Other Campaign Rules and Notes
     Because the first 3 missions have regular resets on the ground, pilots will be restarted at their base when they die. I set it like this because I wanted to take people temporarily out of the action if they die, yet still not have them sitting there for 30 minutes as the game runs its course. Air start would reward pilots for dying, and one team resets on missions #2 and #3 would just be too impractical and make the game virtually unplayable. Vulching will not be allowed if the opportunity ever presents itself. This rule exists to protect the accuracy of combat within practical means. Anyone who violates this rule will be disqualified from the mission, and any kills he records will not count.
     This campaign was designed to not be equal, yet still be fair. Hopefully this will create a balance in the opportunity to be successful and let the deciding factor be strategy. It was made to reward the team with the best strategic plan and pilots, regardless of talent, who are the most disciplined in executing this plan.
     Teams will have about four weeks to plan and practice. Hostilities begin on Friday, March 8, 2002 at 9:00 pm Pacific Standard Time. We will fly as much of the campaign as possible, and if any missions are unable to be completed due to time constraints, we will finish them the following night at the same time. Plan on this being a Friday-Saturday event.
     This campaign requires the use of certain textures and sounds that must be used by rule. This can only be enforced by the honor system. If you are not interested in maximizing realism for this campaign, please do not participate in it.
     If there are any questions about anything on here please e-mail me (Hartmann) at smkirsch@hotmail.com.

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