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1992-10-29
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OFFICIAL RULES OF THE OPERATION OVERKILL II CHALLENGE TOURNAMENT
by Dustin Nulf, Donna Murrell, and Paul Fusco
October 7, 1992
Welcome to the OPERATION OVERKILL II CHALLENGE TOURNAMENT. Included in
this file is the list of rules required for play in the OOII Challenge.
These rules will be in effect upon the release of OOII998 and will
remain in effect until further notice. Amendments to this file can be
made by the Challenge Moderators at any time as necessity arises but
will not affect a game in progress other than the solution to a dispute.
Information on how to setup and play the OOII Challenge Game can be
found in the file OOIITOUR.ZIP, available most places OOII can be found
or f'reqed from a Tournament Moderator. Thank-you for playing the OOII
Challenge Tournament. Please post these rules in an obvious place on
your BBS so all users may have access to them. Have fun and good luck!
OOII CHALLENGE TOURNAMENT MODERATORS
Paul Fusco (DIRECTOR) The SHC Editor's BBS 619-563-1598 1:202/1103
Dustin Nulf Catacombs of the Bear Cult 214-669-9052 1:124/6304
Donna Murrell The Main Complex 512-658-8009 1:387/617
Matt Brandes Digital Overground 913-599-4626 1:280/314
Ron Penna The Stronghold 716-723-1506 1:160/282
Mark Stroud The Transit 512-691-0360 1:387/636
MEMBERS OF THE OOII CHALLENGE TOURNAMENT
All members and players of all BBS's participating in the Tournament.
************************************************************************
NOTE (optional) - OOII Challenge Sysops! Edit this section of this file
to include the names of your Challenge players here before displaying
this file on your board.
************************************************************************
OOII CHALLENGE TOURNAMENT RULES
These rules must be posted in an obvious place on all participating
BBS's during a Challenge game so that players may have access to them.
1. The OOII Challenge Tournament is an ongoing series of OOII Games,
version 998, between two REGISTERED BBS's, of any number of players, in
different cities. BBS's enter the Tournament at the lowest rank and
earn the right to move up in the national rankings by defeating the next
higher ranked team according to these rules. The Game is played by
passing the *.OO data files via FidoNet NetMail each morning at ZONE
MAIL HOUR to opposing Cities where the Game is played until ZONE MAIL
HOUR the following morning and the data files passed back (refer to the
file OOIITOUR.ZIP for details). BBS's MUST have a REGISTERED OOII v.998
Game, a working BBS System, a front end mailer and a FidoNet address.
2. A panel consisting of 3 members will be available to moderate and
oversee all OOII Challenge Games. These Moderators must only be called
upon when a problem exists with a Challenge Game. The decision of the
Moderators is final. The Moderators will not be involved in a decision
involving a Game their board is actively playing. A temporary
replacement or 2 may be appointed by the remaining Moderator in order to
carry out a decision involving a Game the other Moderators are playing.
3. The responsibilities of the Panel shall be as follows:
A. Write, edit, amend, and otherwise enforce these rules for the
OOII Challenge Tournament. This shall include, but not be
limited to, calling of participating BBS's at least once
during a game in progress to insure these rules are posted and
Challenge Games are configured in accordance with these rules.
B. Log on to all participating BBS's before or during a Challenge
Game to compare ACTION BAR SPEEDS. The Moderator must then
recommend any changes necessary to increase or decrease the
speed to insure Action Bar speeds are as close to the same on
all boards in the Tournament.
C. Decide on all disputes over these rules and conditions and
situations not covered here.
4. An OOII Challenge match consists of one Game. Winner retains rank
or advances to losers rank if higher and earns the right to Challenge
the next higher ranked team. Loser retains rank or drops to winners
rank if lower and accepts Challenge from next lower ranked team.
5. An OOII Challenge match must be set up with the following
OOCONFIG.DAT.
