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.

VariableClanHouseMercRaider
Min. Players151584
Max. Players60603025
Starting Tech150,00050,000500,000250,000
Starting MoneyTBATBATBATBA
Number Destinations151500
Base Salvage50%50%80%150%
Retreat Losses40%40%15%-10%
Overcome Blocksnonoyesno
SpawningnonoEmployer SpawnWeak Spawn
Conquer Sectors?yesyesnono
Sentry Dutynonoyesno
Employer Cost0%0%10%0%
Employee Income0%0%25%0%
Start Military50 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 NameResource ValueTech Level
Advanced Manufacturing
Minimum Free Market
Elementals50 CreditsLevel 0100 Credits
Firemoth200 CreditsLevel 0400 Credits
Kitfox300 CreditsLevel 0600 Credits
Jenner350 CreditsLevel 1875 Credits
Nova450 CreditsLevel 11125 Credits
Stormcrow550 CreditsLevel 21375 Credits
Hellbringer600 CreditsLevel 11500 Credits
Mad Dog550 CreditsLevel 11375 Credits
Rifleman650 CreditsLevel 21625 Credits
Summoner700 CreditsLevel 21750 Credits
Timer Wolf750 CreditsLevel 32250 Credits
Gargoyle750 CreditsLevel 32250 Credits
Warhammer800 CreditsLevel 42400 Credits
Warhawk850 CreditsLevel 22125 Credits
Marauder850 CreditsLevel 32550 Credits
Direwolf1000 CreditsLevel 43000 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

  1. 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!!

  2. 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.

  3. 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.

  4. 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.

  5. 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.

  6. 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.

  7. 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.

  8. 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)
AllianceDefenderDefenderAttackerAttacker
Begin Military Items200 kitfoxes100 kitfoxes300 kitfoxes 100 kitfoxes
Player Count25202010
base salvage70%60%50%110%
Retreat losses40%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.