MEKWARS: LEGENDS



ENDING A GAME

The fortunes of war can shift in an instant, turning victor into defeated and quite frankly ruining someones day. Players are encouraged to take losses and victories in stride and thus are asked to go through the convention of telling their opponent "GG" or "Good Game" at the end of the game. Sometimes you won't mean it but following form shows respect for the game and helps foster a level of civility. This convention will be enforced during the campaign!


ADMITTING DEFEAT- A player may concede a game at anytime with the agreement of another player. The victorious player may honor the request of the defeated player by acknowledging the opponent's desire to end the game through the "/victory" command in the Megamek client. The defeated player must then concede defeat with the "/defeat" command. The game continues to the end of the turn as normal at which time the game ends. Typing /defeat does not grant a player immunity to further attacks that round. Whether the round is played out as a full combat round is at the discretion of the both sides.  

BattleTech, Blue FlameENDING A GAME FOR RL ISSUE- Players who start a game are expected to complete the game, as engaging in a game is a tacit agreement or contract between players to agree to spend time challenging each others luck and skill. Of course real life and technical issues can intervene causing one player to be unable to complete the contract to a conclusion.

If you find yourself out of time or otherwise unable to complete a game you must inform your opponent of such. Your opponent may offer to save the game and finish at a later time or date or may ask that your surrender and end the game immediately. The choice is purely your opponent's and you should expect the later rather then the former. Remember you are terminating the contract early because your time is valuable and you need to end the game. Your opponent's time is just as important and expecting him to be able to continue the game later on your schedule is unreasonable. If it so happens that you and your opponent have time to do so that is great! Just don't expect it!


VICTORY CONDITIONS- Unless otherwise noted, each game played (excepting Trials of Possession and Grand Melees) have built in victory thresholds meant to prevent some games from dragging out to long for RL considerations and also to abstractly represent battlefield morale. Players should be aware of these conditions at all times during a game. The current settings for victory require that a player trigger any two of the following three conditions.

  • All Enemy Commanders Destroyed
  • 90% of Enemy starting BV Destroyed
  • Players remaining BV is 300% or more of the Enemys Current BV
At the end of any turn which a player has satisfied two of the above criteria and the player has at least one unit still operational that player is automatically awarded victory.


BATTLEFIELD ATTRITION- The games played in the hosts are representative battles of a larger planetary campaign and operations. The struggle to take a  planet can drag on for years but that is beyond the scope of our campaign here. The battlefield is full of dangerous and seemingly random threats and acts of chance. Men and machines breakdown from the stress. A damaged navigation system, faulty repairs, a bad Dropship launch/landing, a forgotten minefield, a sniper, a weakened bridge or stray artillery strike, just to name a few, are some of the many dangers that can befall any unit on the battlefield that are not represented during actual game-play inside the Megamek Client, To reflect the inherent danger and attrition that faces front line units on a day-to-day basis, after each battle that a unit is used in there is a 5% chance of the unit, along with its pilot, to be lost to attrition and random battlefield events. This is applied to the unit no matter what its current state (undamaged, damaged, salvagable, etc.)