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Dueling Rules - Edited and Reposted

Aug 02, 2003 ctishman link
This was recently unearthed in the archives. It had to be slightly updated for modern weapons, but was mostly good to go. These are classical duel rules, and have been so since 3.1.2 or so. Very few players these days remembered the rules, or knew about them at all. To this end, they have been reposted.

1) A duel has not begun until both parties call ready, and one or both declare the duel started. ("go!" or "En Garde!" or "Yaaaa!!! DIE!!!!!1" is sufficient)

2) A duel is considered null and void if any interference from another player is encountered. Observers should stay out of the area of combat.

3) Unless previously agreed upon otherwise*, the default dueling rules are as follows:
- Two contestants, maximum.
- All armaments EXCEPT Lightning Mines and Advanced Gatlings are fair.

- There are three rounds, between which the victor of the previous round must be allowed to dock if he so wishes. It is assumed that the victor will take this opportunity. If he does not wish to, he must forfeit this right in chat.

4) Docking, Leaving the sector or logging off at any time during a duel disqualifies the player and voids the duel in the favor of the other party. If a participant's client software should crash midway through a duel, the duel is considered void with no favor awarded.

5) Duels will last until one party is destroyed by the other, or until one party concedes victory.


*Theme Duels are subject to the following amended rules.

1) Weapons, locale, ships and outfits are agreed upon before the match begins.
2) After each round of play, the players may propose changes to any themed aspect (Weapons, Locale, Ships or Outfits) agreed upon before the duel began.
3) Unless specifically agreed to be otherwise by both parties, Theme Duels are generally "off the record".
Aug 02, 2003 StarFreeze link
wait wait...u just said swarms...how is that unfair? If your in a close battle and someone unleashes swarms u can easily get away. Think about it...if your fighting someone that has a heavy port it's gonna be obious he has mines or something that does close damage esp if he doesn't fire from medium distance. The lmines I can see...same with the adv gat.
Aug 02, 2003 ctishman link
Well, I guess that was from my personal experience of being largely unable to dodge 'em (for many months). Guess that can be dropped.
Aug 02, 2003 Arolte link
The only way to dodge 100% of swarm missiles effectively is the boost. The Centurion may not have to though, due to its smaller size. It would be nice to see faster Gemini missiles though. Maybe a level 2 brand, but with a lower pod capacity.
Aug 02, 2003 ctishman link
Exactly. Turn to boost, or just boost in a tight duel, and get a line of shots raked up your hull. Not fun.
Aug 03, 2003 Eldrad link
It is possible to dodge swarms (100%) if there are no more than 3 volleys. It's also very easy to get just grazing hits with them, one of the swarms comes within prox range and blows triggering the others which you dodged so they don't damage you. You take about 2-5% (on a vult). This is for cents, and vults, I don't know about other ships.
Also I'd add no specials to 3... I think that's a pretty common rule for duels now adays, (obviously there were no specials in 3.1.2).
Aug 03, 2003 Sage link
Something needs to be in there about weapons. I'm thinking the challenger chooses time and place. Challengee chooses ships and weapon restrictions.
Aug 03, 2003 ctishman link
1) A duel has not begun until both parties reach a distance of between 900 and 1100m from each other, call ready, and one or both declare the duel started. ("go!" or "En Garde!" or "Yaaaa!!! DIE!!!!!1" is sufficient).

2) A duel is considered null and void if any interference from another player is encountered. Observers should stay out of the area of combat.

3) Unless previously agreed upon otherwise*, the default dueling rules are as follows:
- Two contestants, maximum.
-Special ships (Prometheus, Maurauder or Valkyrie) are disallowed.
-Duels are to take place in an unaligned sector, which at this point are 5, 7, 8, 9, 10, 11, 13, 14, 15, 16, 17 and 18.
- All armaments EXCEPT Lightning Mines and Advanced Gatlings are fair.

- There are three rounds, between which the victor of the previous round must be allowed to dock if he so wishes. It is assumed that the victor will take this opportunity. If he does not wish to, he must forfeit this right in chat.

4) Docking, Leaving the sector or logging off at any time during a duel disqualifies the player and voids the duel in the favor of the other party. If a participant's client software should crash midway through a duel, the duel is considered void with no favor awarded.

5)A "Halt" may be called by either party, up to once per round, for any technical reason, including lag spikes, misconfiguration of ships, game or weapons, threatening or intrusive behavior by uninvolved ships, or other technical issues. It is proper to state the reason behind a called halt, but not required. In either case, the halt must be respected by both parties. During a called halt, no docking, repairing or rearming of any kind is permitted, unless specifically agreed upon by both parties. Procedures for resuming a duel are the same as for beginning a round.

6) Duels will last until one party is destroyed by the other, or until one party concedes victory. Any kills by the conceding or victorious party, following the act of concession are off the record, and do not reflect upon the honor or skill of either combatant.


*Theme Duels are subject to the following amended rules.

1) Weapons, locale, ships and outfits are agreed upon before the match begins. Though unofficial, location and time are generally proposed by the challenger, and outfits, ships and weapons are the decision of the challenged party.
2) After each round of play, the players may propose changes to any themed aspect (Weapons, Locale, Ships or Outfits) agreed upon before the duel began.
3) Unless specifically agreed to be otherwise by both parties, Theme Duels are generally "off the record".