OFFICIAL ROE


  • This document serves as the official Red Ardama RoE (Rules of Engagement) for all raids/wars against other clans/groups.
  • An official raid can last anywhere from 1 day to 3 days, if possible for both parties.
  • However, a war can last anywhere from 1 day to 3 months, if possible for both parties.
  • There must be a Discord server with a channel specific for the selected raid to take care of any raid concerns and questions.

Table of Contents
Section I: Raid Preparations
Section II:What the war will consists of (only for wars)
Section III: Weapons and Vehicles
Section IV: Base Restrictions
Section V: Map Restrictions
Section VI: Gametype Settings
Section VII: Player Rules
Section VIII: Raid Outcomes
Section VIIII: Scouting

Section I

Raid Preparations

  • Depending on the size of the base, defenders will have anywhere from 5 minutes to 10 minutes of grace period to prepare their defenses. During this time, all attackers will need to stay within the spawn area (unless you are not invited into the game yet) while this process is taking place. If the attackers start to fight before the 10 minute grace period ends, that will be classified as a direct violation (+) and the attackers (guilty party) will automatically forfeit.

  • The time limit for a raid will be either 45 minutes or 1 hour long and, if there are multiple raids, that depends on what both parties agree to when it comes to flexibility. However, the time limit for a war will be 1 hour and 45 minutes to 2 hours long.

  • If there are problems while preparations are taking place (overwhelming amount of lag, players getting pushed to the main menu, or black screens happen frequently), there will be an additional 10-15 minutes to prepare, as connections can be a problem even for people with strong connections.

  • Before the raid begins, there must be a scout of the entire base from outside to inside, along with the entire map layout from the spawn area to the path to the base. This CANNOT happen within 30 minutes before the raid, so this must happen within 1 hour to 1 ½ hours before the raid.

  • In the event that the other clan's scout is checking the base, no drastic changes are to be made to the base. A drastic change could mean taking out a large portion of land (removing a man-made mountain, or removing a river and adding some flat land with cover).

  • If one of the clans are late to the raid/war, that clan will be given a 30 minute warning to arrive to the party and get preparations finished. If the clan does not show up after the 30 minute mark, the guilty party will be given an automatic forfeit for not showing up on time.

  • Players cannot "pull" other players from other clans or players that are not affiliated with a clan to fill in a spot for the fight. Using alternate accounts is strictly prohibited, players blatantly in other clans wearing a different uniform, actively in other clan's Discord servers or actively participating in other clan activities. Pulling in players can be extended to people not in any clan; these players will usually have little to no traceable activity with the clan they're pulled in for. The clan in question must be transparent with the matter and allow the opposing side to make a proper investigation.

  • Queue is permitted. After the 5 ½ minute grace period both parties are permitted to invite members to join into the queue. Should they join prior to this is can be considered a forfeit should it play an effect on the queue battle.

  • If you invite randoms into the game when you feel like you are losing the fight, that will be counted as a direct violation and may result in an automatic forfeit for the clan in question. No investigation will be required, as the entire clan that participated in the raid will be punished severely and without hesitation.


Section II

What the war will consists of (only for wars)

  • 4 raids
  • 4 4v4s
  • 2 2v2s
  • 1 1v1
  • 1 Minecraft raid

Section III

Weapons and Vehicles

  • Depending on the map, the size of the entire base, and the number of players on each side (5v5, 6v6, 7v7, 8v8), there should be no more than 2-4 power weapons being used at a time.

  • The defending team will ONLY use the default variant of the UNSC Mounted Chaingun when defending the base, and are allowed to detach them if the situation calls for it. There should be no more than 3-4 Chainguns being used at a time.

  • Weapon pad weapons (Normal or Modded) are BANNED!

  • REQ Weapons (Arrow of Time, Barbed Lance, Vorpal Talon, etc.) are BANNED!

  • The attacking team will be provided with weapons and vehicles to fight with. AR's, BR's, DMR's, SMG's, and Magnums, of course.

