257th AW PRESENTS

VFTS 714 - CFS-2

AIR COMBAT LADDER ROE

"HIT THE CARRIERS"


SIGN UP INFO
LADDER RULES
RULES OF ENGAGEMENT
REVISED: 02 MAR 2001

SPECIAL THANKS to:
Wayne "SHORTFORK" Sagar XO VMF-257
Steve "HANGTIME" Anthony Dep CO VMF-257
Wayne BILLY Holo GREEN 2 VMF-257
Who originally developed the ROE for Compuserve's ATF Ladder, upon which these rules are based upon.

 


WHO CAN ENTER THE 714 CFS-2 AIR COMBAT LADDER?

The ladder is open to anyone who has experience flying CFS-2 online
To participate in the challenge ladder, Click on the "Join The Ladder" heading on the 714 CFS-2 BBS to access the signup form
You must include at a very minimum the following information in your message:

Your Real Name
Callsign
Valid Email address
Valid ICQ#
Hardware specs

In order to join the 714 CFS-2 ladder, all players must have a copy of MSCFS-2 version 7.50.0.917 and a valid ICQ#.

Use of any unauthorized aircraft, flight models, weapons, "cheats", toolkits, add-ons, or TSRs are forbidden for match play. There are NO exceptions to this rule. The use of any of non-approved items will result in the offender being removed from the ladder.

714 Ladder games will be played using internet TCP/IP connections or modem to modem. Both players should use their best ISPs, in order to create the least amount of lag.

As a participant in the 714 CFS-2 Ladder, you will be expected to be an "active" player....that is...you should issue and accept challenges "regularly". If you must be absent from participation for an extended period of time (one week to 30 days), Post a message on the CFS-2 BBS to KOKO requesting inactive (PASS) status.

Players that are in "inactive" status will have the word "PASS" next to their callsign and challengers may simply "ignore" or "skip" them when challenging players above themselves. Under these circumstances, the "inactive" player will maintain their current ladder position for 1 week, & will then be reduced by (1) one position for each week they continue on PASS. The position may also change due to others challenging from below to above, and winning. Any extensive amount of time beyond 30 days will be cause to be removed from the ladder. Notice of this action will be forwarded to you.

If it should occur. Reinstatement to the ladder will require a reasonable amount of begging and groveling and naturally require that you are placed at the bottom of the ladder!

 


WHO CAN I CHALLENGE AND HOW IS THIS DONE?

1. Players 2 through 5 may issue challenges up to 3 positions above them (i.e. player "5" may challenge player "2", but not player "1"). Players 6 through 15 may issue challenges up to 4 positions above them. Players 16 through 30 may issue challenges 5 positions above them. Players 31 to 60 may issue challenges 6 positions above them. Players 61+ may issue challenges 7 positions above them. Players may not challenge or skip players that have pending matches. Only inactive (PASS) players may be skipped.

1A. "Bolter" Status

Players who are positioned in the top THREE positions on the ladder will be eligible, upon their request, to "Bolter" to the bottom of the active pilot ladder, in order to challenge their way back up to the top if they are able. This may be accomplished by the requesting pilot making a post on the message board announcing the desire to "Bolter". Upon receipt of a "Bolter" request, the requesting pilot's name in the top-THREE position will be maintained in the top-THREE position and become a "defender" only. If and when the "Bolter" pilot is defeated in a defense of the top-THREE position, the name will be removed and replaced by the victor pilot's name. The Bolter pilot will then be displayed only in his current position below.

Once a pilot "Bolters", his/her name will be placed at the bottom of the ladder, and challenges in accordance with the ROE may be made immediately. The newly positioned pilot will be able to participate in regular ladder activity, irregardless of any challenge made to the upper position. A Boltered pilot may challenge at the lower position even though the upper position has been challenged.

The uppermost (defensive) ranked position will remain at the top-THREE ranking until either defeated in a defense of the position, or through regular ladder activity, moves out of the top-THREE ranks. Once a "defender" drops to the #4 spot, his/her name will be removed from the upper position and be displayed only at the lower ranked position. However, if the "defender" position is not defeated, and the Bolter regains the top-THREE ranks, the higher of the two rankings will be retained on the ladder.

When a pilot 'Bolters", his score goes with him/her and is displayed next to his name as usual. The ladder administrator may decide whether the upper ranked position score should reflect the same score as the lower ranked position, or if the Bolter" score remains on the "defender" position. There is no limit to the number of times a pilot can Bolter, provided he is in the top-THREE positions on the ladder. No pilot's callsign will be allowed to be displayed in more than 1 position on the ladder in addition to the "defender" position.

