ALTFIRE SERVER GUIDELINES

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ShadowRunner
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ALTFIRE SERVER GUIDELINES

Post by ShadowRunner »

After consultation with other FGS members we would like to introduce the following guidelines. Please note they are flexible and dependant on the map being played and the situation on server. These are general guidelines.

NO TELELAMMING:
This means you may not plant lams to prevent access or exit to teleporters/ring transporters/stargates. You may not throw lams at players using teleporters. One such kill during a game does not warrant administration, but if you are repeatedly killing players exiting teleporters with grenades then expect to be kicked. A lam may be planted anywhere PAST teleroom doors.
There are no exceptions that we can think of.
NO SPAWNLAMMING:
This means you may not plant lams anywhere inside a spawnroom, or hidden in the spawnroom door, or preventing a player from exiting a spawnroom.
Any killing of players spawning with planted grenades will result in player kicking.
Exceptions: Twinz map and "spawn" maps. Roof exit of Comm. INSIDE cabinets in spawn areas. Some maps are not clear what is a spawn.
NO SABOTAGE:
This means you may not explode your team's ordnance. Again once in a game may be an accident, but repeated destruction of team's grenades will result in action by administrators.
NO TELECAMPING:
Again once or twice in a game is acceptable, but in Altfire there will be no executions at the teleporters. If you are definitely camping a teleporter and making repeated kills, you can expect verbal abuse followed eventually by action. If you are in any doubt at all, stay out of the room with the teleporter and dont lam the exits. Players will be given a chance, by those who have a chance themselves. If you are locked in a teleporter room, then fair enough, defend yourself from arrivals, but again use weps not grenades please.
NO TEAMSWITCHING:
No switching teams to gain access to base. No switching teams to avoid defeat. No switching to unbalance the game. No switching to destroy traps.

Finally, if you are having fun with neutrons, the "sun" in DXSG or similar devastational weapons, make sure you are not killing your team please.

A period of time will be given to allow all players and admins to adjust to the new guidelines, but eventually these will be considered offences and action will be taken. We do not wish to see games become stale, through spawnlamming, telelamming and telecamping. Keep it fun for all!

Please begin to integrate this culture on the server and slowly raise awareness to other players. We are creating a better game!
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Re: ALTFIRE SERVER GUIDELINES

Post by ~[FGS]SaSQuATcH~ »

Good rules.
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Re: ALTFIRE SERVER GUIDELINES

Post by Skilgannon »

Agreed. +1
* Since when were you the one in control?
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Re: ALTFIRE SERVER GUIDELINES

Post by Mastakilla »

To be quite fair, there are several ways to enter the base in DXSG, I think there's a reason for that. You use the teleporter and someone is camping there, you die, take another route. Not like I approve of camping in any way, but some players need to have common sense not to walk in the same trap over and over again. Also, aren't augs activated in DXSG? If so, there's an aug to avoid planted lams right? Spawnlamming isnt cool though, and switching teams for score/advantage isn't cool either, so I agree with those.
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Re: ALTFIRE SERVER GUIDELINES

Post by synthetic »

Youll grow gray enforcing the rules.
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Re: ALTFIRE SERVER GUIDELINES

Post by Jima B »

I'm confused as to what settings are currently on DXSG.
But if augs are enabled then most of the telporter problems can be avoided easily.

Perhaps the wonderful DXSG mappers should think of ways to prevent such things as these happening.
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ShadowRunner
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Re: ALTFIRE SERVER GUIDELINES

Post by ShadowRunner »

That's the point guys, this not DXSG rules, this is ALTFIRE server rules. It is how we used to play and can be enforced easily.

Masta is absolutely right, BUT players can block the vent in Area51 with crates, rendering the teleporter to be the only way in. Obviously there is a difference between guarding a teleporter and standing there executing people in mid-journey. If a guy is going to make 20 kills with lams thrown at a tele, he shouldnt be surprised if he gets kicked, that's all.

The stargate can be lammed as it is a brush not a mover. And no, there is no alternative journey between earth and abydos, unless you have admin.
Hmm perhaps I should make the gate a mover, would solve half the problem.