  • The following vehicles will be given to the attacking team alongside Chaingun/Scout Warthogs and Mongoose/Gungoose/Horse. 1 Mantis, or 1 Scorpion

  • (These next few rules are ONLY FOR HALO REACH)

  • There must be 2 or 3 available loadouts, for both factions. For example:

    • UNSC:

    • Assault Rifle with DMR w/ 2 Frag Grenades, and Sprint

    • Assault Rifle with Magnum w/ 2 Frag Grenades and Sprint

    • DMR with Magnum w/ 2 Frag Grenades and Sprint

__________________________________________

  • Covenant:

  • Needle Rifle and Plasma Pistol/Plasma Rifle w/ 2 Plasma Grenades and Sprint

  • Needle Rifle with Needler w/ 2 Plasma Grenades and Sprint

  • Needler and Plasma Pistol/Rifle w/ 2 Plasma Grenades and Sprint

  • Infinite Ammo and Unlimited Armor Abilities are enabled (sometimes).

  • Armor Lock is BANNED!

  • The following Armor Abilities are allowed (just don't spam the damn thing:

    • Sprint

    • Drop Shield

    • Active Camouflage

    • Jet Pack

    • Hologram

    • Evade

Section IV

Base Restrictions

  • No bridge/ramp maps (narrow terrain funnels included) unless deemed fair enough for usage by the attacking side. If the attackers deem the map unfair the defenders must accommodate the attackers significantly. If a compromise cannot be made, a different map must be shown.

  • Trait Zones are strictly prohibited.

  • Invisible Blockers or banner blocks are only allowed to prevent a single action from happening (Angel Jumping, Warthog Jumping, Grenade Jumping, etc)

  • Gravity volumes can only be used in the event they are helping someone to certain positions or used for river aesthetics.

    • Ex: Ladders, zip lines etc (Specify In Scouting).

  • No scripting technology or command blocks that inherently kills or prohibits enemy movement. (Aesthetics such as lava are fine, however).

  • Scripted doors may last 8 seconds maximum.

  • Doors must be accessible from both sides.

  • Must be suitable cover inside the base.

  • No defensive positions of the base are allowed to have sight lines into the general spawn area.

  • Sufficient cover must be spread out across the field of battle. Sufficient cover is defined as cover you cannot be shot behind by non-explosive weaponry. No defensive position should be able to see behind cover.

    • (Scouting specified)

  • All attacking equipment must spawn in the designated spawn area; out of view from any defensive fortifications.

    • (Scouting specified)

  • View of the spawn must be obstructed from all defensive fortifications. This prevents any type of spawn killing.

  • No spawn points can kill, trap or inhibit movement of a player.

  • The map must have a reasonable frame rate, that would not drastically affect a players ability to aim at a target.

  • There must be enough Initial Spawn Points for everyone to spawn in the area, along with enough Respawn Points to prevent spawn killing.

Section V

Map Restrictions

  • No annoying or distracting factors are allowed (Strobe lights, over abundance of FX, too many sounds, etc)

  • There will NOT be any kind of modified vehicles, or any prefabs of buildings unless accepted by both parties (No Police Scout Warthogs, no heavily armored Scorpions, etc).

  • A "nuke" on Halo 5 is a prefab that can break your game and make it crash badly. This WILL NOT BE ALLOWED AT ALL! If this is found, the guilty party has to automatically forfeit due to game breaking circumstances.

Section VI

Gametype Settings

Gametype must be set on a free for all setting with the following alterations:

  • Visibility check off
  • Time set to unlimited
  • Kills to win set to unlimited
  • Respawn time set to 5 seconds
  • Weapon pads set to off
  • Weapon cleanup override set to 5 seconds
  • Unlimited ammo is set to off

Section VII

Player Rules

  • When a defender is killed they must be making an active attempt to return to base.

  • Defenders may not intentionally exit the base or defensive positions to kill attackers on the field or along the exterior walls. Should a weapon fall out of base, defenders may exit the base in an attempt to recover it, unless it is a power weapon and they already have one in their inventory. In that case, either wait for someone else to recover it, or simply let it despawn.

  • Double power weaponing is BANNED! If anyone is caught performing this action or holding the 2nd power weapon for more than 20 seconds (even if you are not using the 2nd power weapon), that will be an indirect violation (+).