2. The order in which these matches will be played will be based on a "first made, first played" rule....that is, if you receive more than one challenge, you must accept the one that was made first. Likewise, if you receive a challenge AND issue a challenge, THE CHALLENGE THAT APPEARS FIRST IN THE WEB SITE WILL BE THE ONE THAT IS PLAYED.

The time stamp of the most recent ladder update will provide the final verdict in settling challenge disputes. If necessary, a judgment by KOKO will be the final deciding voice in such decisions.

3. The 714 CFS-2 Ladder Standings Page will be edited and updated on an as-needed basis, as frequently as (but no more than) once per day with current challenges and results. These updates will be posted in the order that they occur. Changes in Ladder position will be included on the updates.

4. You may NOT re-challenge a player that you just played until you have both played a match against another player, or one week has elapsed since your previous match with that player. You must still be within the allowed number of rungs of the player you intend to re-challenge when the other conditions are met.

5. You may NOT have or place multiple challenges. You MUST settle any pending defense prior to placing a challenge. ONE MATCH AT A TIME; but you may re challenge and fly another opponent as soon as the next ladder update appears showing the results of your previous match.

6. You must wait to place a new challenge UNTIL the results of your most recent match has been POSTED to the SITE, and these results have been reflected on the updated ladder. NO EXCEPTIONS!

7. Once an challenge has been posted, the affected players are ineligible for participation in any other ladder activity until the match has been played. The next update will reflect the challenge and the defender has 5 days from that update to respond, with match arrangements. The match must be flown within 10 days (default date) of the challenge being logged on the ladder; the default date will be posted on the ladder.

8. Players who fail to respond to a challenge within 5 days from that challenge being reflected on the ladder will be considered to be defaulted, and the slot will be awarded to the challenger, if he so requests. Challenger has the right to refuse advancement via default, and may re-issue a challenge to another player within range. Challenger shall notify BEAR of default action, and his intent with an RESULTS/DEFAULT post to the CFS-2 BBS. Challenger is expected to make every reasonable effort to contact his opponent prior to default. (e.g. three posts; unanswered, is considered 'reasonable')

9. Inactive requests (PASS) are to be considered valid with the following criteria:
a. Inactive requests (PASS) for a player who has neither a challenge or defense pending will be granted upon receipt of his request.
b. The challenging player requesting inactive status automatically VOIDS his pending challenges
c. The defending player requesting inactive status VOIDS pending defenses only with the agreement of the challenger, otherwise he is in default & the challenger will take his slot

NOTE: If a player requesting inactive status (PASS) has a defense pending; and his challenger does not wish to void the pending match; then the defender/player requesting inactive status must either fly or default. Voids are mutual decisions ONLY!

10. VOID Definition: BOTH players involved in a challenge/defense mutually agree to cancel a pending match. Both players are required to notify Ladder admin of the VOID status.

 


HOW WILL WE KEEP TRACK OF ALL THESE CHALLENGES AND RESULTS?

There are three IMPORTANT "headings" that you should use when issuing or accepting OFFICIAL LADDER challenges OR when posting results. These "headings" will enable BEAR to keep track of the progress within the Ladder. FAILURE TO USE THESE HEADINGS *MAY/WILL* RESULT IN FAILURE TO RECOGNIZE YOUR MATCH!!! We recommend that you keep them handy for reference until you are at least familiar with them.

CHALLENGE
ACCEPT
RESULTS

These IMPORTANT "HEADINGS" are described below:

1. "CHALLENGE"---All CHALLENGES shall be issued via the CFS-2 BBS with the Subject header beginning with "Challenge".

2. "ACCEPT"---Use this code is to ACCEPT your challenge on the CFS-2BBS

3. "RESULTS"---Subsequently, once the match has been completed, the winner shall PROMPTLY post to the CFS-2 BBS with the RESULTS of the match using a Subject header beginning with "RESULTS". REMEMBER that it is VERY IMPORTANT that these results are posted ASAP after the match.

The use of these codes is vital to enable ladder staff to easily search daily for all messages in regards to the ladder.
An example of a valid challenge might look like this:

SUBJECT LINE - CHALLENGE: SABRE#359153 vs. SHORT#29668
Hey "SHORT"!! waaaaaaa.... What say you give me a chance to take away that #1 ladder position that you "obviously" acquired from some unsuspecting Girl Scout?!?!

Post your brave acceptance ASAP so we can arrange a time and date to play!

Looking forward to examining the tail section of your favorite plane up close!!! (hehehe)
SABRE

As you can see, the proper subject line is as such: code, your callsign & ICQ# vs. opponent's callsign & ICQ#
So! There you have it!! This is what the 714 CFS-2 Ladder is all about!! If you have not already joined us, we hope you will do so really soon!!!

