without a location, also known as their
garage. At any time these military items without a location can be
taken from the garage and placed on any of the unpinned
sectors owned by their employer. This is called an employer spawn. Once
spawned those military items move normally. All Merc income goes into a central
bank. Mercs are a minor class and cannot own destinations. If a merc wins a
destination,
ownership is given to their employers. To be an employer, both the merc and
employer must agree on the relationship. A Merc team selected by the
employer in the automation to be on sentry duty will take control
of military items on a destination which has come under attack by raiders and
fight the battle in place of the employer. This allows Merc teams to
fight the battle instead of their employer who may have
more important battles to schedule. The change of ownership on military
items is automatic as long as the Merc teams remains on sentry duty. If
a raider attack occured when no merc team was assigned on sentry duty, no
change of ownership will take place and the employer will be required to
fight the battle. A Merc team is an automatically an ally of
their employer as long as they remain under contract. Contracts must be
at least one month in duration. When a merc team changes employer, they
will have all their military items return to their garage
so they can be respawned from their new employer. Even forces
involved in a battle will be removed from the map and placed in the merc
team's garage unless they are a principal
in an active attack set.
- Raiders
- Raiders are outlaws who believe the strong have a right to pray upon the
weak. They are not employed by any groups, other than "Here's some money, go
bother someone else." They are a blight on society,composed of nomads,
pirates and wanderers. A raider group chooses one victim, who they prey
upon for supplies. The victim can be changed at any time, although only
one pirate group can have any group as their victim at one time. Any group
which owns destinations can be chosen as a victim. It is highly recommended that
a raider group should only be started if there are sufficient potential
victoms. Due to their unsavory practices
all groups remain foes of a raider group, even other raiders.
All the military items a raider ever receive begin in their inventory without
a location assigned. At the beginning of each accounting period, a
raider receive an allotment of 7 spawns. If a raider runs out of spawns
and has more military items without locations, they will not be able to
deploy them until they have more spawns. Raiders can choose to bring out
their military items in inventory and launch an attack. When Raiders attack,
they will automatically be placed on the least defended destination of their
victim, which contains either a destination improvement or military items.
This is called a weak spawn, since they are spawned against the weak.
For each spawn they can use up to 40% of their resource value for the attack.
After each battle, if they win or retreat, their surviving forces return to
their garage, available for later spawns. If
a raider team spawns and either encounters an undefended destination or wins a
battle against the defender, the raider gets an immediate 5% of the value
of their victim's commerce, military item production and tech point research
with no losses to the victim. When this happens any sector improvements are
destroyed and the sector remains property of the defender.
| Variable | Clan | House | Merc | Raider |
| Min. Players | 15 | 15 | 8 | 4 |
| Max. Players | 60 | 60 | 30 | 25 |
| Starting Tech | 150,000 | 50,000 | 500,000 | 250,000 |
| Starting Money | TBA | TBA | TBA | TBA |
| Number Destinations | 15 | 15 | 0 | 0 |
| Base Salvage | 50% | 50% | 80% | 150% |
| Retreat Losses | 40% | 40% | 15% | -10% |
| Overcome Blocks | no | no | yes | no |
| Spawning | no | no | Employer Spawn | Weak Spawn |
| Conquer Sectors? | yes | yes | no | no |
| Sentry Duty | no | no | yes | no |
| Employer Cost | 0% | 0% | 10% | 0% |
| Employee Income | 0% | 0% | 25% | 0% |
| Start Military | 50 kitfoxes(per sector) | 55 kitfoxes(per sector)
| 320 kitfoxes(total) | 270 kitfoxes(total) |
Military Item Information
For the netmech league, there are no nested military items.
