Difference between revisions of "Operations"

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Raid - now 90lyr range. No land exchange. Attacker captures a unit that they get to keep and components for their house. Best cBill return. Available to anyone regardless of XP.
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Raid - now 900 lyr range. No land exchange. Attacker captures a unit that they get to keep and components for their house. Best cBill return. Available to anyone regardless of XP.
 
Skirmish - the old Patrol. 30lyr range, same land exchange, moderate cBill payout, increased RP payout.
 
Skirmish - the old Patrol. 30lyr range, same land exchange, moderate cBill payout, increased RP payout.
 
Conquest - the old Conquer. 30lyr range, same land exchange, very low cBill payout, nicest RP payout.
 
Conquest - the old Conquer. 30lyr range, same land exchange, very low cBill payout, nicest RP payout.
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Force mod has been turned off.
 
Force mod has been turned off.
 
Vehicle ops can now use upto 4 infantry of any type.
 
Vehicle ops can now use upto 4 infantry of any type.
 
'''Mek''' and '''Vehicle''' are Mek and Tank Separators. Operations with this Tag require to have 4 Meks or 4 Vehicles before being eligible for an operation. After this minimum requirement you may add whatever unit you wish (aside from Aerospace units). Your faction must control a minimum of 15% of a planet in order to launch a Vehicle operation on that planet. This means that for a bay world your faction must hold 30 conquer points because bay worlds have 200 Conquer points total.
 
 
 
'''1. Skirmish''
 
', the original base op (a Regular Commander only has to know this one)
 
This is a basic Operation for Planets without Factories and involves a small landexchange. To get access to Patrol your army must range from 2000-8000 bv. The unit requirements differ within the two Versions of this operation, Mek and Vehicle. The [[:Category:MekWars_mechanisms|bv spread]] is 500 maximum.
 
 
'''Mek Skirmish'''
 
Mek Skirmishes may have units no heavier than 75 tons. There movement minimum for Mek Skirmishes is walk 1. (No zero move infantry). Bv Range is 2000-8000. BV Spread is 500. There is no skillsum maximum for Mek Skirmishes. Mek Skirmish armies may have up to four infantry.
 
 
 
'''Vehicle Skirmish'''
 
Vehicle Skirmishes have no unit weight maximum or movement minimum. Bv Range is 2000-8000. BV Spread is 500. There is no skillsum maximum for Vehicle Skirmishes. Vehicle Skirmishes may have up to four infantry.
 
 
'''Mek''' and '''Vehicle''' are Mek and Tank Separators. Operations with this Tag require to have 4 Meks or 4 Vehicles before being eligible for an operation. After this minimum requirement you may add whatever unit you wish (aside from Aerospace units). Your faction must control a minimum of 15% of a planet in order to launch a Vehicle operation on that planet. This means that for a bay world your faction must hold 30 conquer points because bay worlds have 200 Conquer points total.
 
  
  
 
'''1. Skirmish''
 
'''1. Skirmish''
', the original base op (a Regular Commander only has to know this one)
+
', the original base op  
This is a basic Operation for Planets without Factories and involves a small landexchange. Skirmish BV range is from 2000-8000. The unit requirements differ within the two Versions of this operation, Mek and Vehicle. The [[:Category:MekWars_mechanisms|bv spread]] is 500 maximum.
+
This is a basic Operation for Planets without Factories and involves a small landexchange. To get access to Patrol your army must range from 2000-8000 bv. The unit requirements differ within the two Versions of this operation, Mek and Vehicle. The [[:Category:MekWars_mechanisms|bv spread]] is 500 maximum. Each faction involved in the operation must hold a minimum of 25% of the planet. (25 Conquer points for regular worlds and bay worlds, 50 conquer points for factory worlds) Planets with less than this amount for either of the factions may not be the target of a skirmish op.
  
 
'''Mek Skirmish'''
 
'''Mek Skirmish'''
The movement minimum for Mek Skirmishes is walk 1. (No zero move infantry). Bv Range is 2000-8000. BV Spread is 500. There is no skillsum maximum for Mek Skirmishes. Mek Skirmish armies may have up to four infantry.
+
There movement minimum for Mek Skirmishes is walk 1. (No zero move infantry). Bv Range is 2000-8000. BV Spread is 500. There is no skillsum maximum for Mek Skirmishes. Mek Skirmish armies may have up to four infantry.
  