WHAT ARE THE CAMPAIGN SCENARIO RESTRICTIONS?

Choice and number of aircraft as well as what weapons are available will be determined by the current CAMPAIGN SCENARIO. The authorized aircraft for the active scenario will be posted at the top of the standings page. The authorized weapons will consist of the DEFAULT LOAD OUT for those aircraft . You may take a smaller weapons loadout if you choose, but not a heavier one.

Players who are ISSUING CHALLENGES will have the choice of any authorized aircraft from the "Aggressor" nation(s). Players who are defending in a match will have the choice of any authorized aircraft from the "Defender" nation(s) . Once chosen, the players will NOT be allowed to change aircraft choice during the course of the match, so choose wisely!

HOW DO I SETUP MY SYSTEMS/GRAPHICS OPTIONS?

Every effort must be made to insure a solid connection to allow the highest frame rates & the lowest lag factor possible. It is therefore recommended that the following systems & graphics setting be utilized: Resolution = 1024X768X16
No Filtering = Checked
Mip Map = Unchecked
Anti-Alias = Unchecked
T&E = Unchecked
Image quality = Default
Effect Quality = Medium
LOD Target Frame Rate = 30

MULTIPLAYER SETTINGS

COMBAT TYPE = Free For All
VICTORY REQUIREMENTS = Last Player Alive
REALISM = 100%
RESTRICTED AIRCRAFT = Checked

PLAYER COUNT
Players = 2
Teams = 2
Max Per Team = 1
POSITION OPTIONS

Start Altitude = 10k feet
Start Speed = 200MPH
Location = S9*25.93' X E160*2.69'

HOW DO I SETUP MY FLIGHT MODEL?

The 714 CFS-2 Air Combat Ladder is intended to put your skill to the test. Therefore the following settings are required for all matches.

 AIRCRAFT

Flight Model Realism HARD
Indicated Airspeed CHECKED


STORES

Unlimited Fuel UNCHECKED
Unlimited Ammo UNCHECKED


VISUALS

Glare CHECKED
G-Effects CHECKED


COMBAT

OVERALL REALISM 100%
Normal Weapons Effectiveness CONTROLS

Auto Rudder ENABLED (Unless both pilots have Rudder Pedals) Auto Fuel Management CHECKED

HOW DO WE ENGAGE?

714 CFS-2 head-to-head matches begin with both players turning to face each other within visual range and flying at approximately 10,000 feet altitude. Players will use the 'FREE PASS' start as follows: the players should pass as closely as possible, then fly straight until the opponent reaches the edge of the tactical display. (Shift-T activates the display). Players are free to climb or dive during this extension, but are required to turn and engage immediately once the opponent reaches the edge of the tactical display!

Although matches are, essentially, "anything goes" affairs, they are not without rules and guidelines. Players should adhere to the following during match play.

A. All matches must be played from INSIDE THE COCKPIT.

The use of external views, of ANY sort, is strictly forbidden. Unfortunately, there is no way at this time to block the use of external views, or to verify that players are not using external views. This means that you are on your honor to STAY IN THE COCKPIT. We are playing a simulation of realistic aerial combat, not a simulation of dueling radio controlled aircraft.

B. Aircraft Controls

You may engage flaps at any time. You can drop your gear too (this is NOT surrendering under the ROE), if you like. If you get tired, and want to go on AUTO-PILOT be our guest. While you're at it, feel free to overheat your engine, drain your crankcase, run out of fuel, haul around extra fuel tanks so you don't run out of gas, bail out, crash - hey, it's YOUR airplane!

C. You MUST Engage Your Opponent

Get in there and FIGHT! You must engage the enemy within a reasonable, but brief time frame. You may not simply fly away in order to avoid confrontation. While it is not the intention of this guideline to limit the type of fight you may wish to engage in - boom & zoom battles, diving fights, climbing fights, dogfights, catfights, you name it. Indeed, you should use whatever advantages your aircraft provides you with! The point of this injunction is simply to remind you that it is no fun to simply fly around burning gas, waiting to see who runs out first.

You may maneuver however you wish in order to achieve a position you feel is to your advantage before you attack, but you may not use your positional advantage only in order to AVOID being attack indefinitely. In other words, maneuvering away to enter a fight on better terms is fine - maneuvering away simply to avoid a fight is not.

HOW IS A MATCH/ROUND VICTORY SCORED?

A match is a "Best of Five Rounds" contest. The round will end when one player's aircraft is destroyed (except if by collision) - either because it hits the ground or explodes in mid-air - or when one player bails out. WHOEVER IS STILL FLYING WHEN ONE OF THESE CONDITIONS ARE MET IS THE WINNER. It doesn't matter why the plane hit the ground, or how, or that the pilot accidentally bailed out, or that the cat jumped on the keyboard ... if it happens, and the other pilot is airborne, the other pilot wins that round. Three losses, and the match is over.