| Military Item Name | Resource Value | Tech Level Advanced
Manufacturing | Minimum Free Market |
| Elementals | 50 Credits | Level 0 | 100 Credits |
| Firemoth | 200 Credits | Level 0 | 400 Credits |
| Kitfox | 300 Credits | Level 0 | 600 Credits |
| Jenner | 350 Credits | Level 1 | 875 Credits |
| Nova | 450 Credits | Level 1 | 1125 Credits |
| Stormcrow | 550 Credits | Level 2 | 1375 Credits |
| Hellbringer | 600 Credits | Level 1 | 1500 Credits |
| Mad Dog | 550 Credits | Level 1 | 1375 Credits |
| Rifleman | 650 Credits | Level 2 | 1625 Credits |
| Summoner | 700 Credits | Level 2 | 1750 Credits |
| Timer Wolf | 750 Credits | Level 3 | 2250 Credits |
| Gargoyle | 750 Credits | Level 3 | 2250 Credits |
| Warhammer | 800 Credits | Level 4 | 2400 Credits |
| Warhawk | 850 Credits | Level 2 | 2125 Credits |
| Marauder | 850 Credits | Level 3 | 2550 Credits |
| Direwolf | 1000 Credits | Level 4 | 3000 Credits |
For each of the military items, the resource value is the amount it will cost when
a factory produces such an item. This is probably much less than it will cost on
the open market. The tech level is what technology level of advanced manufacturing
is required to produce a military item in a factory. The minimum free market is
the lowest cost an item could be at on the free market, although certainly not the
highest cost something could be on the open market.
Battle Procedure
- As soon as groups are on the server, they must pick a results
coordinator. The results coordinator from both sides is to
IMMEDIATELY create a kali room called results. In the case where
more than one group fight on the same side, all groups for that
side are treated as a single group. The person to lead each of the
sides should be determined before the battle. Military items (mechs)
should be assigned to people so they can drop. The results
coordinators should both do '/time' on kali to get the current time.
Add two and a half hours and there will be no new drops after that
time and three hours after that time will be the deadline for the
battle. The leaders for both principal teams are the overall leaders
for both alliances. If one alliance is not present by 30 minutes after
the scheduled time for the battle, they forfeit and results for their
retreat should be filed. Real Life concerns are not sufficient cause.
A group should always have multiple battle ready leaders.
As soon as military items are assigned, the
players can proceed to the drop room. Drop rooms should be named
D1, D2 and so on. Both alliances should be sending their players
as quickly as possible to the drop rooms. No excuses. No Delays!!
- Once players get to their drop rooms they are to note who they
are fighting and it is up to each PLAYER to use the military item they
were assigned. Then the players drop on whatever battle server and
do the fight. Remaining players from the larger group should wait all
together in a single large room called 'drops' and hang out there
and waiting for those returning from previous drops after
sending in results.
All drops are 2 players versus 2 players with
each player getting 2 regen(3 total military items). Less regens
should only be used when there are not enough military items of
that type to use for a drop. Groups are expected to use ALL players
and to rotate all of them equally regardless of skill.
- The current results coordinator must stay in the results room at
all times. If a results coordinator must leave for any reason or
wish to play, it is imperative that they find someone to take
their place. Anyone from the group with appropriate security clearance
can be picked to be the results coordinator. Note that to fill out results
for an ally requires that the ally allow this in their Friends or Foe
settings. All that is required for a battle to continue is results
processors for both alliances.
- Whenever drops finish, the players go to the results room and state
their results with both sides confirming them. If there are any
problems, they are resolved immediately. For the drop, the players
state what group they were from or fighting for and their losses.
these losses are removed from the appropriate group. Please use the
following format so that it is consistent and results can be processed
more quickly. Where it says status you put either 'up' for surviving
military items or 'dn' for destroyed military items.
Drop# Team player1 (item_type) status status, Team player2
(item_type) status status vs.
Team player1 (item_type) status status, Team player2 (item_type)
status status
Example:
Drop #8: =HS=Snake_Eyes (kitfox) dn dn dn, =HS=Corg (warhammer) dn dn dn
vs. ~MG~Loc (stormcrow) dn up up, ~MG~Speed (warhammer) dn up up
Then one member from each drop confirmes that and then the pilots
proceed to the 'drops' room to find another match.
As soon as the results coordinators have results for a drop, they should
be entered into the automation as skirmish results. Up to 5 skirmish
results can be entered at a time. Once one of the results processors
submits the results, the other processor can go into the automation and
confirm those results. Once the results have been confirmed, the losses
will be subtracted from the military item totals for that battle.
This allows
everyone to keep tabs on how things are progressing. It is advised that
Results processors keep track of all results until they get processed.