VERSION OOII998 OOCONFIG.DAT
{ Name of the BBS System } MANDATORY Your BBS name
{ Registration Code } MANDATORY Your registration
{ BBS System } MANDATORY Your type of system
{ Path to BBS Data Files } MANDATORY Your BBS User info
{ Path to ANSI Top Ten Bulletin } OPTIONAL
{ Path to ASCII Top Ten Bulletin } OPTIONAL
{ Pause String for Bulletins } OPTIONAL
{ Multi-Node? } OPTIONAL
{ Video mode BIOS/DIRECT } OPTIONAL
{ Comm Support FOSSIL/NORMAL } OPTIONAL
{ Fight Delay SEE NOTE BELOW } MANDATORY Must set to 38
{ Complex Name } OPTIONAL
{ Map Files } MANDATORY Must be same on both
{ Minutes Per Play } MANDATORY Must set to 50
{ Game Plays per Day } MANDATORY Must set to 1
{ Minutes Between Calls } MANDATORY Min set 1440 min
{ Starting Chat Hour } OPTIONAL
{ Ending Chat Hour } OPTIONAL
{ Player Level for Hydrite Kidnapping } MANDATORY Must set to 4
{ Days Until Inactive Player Deleted } MANDATORY Must set to 21
{ Oracle Threshold Point } MANDATORY Must set to 20
{ Frontier Log Length } MANDATORY Min set to 150
{ Bases per Player } MANDATORY Must set to 5
{ Game Plays in Gaming Room } MANDATORY Must set to 10
{ Hunger Moves } MANDATORY Must set to 75
{ Total Stats New Players } MANDATORY Must set to 59
{ Crystals For New Players } MANDATORY Must set to 5000
{ LR Weapon For New Players } MANDATORY Must set to NIL
{ HTH Weapon For New Players } MANDATORY Must set to NIL
{ Armor For New Players } MANDATORY Must set to NIL
*** NOTE *** The Combat Action Bar speed must be set to 38 on all BBS's
playing a Challenge Tournament Game the first time. Once the Moderator
has compared speeds and recommends changes, the final setting suggested
will become the speed of record for that BBS. From that time on, the
BBS must set it's Action Bar Speed to the speed of record for subsequent
Challenge Tournament Games.
6. A sysop in possession of the Game should place a HOLD on the Game
anytime there is an infraction of these rules. Including but not
limited to late shipments, inability to connect, inconsistencies in
logs. The HOLDing sysop must then contact one of the Moderators as soon
as possible who must then contact all parties involved and investigate
and rule on the infraction.
7. The OOII Challenge Game must begin immediately following ZONE MAIL
HOUR in the city of lower rank on a date designated by the Challenge
Tournament Director. It must remain on the starting BBS until ZONE MAIL
HOUR the following morning. The Game must remain open to users the
entire time as per rule 10 below and FIDONET ZONE MAIL HOUR rules,
(daily maintenance routines excepted). The OOII data files (*.OO,
FAME.DAT, and 2 copies of the Top10 bulletin, 1 ASCII and 1 ANSI) must
then be ZIPPED to a NEWLY CREATED agreed upon file name and sent to the
opponents BBS. Make sure to create the zip file and not update an old
or existing one since the files may not match. This will cause problems
in the game if files that are not supposed to be present are there from
an older zip file. The files must always be sent by the city in
possession of the Game within 4 hours of the beginning of ZONE MAIL HOUR
on the proper delivery date. It is the sending BBS's responsibility to
insure the files are sent on time and intact. Receiving BBS's should
insure time will be available to receive the file. The Game must remain
in the opponents city until ZONE MAIL HOUR the following morning then be
ZIPPED and returned to the starting BBS by the opponent. This
constitutes one ROUND. Each ROUND shall be repeated until the Game ends
as per rule 9 or a valid HOLD is put on the Game.
8. Each city constitutes a TEAM and must form ONLY ONE (1) SQUADRON at
the Main Complex. The name of a SQUADRON must include the full name of
that city or initials easily identifiable as unique to that city.
Players in a city MUST join their city's Squadron as soon as possible.
Preferably as soon as they enter the Game. Loaners and spies will not
be permitted at this time.