  
 
'''Vehicle Skirmish'''
 
'''Vehicle Skirmish'''
 
Vehicle Skirmishes have no unit weight maximum or movement minimum. Bv Range is 2000-8000. BV Spread is 500. There is no skillsum maximum for Vehicle Skirmishes. Vehicle Skirmishes may have up to four infantry.
 
Vehicle Skirmishes have no unit weight maximum or movement minimum. Bv Range is 2000-8000. BV Spread is 500. There is no skillsum maximum for Vehicle Skirmishes. Vehicle Skirmishes may have up to four infantry.
 
  
  
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'''3. Conquer''', the basic invasion type op
 
'''3. Conquer''', the basic invasion type op
This is an invasion operation for all Planets except Capitols and involves a decent amount of landexchange. To get access to Conquer your army must range from 2000-12000 bv and have 4 non-Infantry units. There are Strategic and Militia versions and a maximum of 1 infantry units is allowed. Note that the topspeed units of this era are excluded from conquer missions and reserved for reconesque operations. The [[:Category:MekWars_mechanisms|bv spread]] is 700 maximum and your pilots must have an average skillsum of 8.3 or lower. This operation involves Artillery support for both sides.
+
This is an invasion operation for all Planets except Capitols and involves a decent amount of landexchange. To get access to Conquer your army must range from 2000-12000 bv and have 4 non-Infantry units. There are Mek and Vehicle versions and a maximum of 1 infantry units is allowed. The [[:Category:MekWars_mechanisms|bv spread]] is 500 maximum and your pilots must have an average skillsum of 8.3 or lower. This operation involves Artillery support for both sides.
 +
 
  
 
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For everyone interested in some more variation, a detailed list follows below:
 
  
'''Strategic''' and '''Militia''' are Mech and Tank Separators. Operations with this Tag require to have 4 Mechs (Strategic) or 4 Tanks (Militia) before being unlocked. After this minimum requirement you may add whatever unit you wish (aside from Aerospace units). Your faction must control a minimum of 15% of a planet in order to launch a Militia operation on that planet.
+
Unless stated otherwise, the posted requirements are for the attacker only. The defender usually has a wide range of allowed army compositions.
 
 
 
 
Starting with Operations for Conquer Factions, these are divided into subgroups defined by the subfaction settings of this server. Higher Subfactions have access to all operation types if they only meet the requirements for the specific ops, such as bv-spread or speed requirements. Lower Subfactions cannot access Higher Subfaction Operations.
 
  
Unless stated otherwise, the posted requirements are for the attacker only. The defender usually has a wide range of allowed army compositions.
 
  
  
'''Conquer Faction Subfaction 0 (Regular Commanders)''' has access to five different Operations against other Conquer Factions:
 
  
 
'''Patrol:'''
 
'''Patrol:'''
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'''Bonus Operation
 
'''Bonus Operation
 
Overwatch:'''
 
Overwatch:'''
This is an operation similar to Patrol with the following additions: it is AFR-only and the attacker recieves a small amount of artillery while the defender gets to place some conventional mines.
+
This is an operation similar to Patrol with the following additions: it is AFR-only and the attacker recieves a small amount of artillery while the defender gets to place some conventional mines. The operation is identical to the Skirmish operation in all other aspects.
  
  
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'''Conquer:'''
 
This is an invasion operation for all Planets with the exception of Capitols and involves a decent amount of landexchange.
 
To get access to Strategic - Conquer your army must range from 2000-12000 bv and have 4 Mechs. A maximum of 1 infantry is allowed and your Mechs may not have more than 6 Jump Jets.
 
Militia - Conquer has the same limitations but needs 4 Tanks instead of 4 Mechs.
 
The [[:Category:MekWars_mechanisms|bv spread]] is 700 maximum and your pilots must have an average skillsum of 8.3 or lower. This operation involves Artillery support for both sides.
 
  
 
'''-Aero- Orbital Operation:'''
 
'''-Aero- Orbital Operation:'''
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'''Faction-Unique Super Operation:'''
 
'''Faction-Unique Super Operation:'''
These Operations are unique for every faction and must take place on Factory Planets with the exception of Capitol Planets. To get access to your faction's unique operation - experiment! A general hint for everyone: No maximum bvs and the higher your armies are, the better the payout. Unit Requirements such as number of units involved and classes of units involved differ for every faction as well as different payouts, meta awards and pilot gains. The [[:Category:MekWars_mechanisms|bv spread]] is 1000 maximum and the rewards get better the higher your game bv is.  
+
These Operations are unique for every faction and must take place on Factory Planets with the exception of Capitol Planets. To get access to your faction's unique operation - experiment! A general hint for everyone: No maximum bvs and the higher your armies are, the better the payout. Minimum BV is 8000.  Unit Requirements such as number of units involved and classes of units involved differ for every faction as well as different payouts, meta awards and pilot gains. The [[:Category:MekWars_mechanisms|bv spread]] is 1000 maximum and the rewards get better the higher your game bv is.  
 