- As soon as results are taken and the results processors state
they are free to leave, players should go ahead and do another
drop. Players from the smaller group go ahead and join the
'drops' rooms and drop with the two people that have been
waiting the longest. There is a 30 minute time limit. If the
match hits 30 minutes then the drop is over and any kills should
be reported in results. If there were no kills on either side, go
this should still be reported so that players aren't disqualified
for the count. At 2.5 hours into the battle, there should be no
further new drops. At this time, those in the drops room should be
notified that there are no new drops.
This is to guarentee that all drops finish
within the time limit. So the battle really runs out when all
drops return which can be less than 3 hours, depending on timing.
- The players continue to cycle through drops until one alliance
runs out of military items, a time limit for the entire battle of
3 hours has been reached, or all groups in an alliance decide
to retreat. At that point the
results coordinators verify that fact and take note of the time.
In the case of retreat or encountering the battle time limit,
the results are accepted and input.
Any results after that are NOT COUNTED.
- Note that in cases where an ally did not
give the group the results processor access in the friends or foe
settings, someone from that team should be contacted to input the
results that need to be input for that team. At this point or at
a later time, groups can post a 'complete battle set' form. Once
that is done and the opponents confirm, the computer does the
endmatch calculations below and the battle is resolved.
- The battle is over.
Endmatch Calculations
Remember the automation takes care of all this, so if you don't care, skip it.
For the example of endgame calculations that the automation performs
at the end of an attack set , here is a table for the following
examples:
| Genesis Star League(GSL) | Clan Mongoose(MG) | House Steiner(HS)
| Northwind Highlanders(NWH) |
| Alliance | Defender | Defender | Attacker | Attacker |
| Begin Military Items | 200 kitfoxes | 100 kitfoxes | 300 kitfoxes |
100 kitfoxes |
| Player Count | 25 | 20 | 20 | 10 |
| base salvage | 70% | 60% | 50% | 110% |
| Retreat losses | 40% | 40% | 40% | 15% |
Please note that the base salvage percentage for a group is
determined by a combination of the base salvage for their group type
with any modifier from their salvage technology level. In this example
GSL and MG are clan units, HS is a house and NWH is a merc. So GSL has
salvage tech level 2(+20%), MG has salvage tech level 1(+10%), HS
does not have any salvage technology and NWH has salvage tech
level 3(+30%).
Once a team from each alliance confirms the 'complete battle set', then
endmatch is calculation. First the automation determines the count of
players for each alliance. Any player that did a drop during the battle
is included in the player count.
Each team that ran out of military items is a loser. Each team which
retreated is a loser, even if they were part of the alliance which won.
If there are teams on both alliances who have not retreated and who still
have remaining military items, then it is assumed the combat was completed
because of the time limit. In that case, the automation will determine
which alliance had more resource value worth of military items. The alliance
with more resource value remaining wins the combat and the teams in the
loser alliance are forced to retreat. Now that winners have been determined,
the automation will determine retreat losses for all teams retreating. For
each of the military items not destroyed in combat, there is a chance that the
military item is destroyed in the retreat. If the retreat losses are a
negative percentage, this percentage is applied to each military item
as the chance for that item not to be lost. The lowest retreat percentage
possible is -50% which would correspond to recovering half of their losses.
To find this percentage chance, the default retreat losses for a losing
group is modified depending on which alliance they belonged to. The
retreat loss modifier is found by taking the larger count dividing by
the smaller count and subtracting one. Then take that number and make
it into a percentage, i.e. ".65" is 65%. This modifier is applied in
favor of the larger alliance. This modifier can be either positive or
negative depending on which alliance has more players. After retreat losses
are subtracted, the surviving military items retreat to the sector selected
as the fallback position for that attack. For each of the retreating mechs
that were lost, they will be split equally among the winning teams and that
team will have a chance equal to their modified salvage percentage divided by
5 of keeping the military item intact. The salvage percentage of the winning
group is modified by the same modifier as the retreat losses. This
modifier can be either positive or negative depending on which
alliance has more players.
Next the automation calculates salvage. The number of military
items which were destroyed in the battle, including retreat losses
which were not recovered, will be divided evenly among the
winning teams. At that point, each winning team will get a
percentage equal to their salvage percentage divided by 5
(remember that the salvage percentage for each team is modified depending on
which alliance had more people) times the resource value of their share of the
salvage. Remember that retreat losses are based on the modified percentage
of the loser and salvage is based on the modified percentage of the winner.