  • Defenders may use attacking equipment to aid in their return to base but after returning they must drop the equipment when it is safe to do so.

  • No spawn killing: defenders killing attackers in the spawn area with defenders equipment.

  • Absolutely NO forms of toxicity will be shown in any portion of the raid/war. This includes, but is not limited to:

    • Teabagging

    • Shooting/throwing grenades at an enemy's dead body

    • Shit talking the other team

    • Any other toxic behavior that is not listed here

Section VIII

Raid Outcomes

  • An indirect violation is something minor/accidental that is corrected in a short timeframe. If two indirect violations occur throughout the raid, the guilty party is charged with a forfeit.

  • A direct violation is something more purposeful such as performing a vehicle or unreasonable jump, having a lockable door, attacking before the actual start of the raid/war, etc. If a direct violation occurs at any point throughout the raid, the guilty party is charged with an automatic forfeit and the raid will automatically end (with both parties agreeing of course. If the raid is ended before both parties agree, the party guilty of ending the game will be charged with an automatic forfeit)

  • Within the first 20 minutes of the raid should problems with the map arise that are non compliant with the RoE; the game can be ended and the defending party may correct the problem. The raid will carry on with the same allotted time originally. Note the original defending team is not permitted to do this if they are not in control of the facility.

  • Should the host end the game before the time is officially at end, the guilty party is charged with a loss. Even if a party has forfeited the raid via ROE infractions, the game must still carry on till the end of the scheduled raid time. Ending the game before end will void any ROE infractions the opposing team has committed.

  • If all combatants from one side leave the game, then it is considered a forfeit for the guilty party.

  • Whichever side is in full control of the base at the end of the raid timer, or has more than a 1:2 (more than a 1v2, 2v4 contestion, etc) ratio at the end of the raid, wins the raid.

  • In order for the base to belong to the New Defenders, the current attacking team must clear out all active defenders. If there are more defenders that have not been eliminated yet, the base is still considered "Contested"

  • If there are no players in the base at the time of the raid ending, the raid is considered a draw.

  • After an engagement if both sides agree to the raid outcome, this outcome may be re-debated within 24 hours of the raid initially ending should evidence of RoE violations arise. After 24 hours, the raid is definite to the war score and cannot be changed later.

  • If the base/map intentionally breaks the attackers win.

    • Ex: Base is nuked

Section VIIII

Scouting

  • If maps are edited after the initial scouting the attackers are to be notified prior to the raid including all notable changes. Additional scouting's will take place upon request.

  • Scouting is to take place no later than 1 hour before a scheduled raid. Failure to inform the opposition of a late arrival/delay, and failure to show up to the scheduled scouting session, may result in a forfeit (Case by case basis).

  • Scouting will be done in custom games ONLY.

  • Maps shown in scouting, and afterwards played in the raid must be owned by a member of your clan, or owned by your clan.

  • Absolutely NO surprise raiding or attempted battle shall take place during scouting sessions! This will be counted as a direct violation (+)

  • The scouting session will be ended when both parties consent. A party cannot just end the scouting in-progress until both parties are finished scouting.

  • Scouting shall be conducted by members of the clans involved in the war. No third parties.

  • All officially agreed upon changes need to be written down in the channel 'Scouting Agreements' and the opposition need to have a written agreement in that channel consenting to the changes.

  • Any changes made to the map after scouting will need to be notified to the opposing party via Discord with a list of changes. After which the opposition is entitled to additional scouting(s) to make sure the agreed upon changes were made. No additional requests can be made during the additional scouting(s) that were not agreed upon during the initial scouting.

    • EX: An agreement being that the cover be made sufficient is not properly met at the time of additional scouting's, the opposition can request for the rocks to be re-positioned to fulfill the initial agreement.

  • If the opposition deems a base to be a kill box map (unreasonable kill box), and/or Bridge/Funnel map in the criteria of Section III: Base Restrictions, Rule 2 and 10, the opposition will be accommodated significantly under Rule 2 and 10 of Section III. Also as stated, if no compromise is met or cannot be made, the opposition is able to decline the map and be shown another map/base.

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Worlds Collide. All rights reserved.
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