Masta describes a DXSG game on CMD with augs perhaps, which when the SG server comes online, wont be a problem, if noobs wanna noob, that makes it more fun and dangerous etc. These rules are for Altfire and the fact that new maps are coming with no alternative to using a stargate etc.
Last edited by ShadowRunner on 07 Jun 2010, 01:00, edited 1 time in total.
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Re: ALTFIRE SERVER GUIDELINES

Post by 666 »

That's need a live control
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Re: ALTFIRE SERVER GUIDELINES

Post by Jima B »

ShadowRunner wrote:That's the point guys, this not DXSG rules, this is ALTFIRE server rules. It is how we used to play and can be enforced easily.

Masta is absolutely right, BUT players can block the vent in Area51 with crates, rendering the teleporter to be the only way in. Obviously there is a difference between guarding a teleporter and standing there executing people in mid-journey. If a guy is going to make 20 kills with lams thrown at a tele, he shouldnt be surprised if he gets kicked, that's all.

The stargate can be lammed as it is a brush not a mover. And no, there is no alternative journey between earth and abydos, unless you have admin.
Hmm perhaps I should make the gate a mover, would solve half the problem.

Masta describes a DXSG game on CMD with augs perhaps, which when the SG server comes online, wont be a problem, if noobs wanna noob, that makes it more fun and dangerous etc. These rules are for Altfire and the fact that new maps are coming with no alternative to using a stargate etc.
That's cleared it up alot for me thanks.
If you guys don't mind giving me the administration code for the server, I'd love to help out.
You know I'm good for it, I haven't ran my own server in to the ground with admin abuse yet, so I sure as hell wouldn't ruin anyone elses.
I'd be glad if I could help out a little.

I suggest you condense your rules list and have it added to the server MOTD if possible.
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Re: ALTFIRE SERVER GUIDELINES

Post by Fear »

No rule against only using altfire-shotgun or pulse? nooooooooooooooooooooooooooooooooooooooooooooooooo :(

Nice rule list besides that o_o
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Re: ALTFIRE SERVER GUIDELINES

Post by Tidus »

Nice rules for now.
i will do my best to bring the rules to all players, just telling them.
I never saw a guy, switching teams to destroy traps, but ok.
Should the admin delete the metalcrates, when some guys block the vententrance? i never did that, just a question :D
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Re: ALTFIRE SERVER GUIDELINES

Post by ShadowRunner »

if someone blocked the vent with crates, then they are clever and fast, I dont think we can stop players doing that, that is why we shouldnt execute players at the teleporter perhaps. In aug game I use large crate often.

Fear - The shotty/pulse/beretta issue we were addressing by this. Tnag is a conversion, just converts whatever is in the weprack. So what we started doing is making specific altfire versions of maps, where we could remove one or two weps and add others like bio, sabot etc. That way there is a variation of weps depending on what map is playing. So we had beretta on some maps, pulse missing on one or two maps, shotty too etc. But it means specific tnag versions needing to be made of each map.

The weps ppl complain about:
Shotty - lags the enemy
Pulse - noob rifle at close range.
Beretta - some vets hate, some vets passionate about keeping it.

My own personal thought was, on ww2 maps I will add shotty and beretta, on space maps I wont.

Thing is, current servers are not mine, I dont pay for them, host them, maintain them etc, so all these are just suggestions.
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Re: ALTFIRE SERVER GUIDELINES

Post by ~DJ~ »

I guess a simple mutator at altfire server can be handy.. detects player's range and the stargate ring's, then it keeps a count of the kill and then if it exceeds the limits the server manager sets, the player gets 1 warning, then second and possibly kick afterward that.
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Re: ALTFIRE SERVER GUIDELINES

Post by ShadowRunner »

that's awesome, didn't know it was possible. If it can somehow differentiate between people attacking and defending themselves, that would be awesome.
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Re: ALTFIRE SERVER GUIDELINES

Post by ~[FGS]SaSQuATcH~ »

when can we expect the auged DXSG server to be online?
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