Supersize Me!
 
Supersize Me!
 
 
'''Bonus Operation
 
Plunder:'''
 
This is an operation similar to Pillage with the following additions: it is AFR-only, requirements apply to attacker and defender, and always takes place in cities.
 
 
'''Bonus Operation
 
City Conquer:'''
 
This is an operation similar to Conquer with the following additions: it is AFR-only, city operation and requirements apply to attacker and defender. defender support units are replaced with turrets.
 
 
  
  
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1.) The Penalty for finishing Operations without enough bv destroyed was increased dramatically. On the other hand, Payouts for properly played games are better now.
 
1.) The Penalty for finishing Operations without enough bv destroyed was increased dramatically. On the other hand, Payouts for properly played games are better now.
 
2.) Units that are pushed off the map have a chance to get scrapped or salvaged. This is to discourage edgecamping.
 
2.) Units that are pushed off the map have a chance to get scrapped or salvaged. This is to discourage edgecamping.
3.) To discourage min-maxing, armies that are only legal for high bv-spread operations do not count towards Production. Building balanced armies is encouraged.
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3.) To discourage min-maxing, armies that are only legal for conquest operations do not count towards Production. Building balanced armies is encouraged.
 
4.) Counterattacks are disabled.
 
4.) Counterattacks are disabled.
 
5.) Operations for Conquer Factions have an ELO-adjustment. This means that all payout may vary depending on the rating of the participating players
 
5.) Operations for Conquer Factions have an ELO-adjustment. This means that all payout may vary depending on the rating of the participating players
 
6.) Victory Conditions "BV Ratio Percent" and "Destroy Enemy BV" are enabled for all operations and both must be met to trigger an automatic Victory.
 
6.) Victory Conditions "BV Ratio Percent" and "Destroy Enemy BV" are enabled for all operations and both must be met to trigger an automatic Victory.
 
7.) ALL Games are Double Blind.
 
7.) ALL Games are Double Blind.
8.) All Ground Operations allow 1 Conventional Fighter unit per side, Super Ops and Team Ops even 2 per side.
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8.) Regular Ground Operations do not allow Aerospace or Conventional fighters. Super Ops and Kingslayers allow 2 conventional Fighters per side.
 
9.) Support Units do not count towards bv spread.
 
9.) Support Units do not count towards bv spread.

Revision as of 08:12, 23 June 2013

--Nastyogre ([[User talk:Nastyogre|talk] Working on updating the ops. Its taking a while to verify all the permutations of the Mek and Vee ops. Please edit carefully while I am working on this.]) 10:11, 24 March 2013 (PDT)




Raid - now 900 lyr range. No land exchange. Attacker captures a unit that they get to keep and components for their house. Best cBill return. Available to anyone regardless of XP. Skirmish - the old Patrol. 30lyr range, same land exchange, moderate cBill payout, increased RP payout. Conquest - the old Conquer. 30lyr range, same land exchange, very low cBill payout, nicest RP payout. Kingslayer - same as before, only cBills adjusted down, RPs up.

Strategic/Militia operations have been renamed Mek/Vehicle.

LITTLE THINGS


Scrapping and donating is now more expensive. Scrapping is 2x the cost of a unit, donating costs on average about 45% of the cost of a unit. Force mod has been turned off. Vehicle ops can now use upto 4 infantry of any type.


'1. Skirmish ', the original base op This is a basic Operation for Planets without Factories and involves a small landexchange. To get access to Patrol your army must range from 2000-8000 bv. The unit requirements differ within the two Versions of this operation, Mek and Vehicle. The bv spread is 500 maximum. Each faction involved in the operation must hold a minimum of 25% of the planet. (25 Conquer points for regular worlds and bay worlds, 50 conquer points for factory worlds) Planets with less than this amount for either of the factions may not be the target of a skirmish op.

Mek Skirmish There movement minimum for Mek Skirmishes is walk 1. (No zero move infantry). Bv Range is 2000-8000. BV Spread is 500. There is no skillsum maximum for Mek Skirmishes. Mek Skirmish armies may have up to four infantry.


Vehicle Skirmish Vehicle Skirmishes have no unit weight maximum or movement minimum. Bv Range is 2000-8000. BV Spread is 500. There is no skillsum maximum for Vehicle Skirmishes. Vehicle Skirmishes may have up to four infantry.


