bc2 server public and dmw server rules

Started by GhostMjr, April 03, 2010, 07:01:15 PM

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GhostMjr

I have been having a think about the server rules and have decided that the best course of action is adopt and approach the bc2 rules in a similar way to cod4.

The rules are pretty much the same as what Armitage created in his section back in 2008 with some modifications to be relevant to bc2.

I have gone with this approach as the rules Armitage set are a solid framework, are vastly relevant to my section and are similar to the rules that community members have read and essentially signed up to whilst they have been playing cod4.

Below is what i have created any to be edited or added?

QuoteDraft v1.0 3/4/2010- by GhostMjr


Server Rules:



  • No  foul or abusive language.
  • When  joining you will be autoassigned to a team if teams are not  balanced use the "switch side" command to manually balance teams.  An admin will  ensure that team balance is maintained throughout the game.
  • If  you need to go AFK please exit to the main menu as there is no  spectator option in bc2, or risk being  kicked by an admin.
Rush:

  • No mortar strikes on either attacker or defender spawn site in the first  20 seconds of around.
  • The defending players should stay with in a logical distance from either  their teams present MCOM station A or B, so to be able to DEFEND the  targets.
  • Players should be able to  justify there position on the map at all times.
  • When MCOM  station's are changing players should wait for the map to re-adjust and  allow them to proceed.
Conquest:

  • Both the attackers and defenders main objective is to capture  flags during this gameplay.
  • The main objective is to work as a  team and essentially hold/defend and capture flags.
  • This relies  on working as a team and holding off the enemy on multiple areas.
 Play the objective:

  • Your objective is NOT to get as many kills as you can but to help your  team defend or plant at MCOM stations in RUSH MODE, capture or defend  Flagpoints in CONQUEST MODE .
  • Players not doing so are  considered to be Frag-Hunter.
  • Frag-Hunting is defined as  having total disregard for your team and  objective at hand and focused on eliminating enemy forces.
  • Spawn  Rushing is considered a Frag-Hunter tactic and is not allowed.
  • Spawn  Rushing is where players immediately go engage enemy players near  their spawn area.
  • Shooting into an enemy spawn point is not  allowed as  well; however, if the enemy is shooting from their spawn, then they can  be engaged.
  • During squad member spawning killing is a  necessary  by-product of the game as players are usually unable to tell the  difference between a player that has just spawned and one that hasn't.
  Attackers:

  • The role of an attacker is to attack an area of interest i.e. and fulfil   their primary in-game objective.
  • Attackers may use any and  all routes  available to them to accomplish the mission.
    Defender Roles:

  • Defenders are to defend their objective and its immediate choke-point  entryways.
  • Defenders are not to go on hunting parties and  aggressively  eliminate the enemy away from the MCOM stations; defenders can take any defensive route providing it  is within the proximity of the MCOM station in rush mode:
   
  • Do not stray to far away from the present A and B MCOM station
  • Protect the MCOM station from the attacking force
  • When the MCOM has been activated try to defuse

  • The primary purpose of this is to reduce the amount of Frag-Hunting and  to maintain consistent team-play.
    Team Killing (TKs):

  • In the heat of battle friendly fire occurs it is a part of life and all  online games, however, intentional TKs or excessive TKs are not  acceptable behavior on -=[dMw]=- servers.
  • Excessive TKs will result in a kick/ban.
    Grenade spam and appropriate use of suppressive fire:

  • Random,  blind use grenades is prohibited.
  • Blind grenades are  defined as  randomly tossing into locations where no threats have been identified or  into locations to clear but failing to following the grenade into that  location.

-=[dMw]=-GhostMjr

valdeko

Seems quite solid m8, hopefully ppl will follow it.
Plus, that could make a nice welcomeing screen for new players when joining the server (if we could only set one up).


PS: The game auto kicks players who have been afk for more then 10minutes.
:devil:Acid_Skass in CS:S :devil:

Gone_Away

I agree.

Only thing I think is missing is a comment about defenders remaining in a base where both m-com stations have been taken out.

Do you think we should point out that it's OK to stay and engage and to respawn on your squad? You'd have to add that once their squad is cleared that they are not to go back into the attacker's base.

Other than that it's good to go.

T-Bag

Quote from: Ninja_Freak;307490I agree.

Only thing I think is missing is a comment about defenders remaining in a base where both m-com stations have been taken out.

Do you think we should point out that it's OK to stay and engage and to respawn on your squad? You'd have to add that once their squad is cleared that they are not to go back into the attacker's base.

Other than that it's good to go.

I don't think it's necessary, the "cross over" period before the base opens up allows for this. The rules don't have to cover every eventuality, they should just indicate our gaming intentions and remain a little flexible.
Juggling Hard Disks over concrete floors ends in tears 5% of the time.

big-paddy

Most seems sensible. Is this the final official line? Is this a discussion document? Did I miss a discussion whilst away fishing for a couple of days?

Personally I would like to conclude the conversation on base raping, start a conversation on camping in general and to explore our expectations of teamwork in BC2. Many people have reasonable referred to the dMw approach to teamwork, but what does that mean in this game? I'm sorry if I am a bit pedantic here, but I really believe that if we want people to follow our rules these issues need understanding. We can then admin them with confidence rather than with faith.

I'm sorry that I haven't done the map thing. For me without these understandings I do not feel I can provide any feedback with confidence.

I may be the only one who is unsure about these things, but we all do need to be sure, and to be able to communicate these concepts simply, to facilitate a consistent admin experience.

BP

Gone_Away

Quote from: T-Bag;307497I don't think it's necessary, the "cross over" period before the base opens up allows for this. The rules don't have to cover every eventuality, they should just indicate our gaming intentions and remain a little flexible.


Did you get a promotion? I thought that GMjr should be responding..
:getmecoat:

Gone_Away

Quote from: big-paddy;307503Personally I would like to conclude the conversation on base raping, start a conversation on camping in general and to explore our expectations of teamwork in BC2. Many people have reasonable referred to the dMw approach to teamwork, but what does that mean in this game? I'm sorry if I am a bit pedantic here, but I really believe that if we want people to follow our rules these issues need understanding. We can then admin them with confidence rather than with faith.BP

I agree Paddy. If you consider Conquest game mode, there's a guideline that needs to be considered.. eg: if you capture the flag furthest away from your original spawn point, is it OK or not OK to go into the enemy's original spawn point and nick a tank?

On the surface it doesn't seem unreasonable as it's only a few yards away.

That is what I was referring to in my original post and that is where we need to be clear in our rules and also our guidelines for admins.

Penfold

Can we please finalise this publish the rules? (It's been a fair few months now). :)

Thank ye.

GhostMjr

These have now gone live after 10 days being open for discussion.

Admins are to read the rules and make sure players abide by them at all times.

-=[dMw]=-GhostMjr

Penfold