Next the automation readjusts the attack sets, based on the outcome of
the battle. See the information on Attack Sets and Principals for
more information on how the automation does that.
- Modifier
- Note that for all examples since the count is 30 versus 45, this gives
(45/30) = 1.5,
1.5 -1 = .5 = 50% is the modifier.
- Example 1:
- The battle is fought until GSL and MG run out of mechs. HS and NWH
lose 280 kitfoxes in the battle. So in this example GSL and MG lose. Since
there are no remaining mechs, obviously there are no retreat losses. There
are 580 kitfoxes that were destroyed. So 580 times 300 resource value per
kitfox gives 174000 credits of salvage. Since there are two victors, each
group has their salvage applied to 87000 credits. The base salvage for HS
is 50% minus 50% since the winning alliance had less people. So HS
gets no salvage. The base salvage of NWH is 110% minus 50% because the
winning alliance had less people, giving a 60% salvage. So NWH gets 12%
of 87000 credits = 10440 credits.
- Example 2:
- During the battle NWH retreats. GSL loses 150 kitfoxes, MG loses 80,
HS loses 220, NWH loses 50 and the time runs out. The automation compares
the remaining items of the teams that did not retreat and the alliance with
MG and GSL has 70 kitfoxes times 300 per kitfox and the alliance with
HS and NWH has 80 kitfoxes times 300 per kitfox, so HS and NWH win. Now
comes retreat losses. Since the winning alliance had less players, the
retreat losses for the losing alliance groups are reduced by 50%. So
after modifier, GSL and MG both have -10% as their retreat losses, so for
each of the military items they lost, they have a 10% chance of recovering
them. As luck would have it GSL gets 16 kitfoxes (10% chance for each of
the 150 lost) and MG gets 7 kitfoxes (10% chance for each of the 80 lost).
So instead of GSL retreating with 50 kitfoxes, they retreat with 66 kitfoxes
and instead of retreating with 20 kitfoxes, MG retreats with 27 kitfoxes.
NWH was on the smaller alliance, so they are penalized with a modifier of
50%, resulting in retreat losses of 65%. So of their 50 kitfoxes, they
have retreat losses of 38 kitfoxes as luck would have it, leaving 12
kitfoxes that successfully retreat.
So in this example, a total of 38 kitfoxes are retreat losses. HS has a
0% chance (50-50) of getting to keep any of them. So there are 602 kitfoxes
times 300 credits times 0% (50-50) salvage. So HS gets no salvage.
- Example 3:
- GSL loses 150 kitfoxes, MG loses 80 kitfoxes, HS loses 250 kitfoxes,
NWH loses 100 kitfoxes and the time runs out. The automation
compares the remaining items of the teams that did not retreat and the
alliance with MG and GSL has 70 kitfoxes times 300 per kitfox and the
alliance with HS and NWH has 50 kitfoxes times 300 per kitfox, so MG and GSL
win. Now come retreat losses. Since the winning alliance had more
players, the retreat losses for groups from the alliance with less players
are increased by 50%. NWH has (15+50) 65% retreat losses and HS has (40+50)
90% retreat losses. NWH had no remaining military items, so they have
nothing to retreat. As luck would have it, HS loses 45 of their remaining
kitfoxes in the retreat. GSL and MG each
get to try their luck to keep some of their share of 45 kitfoxes. The
base salvage percentage for GSL is 120% (70+50), so the GSL has a 24% chance
of keeping each kitfox lost in the retreat. The base salvage for MG is
110% (60+50), which gives a 22% of keeping each kitfox in the retreat.
So as luck would have it, GSL keeps 11 kitfoxes and MG keeps 9 kitfoxes.
So there are 580 kitfoxes times 300 credits each for possible salvage of
174,000 credits. MG and GSL each get their shot at 87,000 credits. MG
gets 22% of their share, GSL gets 24% of their share. So GSL keeps 20880
credits and MG keeps 19140 credits from salvage.
PLEASE NOTE: The automation gives each military item the same chance of
something occuring. So if the chance is 70% each item will have an individual
70% chance of an action occuring. So in these examples where straight
percentages have been applied this is to simplify the math. In real situations
the amounts will vary based on chance. Salvage monies are given a straight
percentage multiplier on the other hand.