2. Raid, the raiding op The raid Operation for Planets containing Factories with the exception of Capitol Planets and involves no landexchange. Raid BV range is from 2000-8000. The bv spread is 500 maximum and there is no average skillsum required. Winning a Raid attack delays the factories, steals a decent amount of components and 1-2 units from the faction bays. Winning a Raid defense grants components to the factories. The components stolen or granted are dependent upon the factories located on the world raided. The unit requirements differ within the two Versions of this operation, Mek and Vehicle.

Mek Raid The movement minimum for Mek Raids is walk 1. (No zero move infantry. Mek Raids require a minimum of 4 mek units. After the 4 mek unit requirement is met you may add any number of mek or vehicle units up to the maximum BV, 8000. BV Spread is 500

Vehicle Raid Vehicle Raids have no unit weight maximum or movement minimum. (Zero move infantry are allowed) Vehicle Raids require a minimum of 4 vehicle units. They may have no more than 4 infantry. After the 4 vehicle unit requirement is met you may add any number of mek or vehicle units up to the maximum BV, 8000. BV Spread is 500.


3. Conquer, the basic invasion type op This is an invasion operation for all Planets except Capitols and involves a decent amount of landexchange. To get access to Conquer your army must range from 2000-12000 bv and have 4 non-Infantry units. There are Mek and Vehicle versions and a maximum of 1 infantry units is allowed. The bv spread is 500 maximum and your pilots must have an average skillsum of 8.3 or lower. This operation involves Artillery support for both sides.



Unless stated otherwise, the posted requirements are for the attacker only. The defender usually has a wide range of allowed army compositions.



Patrol: This is a basic Operation for all Planets with the exception of Capitol Planets and involves a small landexchange. To get access to Strategic - Patrol your army must range from 2000-8000 bv, must have 4 Mechs which are less than 80 tons. A maximum of 1 infantry units is allowed and either groundspeed 4 or jump speed 3 is needed. Militia - Patrol has no unit limits within the first 4 tanks and any unit thereafter. The bv spread is 500 maximum.

-Aero- Air Patrol: This is a basic Operation for all Planets with the exception of Capitol and Factory Planets and involves a small landexchange. To get access to -Aero- Air Patrol your army must range from 1500-6000 bv, must have 2 - 6 aero units which are up to 100 tons. The bv spread is 700 maximum. -Aero- Air Patrol has a higher Attack Range than Operations for Ground Units.

Hit'n'Run: (Strategic | Militia) This is a basic Operation for all Planets with the exception of Capitol Planets and involves a small landexchange. To get access to Strategic - Hit'n'Run your army must range from 2000-8000 bv, must have 4 Mechs which are less than 85 tons and have either walking speed 5 or can jump 4. No infantry is allowed for the attacker. Militia - Hit'n'Run has the same requirements just that you need 4 Tanks instead of 4 Mechs. The bv spread is 500 maximum. There is a chance for deep deployment. The winner of a Hit'n'Run either delays the target factory for a short time or refreshes it for the same value. The attacker must have less than 1000 exp. This operation grants a lot of money to the attacker.

Kingslayer: This is the one and only Capitol Planet Operation and involves a good amount of landexchange. To get access to Kingslayer your army must have 4000 bv minimum and all units may not have less than 40 tons. There is no bv spread and the pilots must have an average skillsum of 7.8 or lower. Both sides get Artillery support and additionally, the Defender gets a good amount of conventional mines to place.

Bonus Operation Overwatch: This is an operation similar to Patrol with the following additions: it is AFR-only and the attacker recieves a small amount of artillery while the defender gets to place some conventional mines. The operation is identical to the Skirmish operation in all other aspects.


Conquer Faction Subfaction 1 (Frontline Commanders) has access to an additional seven different Operations against other Conquer Factions:

Pillage: This is a raid Operation for Planets containing Factories with the exception of Capitol Planets and involves landexchange. To get access to Strategic - Pillage your army must range from 2000-11000 bv, must have 4 Mechs, a vehicle and an infantry unit but no more than 4 vehicles and infantry. Militia - Pillage just requires 4 Tanks and an infantry unit. The bv spread is 600 maximum and your pilots must have an average skillsum of 8.6 or lower. Winning a Pillage attack delays the factories, steals a decent amount of components and 1-2 units from the faction bays. Winning a Pillage defense grants components to the factories.

