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.