IMPORTANT NOTE: For the purposes of this contest, a "kill" will be defined as when either player is shot down, crashes, ejects, crash lands, or in any other way is unable to continue the fight. Confirmation of a "kill" is verified by the vanquished player; ONLY THE VANQUISHED PLAYER MAY END THE ROUND! The surviving opponent is to be observed still airborne, under control, for a period of NO MORE than 10 seconds after the vanquished player has hit the key to view the survivor's status. Absolutely NO RIDING THE WRECKAGE TO THE GROUND!

Likewise, if both players expend all their armaments, you could just play "gas wars" and see who runs out of fuel first, but it's much more sporting to call it a draw and replay the round.

If you collide with the other aircraft, the round is a draw and must be replayed. If only one player is destroyed, the round must still be re flown.

As previously noted, the loser of a round should concede by hitting ESC and ending the current scenario. If you hit ESC, you lose. Do not assume that just because your opponent is smoking badly and spinning wildly that you have won and hit ESC - doing so may mean that you have just plucked defeat out of the jaws of victory! Wait for your opponent to concede.

Sometimes, your communication connections will go bad, and one player may find himself disconnected. In general when this occurs, that player's aircraft will be left either hovering - easy to determine - or may end up flying off on its own - harder to determine! In other words, it is possible for one of the players to be unaware that the connection has been lost. If this occurs, the round is obviously a draw and needs to be replayed. Both players may need to exit CFS-2 entirely and reestablish their ICQ connections in order to continue. If this condition persists, or occurs repeatedly, DO NOT CONTINUE THE MATCH. Instead, notify the administrators of the situation, and also whether you wish to try again at a later date or dissolve the match entirely.
There is room here for someone to escape being killed by deliberately causing a dropped connect. If this occurs more than once in any match the entire match will be voided and must be rescheduled at a later time when the connection might be better. If this happens it should be reported to the BEAR in the same manner as would a completed match. A record will be kept of these lock ups and lost connects and if a pattern should develop whereby any given player has a history of being "saved by the bell", STRICT disciplinary measures will be taken!!

If you experience any difficulties during a match - for example, joystick problems, computer problems, or even if you only have some question concerning the match - you MUST get on the chat function of the game (the tilde, CTRL-C keys) and SEND A MESSAGE TO THE OTHER PLAYER PRONTO. If necessary, exit the scenario and use the chat in the Multi-Player Session screen. Heck, if you're desperate, exit the game and attempt to make connection with the other player over ICQ or on his/her voice line. If you don't obtain a response to questions or concerns via the chat feature in the game, don't proceed blindly on assuming that the other player has seen your messages or knows what your intentions or your problems are. Stop and clarify ANY problems before proceeding.

IF IN DOUBT, CALL IT A DRAW. Good sportsmanship is ESSENTIAL to good match play. We're all friends here, even if we're mortal enemies in the sky.

WHAT IF THERE IS A PROBLEM WE CAN'T RESOLVE?

Protests. It is expected that players are to work out any disputes regarding their match between themselves. First suggestion: Fly the disputed combat again; immediately. Second Suggestion; be courteous, and reasonable in your pursuit of the matter & treat your fellow pilot and his views with respect in your after action report. If in doubt; or an action or procedure is questioned; fly the combat again; immediately.
If formal protest is lodged with BEAR will DISALLOW the match, and rule #4 from "Who Can I Challenge" will be in place. "You may not re-challenge a player that you just played until you have both played a match against another player, or one week has elapsed since your previous match with that player. You must still be within range of the player you intend to re-challenge when the other conditions are met."

Unsportsmanlike Conduct. No taunting is allowed!! No calling for bailout or use of any of the function key radio messages will be allowed during ladder competition. All players here have a right to fly and enjoy the camaraderie of like minded pilots who are also here to fly. They also have the right to NOT be subjected to vindictive abuse for any perceived error or omission in flying a match. Any pilot who abuses these rules; repeatedly forces protests; or in any way maligns the character of his fellow competitors in a vindictive manner via use of the keyboard will be placed at the bottom of the ladder or off the ladder. By participating in this ladder you also accept the rules pursuant to its operation; including this one!

These rules are for the use of the 714CFS-2 Air Combat Ladder on the 714th site ONLY. They MAY NOT be reproduced, in whole or in part, for use in ANY OTHER competition, or any other venue, without the express written consent of the Tournaments Director of the 714th Air Combat site. Where outside use has been granted, due recognition of the source of these rules must be provided. Contact the Tournaments Director if you have any questions regarding their use.

REGARDS,

BEAR

 


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