Capture: This is a raid Operation for Planets containing Factories with the exception of Capitol Planets and involves landexchange. To get access to Strategic - Capture your army must range from 2000-11000 bv, must have 4 Mechs, a vehicle and an infantry unit but no more than 4 vehicles and infantry which can at least walk 5 or jump 3. Milita - Capture just requires 4 Tanks and an infantry unit besides the speed limit. The bv spread is 600 maximum and your pilots must have an average skillsum of 8.6 or lower. Capture grants artillery pieces for support to the attacking side and conventional mines for the defending. Winning a Capture attack steals some components and a unit from the faction bays as well as a unit(s) from the target factory. Winning a Capture defense refreshes the factory a bit and generates a good amount of components.


-Aero- Orbital Operation: This is an invasion Operation for all Planets with the exception of Capitol Planets and involves a small amount of landexchange. To get access to -Aero- Orbital Operation your army must range from 4000-18000 bv, must have 6 - 12 aero units which are up to 200 tons. The bv spread is 1000 maximum. -Aero- Orbital Invasion has a higher Attack Range than Operations for Ground Units. Average skillsum is <=8.5.

-Aero- Black Water Navy: This is an invasion Operation for all Planets with the exception of Capitol Planets and involves a decent amount of landexchange. To get access to -Aero- Black Water Navy your army must have at least 10000 bv and must have 9 - 30 aero units. There is no tonnage limit and no bv spread. -Aero- Black Water Navy has a higher Attack Range than Operations for Ground Units. Average skillsum is <=8.


Faction-Unique Super Operation: These Operations are unique for every faction and must take place on Factory Planets with the exception of Capitol Planets. To get access to your faction's unique operation - experiment! A general hint for everyone: No maximum bvs and the higher your armies are, the better the payout. Minimum BV is 8000. Unit Requirements such as number of units involved and classes of units involved differ for every faction as well as different payouts, meta awards and pilot gains. The bv spread is 1000 maximum and the rewards get better the higher your game bv is. Supersize Me!


Rumors: Allthough unconfirmed, the Great House's Intels suspect Comstar to be responsible for a few devastating attacks on selected targets. You may try to assault an HPG Station but beware Blake's Wrath!


Additionally, General Operations:

Tutorial: Armies legal for attacking tutorials have 1000-7000 total BV, have at least 4 non-infantry units and no more than 4 vehicles and 1 Infantry Platoons. Tutorials can only be launched against SOL, meks aren't lost in them and they only pay a few hundred cbills to the involved players.

-Aero- Sim Flight: This is a basic Operation for all Planets and involves no landexchange. It is allowed In-Faction and for all factions including SOL. To get access to -Aero- Sim Flight your army must range from 1-2499 bv, must have 1 - 5 aero units with no tonnage limit. There is no bv spread. -Aero- Sim Flight has a higher Attack Range than Operations for Ground Units.


NOTE: DO NOT PLAY A TOURNEY IF YOU DO NOT HAVE ENOUGH C-BILLS ON HAND TO COVER YOUR BAY EXPENSES >>> You have been warned. Losers get no pay and will lose any bays they can't pay for after the fight.

Cruiser Tourney: This is a free-for-all arena for single units up to 60tons and is double-blind. Everyone receives some mines and fled units may get scrapped, pushed off units may get salvaged. Expect bad payout and no campaign effects. One player each faction.

Destroyer Tourney: This is a free-for-all arena for single units from 50 to 100tons and is double-blind. Everyone receives some mines and fled units may get scrapped, pushed off units may get salvaged. Expect bad payout and no campaign effects. One player each faction.


Team Operations. have been removed due to lack of interest and confusion in peoples attack options.


! IMPORTANT NOTES ! 1.) The Penalty for finishing Operations without enough bv destroyed was increased dramatically. On the other hand, Payouts for properly played games are better now. 2.) Units that are pushed off the map have a chance to get scrapped or salvaged. This is to discourage edgecamping. 3.) To discourage min-maxing, armies that are only legal for conquest operations do not count towards Production. Building balanced armies is encouraged. 4.) Counterattacks are disabled. 5.) Operations for Conquer Factions have an ELO-adjustment. This means that all payout may vary depending on the rating of the participating players 6.) Victory Conditions "BV Ratio Percent" and "Destroy Enemy BV" are enabled for all operations and both must be met to trigger an automatic Victory. 7.) ALL Games are Double Blind. 8.) Regular Ground Operations do not allow Aerospace or Conventional fighters. Super Ops and Kingslayers allow 2 conventional Fighters per side. 9.) Support Units do not count towards bv spread.