9. The Winner of an OOII Challenge Game is - The team with the highest
SQUADRON points, as per the TOP10 LIST, after equal turns and one full
round following the death of Overkill as entered in the FRONTIER.OO. If
Overkill is not defeated within 42 days (6 weeks) from the starting
date, the team with the highest SQUADRON points at that time is the
winner. When Overkill has been defeated, equal turns have been taken,
and one full final round has been played OR the Game reaches 42 days,
the winner is declared and the Game ends. The Winner must forward
copies of the FRONTIER.OO and TOP10 lists to the opposing BBS, the
moderator, and the tournament director within 24 hours to be valid.
EXAMPLES:
If the starting team (team 1) defeats Overkill, the game must be sent to
team 2 for equal turns. Team 2 must complete its turn and return the
game to team 1 for one final round. Each team must then take one final
turn and the scores tabulated upon completion.
If team 2 defeats Overkill, equal turns end. Team 2 must return the
game to team 1 for one final round. Each team must take one more turn
and the scores tabulated upon completion.
No penalty will be assessed for Games on valid HOLD and boards will be
allowed 42 playing days unless forfeiture or loss of turn/turns is
involved.
10. OOII Challenge Game players shall be allowed 1 play ONLY of no more
than 50 minutes while the Game is in their city. Players unable to
complete 1 turn of 50 minutes, for any reason, shall NOT be allowed to
re-enter the Game until the Game returns to their city. NO EXCEPTIONS!
*** NOTE *** Players that have died and waited until the following turn
in their city to play and choose NOT to resurrect, may re-enter the game
and will not be considered as having played the game more than once in
that city's turn. Choosing NOT to resurrect will not constitute a
players turn.
11. Players in an OOII Challenge Game may not call the opposing city to
enter and/or play the Game at any time for any reason. Players may not
call opposing cities to read messages or get passwords and other
information that may be posted in news bulletins or message conferences
without consent of the opposing Sysop first.
12. No rules of play may be imposed upon players by sysops other than
the rules of the Game and those listed here.
13. No sysop may for any reason enter and use the OOII Editor in an OOII
Challenge Game. If a problem of any type occurs the sysop should place
the Game on HOLD and contact a Moderator as soon as possible. The
Editor should not even reside in the Challenge Game directory.
14. No sysop may for any reason edit, modify, amend, add, delete or
change in any manor any of the Challenge Game and data files. If a
problem occurs or an inconsistency is noticed, the sysop should place
the Game on HOLD and contact a Moderator. The sending BBS must be
certain to CREATE a NEW Game File so the correct files are present and
up to date.
15. The OOII Challenge Game maps must be identical on both playing
boards and agreed upon by both playing sysops. Maps not previously used
in an OOII Challenge Game must be approved by the Moderators. TEXT
files of the maps must be made available to all players of an OOII
Challenge Game via download or capture.
16. All OOII Challenge Games must use the MONSTER.DAT file that was
included with the original copy of the OOII Game.
17. All sysops of Challenge Games must insure users playing in the
Challenge Game are validated and have only one active account with
access to the Game. Call back verifiers are not MANDATORY but some form
of validation MUST be used.
18. Foul, offensive, and abusive language will not be permitted or
tolerated in an OOII Challenge Game other than that conducive to the
competition of the game. This shall include but not be limited to,
vulgar personal threats, attacks, and abuse, in any game message base or
anywhere in the game that users may enter names or messages. Players in
an OOII Challenge game will be considered members of both boards for the
duration of the game and shall respect the rules of both BBS's. In the
event that BBS rules conflict with each other or these rules, the
decision of the Moderator will be final in superseding the BBS rules.
19. Any team after 7 turns and behind by 1,000,000 Squad Points or more
may, at the sole option of the board that's behind, concede victory to
the opposing team. The surrendering Team must notify the opposing team,
the moderator, and the director immediately upon surrender by netmail
and include copies of the top ten list and the frontier log.
The penalty for infraction of these rules may result in but not be
limited to; forfeiture, loss of 1 or more day's turns, deletion from the
Game, deletion from the Challenge Tournament, counseling discussion.