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RULES

SEND CHALLENGE

Challenges are to be sent on the 4th of each month, as detailed on the FIXTURES page.
For each challenge that you send, you will play the Running Man. For each challenge that you receive, you will play the Law Men. Please make it clear in your challenge text that this is a Running Man League match.

Each match is to be sent with the following paramaters.
TYPE: friendly
MAP: your choice from the MAP POOL (see below)
SCENARIO: wipeout
FORCE POINTS: 15
TURN LIMIT: 50
TIME LIMIT: 15 days

Please check carefully that any challenges you receive have been issued correctly. If there is an error then you should ask your opponent to send another challenge with the correct paramaters.

Failure to issue a valid challenge by the 12th of the month will result in a default loss. See SCORING below for how this will be recorded.
Failure to deploy on a valid challenge within three days of receiving it will result in a default loss.

Please post in the REPORTING THREAD to indicate when challenges have been sent, and when deployments have been made.


DEPLOYMENT

The player sending the challenge is the Running Man. They must deploy one Commander. They may also deploy one HQ if they wish. For details of how to deploy only two units in a 15FP match see the T-METHOD page, which has step by step instructions.

The player receiving the challenge must deploy fifteen Medics, who represent the lawmen pursuing the Running Man.

Please be aware that it is expressly forbidden for either player to use the "terrain fire at an unseen door to check when it has been opened" exploit, and any player found to be doing so will automatically forfeit the match. Other than that there are no other restrictions on deployment or play.
If you want to know more about the "terrain fire" exploit then please click here: click

MAP POOL

The following nine maps are to be used for this season.
Attrition
Bunker Defence
City Block
Danger Room
Desolation
Frontier
Italy
Ruins
Space for Rent
The player sending the challenge may choose any map from this pool. There is no limit to how many times over the season you may play on the same map. Please include details of which map you have selected when you report that you've sent your challenge.

SCORING

When a match finishes please report the time shown on the clock when the Commander dies (as judged by when the points appear in the scoreline) and also the number of Medics that are dead at the end of the final turn.

The Running Man player will score one point for each second on the clock. There will be a bonus of ten points for each Medic-lawman killed.
For the purposes of scoring, only whole seconds will be counted.

Note that if a Running Man manages to survive until the end of the 50th turn then they will receive points based upon that time, rather than the death of the Commander.

If the Running Man manages to kill all of the lawmen, or the lawmen run out of ammunition before the end of the 50th turn, then the match is scored as if they had managed to survive until the end of the 50th turn.

The player controlling the lawmen may be awarded the following bonuses.
For killing the Commander before 70 seconds is shown on the clock: 100 points.
For concluding the match other than by default with all Medics alive: 100 points.

Please check the results posted in the reporting thread carefully.

If a player defaults a match by failing to challenge or deploy in time, or by timing out during the match, or by using the exploit forbidden in the DEPLOYMENT stipulations, then they will score zero. They will also be penalised by having 200 points deducted from their overall score. Their opponent will be awarded 200 points, in addition to any points for medics killed or time on the run should the default be due to a time out by the lawmen.

At the end of the season there will be a playoff competition between the top scoring player in each division. In the event of a tie, the winner will be decided by longest time spent "on the run", then number of lawmen killed if there is still a tie. In the unlikely event that it is impossible to seperate two or more players in this way then a tie break match will be played, the conditions of which will be decided at the time.

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A note on the "terrain fire" exploit.
The following explanation was posted on the forum by Smart Bunny:

Any door which is out of vision range will look closed. If you terrain fire at the door you will shoot towards it. However terrain out of your vision range may not actally be there (eg if a grenade or missile has blown it up, or a commander shot it out) and if it isn't actually there then even though you think you can see it, and can shoot at it in test orders, the server will not shoot at it in the real turn. Hence if you terrain fire at a door which is actually open (ie there's someone standing there) then when the turn comes you unit will simply ignore the terrain fire order and carry on with other orders, so you will know the door is open and an enemy unit present even though you cannot see them. Most people consider this an unfair exploit of the server and 'bad play' so stx is simply pointing out that it is not allowed in this compo (after all if you've only got 1 unit to find this could be rather helpful!!)

If you're uncertain about this, or anything else, please contact the administrator via the Reporting Thread on the forum.