THE MECHWARRIOR ONLINE LOBBY LEAGUE

 

The Mechwarrior Online Lobby Ladder League (MWOL³) is aimed at teams that cannot normally field a full 12-man group for competitive play. The League supports matches from 1v1 to 12v12, allowing all teams to get into competitive games, without needing to pre-schedule the matches, and to play as often or as little as they choose, whenever they want.


The MWOL³ Bidding system allows players to get into different styles of battles, that suit their unit's playstyle. Bidding allows for variable maps, loadouts, tonnages, game types, ecm and air/artillery options. This allows more variety on matches, and more challenges than normal.


The MWOL³ CBill rewards system allows players to purchase more variants of mechs as they progress, much like in the MWO game itself. These CBills are purely league-based, and have no effect on player's in-game currency. Players are given their choice of 4 mechs, one per weight class, for free when they first sign up. Players may not choose Hero mechs for their free mechs.


The League rules follow, please become familiar with them, and any questions should be directed to one of the MWOLobby Moderators.


Thanks for your interest in the Mechwarrior Online Lobby Ladder League!

 

 

CODE OF CONDUCT

 

1.1: CHEATING

Cheating results in unfair game-play and is therefore strictly prohibited and cheaters will be removed from the league. The following are considered cheating:

1. Reporting falsely or failing to confirm a valid battle is considered cheating and will result in removal from the league. This includes confirming a game that you reported. Accidents happen and we will be fair and understanding. Failure to confirm a valid battle within a reasonable time-frame is punishable by a fine.

2. Using cheat codes, hacks or trainers that give some an unfair advantage over others is considered cheating and will result in removal from the league.

3. Exploiting game bugs or otherwise using features of the game in a way that was never intended is considered cheating and will result in removal from the league.

4. Intentional lagging of your connection is strictly prohibited. Such behavior will be viewed as cheating and will result in removal from the league. Voice communication programs such as TeamSpeak, Mumble or Ventrilo are allowed. Violation will result in a void in favor of the other team.

5. Maintaining more than ONE (1) Callsign is considered cheating and will result in the locking of every affected callsign until an investigation has been held. If the investigation turns up that only one callsign is being used at a time, even though multiple exist, the non-used callsigns will be deleted. If the investigation turns up that multiple callsigns are being utilized simultaneously, all affected callsigns will be locked from the league. Be sure to read RULE 1.4.

 

1.2: ACCUSATIONS OF CHEATING

Accusations of cheating are NEVER to be made in any public forum. If you suspect someone of cheating, send an email to a league administrator, accompanied by solid proof, such as confessions via chat, screenshots clearly depicting cheating in progress, or video feeds of the game where cheating can be proved. Unfounded or public accusations will be dealt with as slander and will result in fines. The suspicion of cheating does not waive the obligation to confirm a battle. In fact, if a unit decides to offer a complaint, that battle must be confirmed immediately. If cheating is found, the battle will be amended.

 

1.3 : BID CAMPING

Bid camping is the act of pre-posting game setting in the name or description of the Lobby Room, before bidding has occurred. All battles are created via a bid process. Therefore, bid camping is strictly prohibited. Game of the week and other special event options may be posted in advance of other bidding requirements.

 

1.4: PLAYERS SHARING AN INTERNET CONNECTION

Players who share a common Internet connection must be members of the same unit, and may never battle each other. This rule is to prevent improper battle reports. Infractions of this rule will result in a lock of the involved callsigns, and voiding of the associated battles. We have a zero-tolerance stance on this. If we get a report stating that the battle may have been reported and confirmed by a single individual, action will be taken.

 

1.5: DISPUTE RESOLUTION

Disputes between units or players should be handled with maturity and patience. Everyone should try to work out issues via their unit's chain of command. If the players involved cannot resolve the dispute among themselves, the matter should be taken up with the unit commanders. Most disputes can easily be resolved by simple communication between unit leaders.

ONLY after these attempts at resolution have failed should the League Administration be brought into a dispute. However, if an Administrator is called in, their ruling is BINDING, regardless of team affiliations or your personal attitudes toward the Admin in question. Blatant disregard for the Admin's position and ruling will be dealt with in an appropriate manner.

If an Administrator is called upon to settle a dispute, all correspondence between unit leaders should be included with the arbitration request. League Admins are to be used as a LAST resort only.

The goal here is to have fun and enjoy our online experience with MechWarrior Online. This League is provided as a tool to do so in a regulated manner. The Administration is in place to give the League direction and to ensure that it is not abused. However, the Administration cannot police every game. This puts a level of responsibility on EACH AND EVERY MEMBER of this League to help things along with a minimum of effort, a lot of patience, and a reasonable level of maturity.

 

2: RANKINGS

 

2.1: EXPERIENCE LEVEL

Experience levels are based upon your total lifetime number of Experience points. Experience Levels are determined as follows:

Exp

Exp Badge

Range(points)

1

Recruit

0-150

2

Rookie

151-350

3

Cadet

351-750

4

Scout

751-1150

5

Regular

1151-1550

6

Veteran

1551-2050

7

Ace

2051-2650

8

Master

2651-3350

9

Grand Master

3351-4500

10

Legendary

+4501

Experience points are accumulated through kills and assists. Kills give 1 point, assists give 0.1 points. This allows scouts and other players that aren't amassing kills to gain XP, without being imbalanced. When reporting kills and assists, they must go to the player that actually got them in game. Altering the report, in order to affect experience levels, is a punishable offence.

 

2.2: UNIT AND PLAYER RANKS

 

Player rank is used by your team leaders for a variety of purposes. These rank assignments are the responsibility of the team and are not directly governed by the League. Teams are limited in the number of specific ranks that are allowed.

Refer to the following table for Ranks and Allowances:

Rank

Title

(IS/Merc/Pirate)

Title

(Clan Only)

Limit

(Team)

10

General

Khan

1

9

Colonel

Sakhan

1

8

Major

Galaxy Commander

6

7

Captain

Nova Colonel

6

6

Lieutenant

Star Colonel

6

5

Sergeant Major

Nova Captain

6

4

Sergeant

Star Captain

6

3

Corporal

Nova Commander

12

2

Private First Class

Star Commander

12

1

Private

MechWarrior

12

0

(unaffiliated)

(unaffiliated)

N / A

Total Players (per team):

 

 

68

 

Rank Allowances are not built into the front-end automation, so team leaders must be responsible enough to keep their unit within its rank confinements. Rank audits are performed often, and violators will be informed of their discrepancies. Failure to correct the problems will result in action from the League Administration, including fines, voiding of battles affected, or even expulsion from the league.

As ranks are not under direct control of the League, distribution of rank is decided by the team leaders. Changes to a player's rank on the unit's league roster would be subject to a 24 hour delay, to prevent frivolous changes to alter bidding position.

 

2.3: Rank Value

A player's RV is established using a Base Value (determined by Rank) and a Value Modifier (determined by Experience Level). Rank Value is the sum of these two numbers. Rank Value cannot exceed 100, regardless of Experience or other modifiers.

Refer to the following table for Base Value by Rank:

Rank

Base Value

 

10

100

9

90

8

80

7

70

6

65

5

60

4

55

3

50

2

45

1

40

0

N / A

Refer to the following table for Value Modifier by Experience Level:

Experience Level

Modifier

10

+50

9

+45

8

+40

7

+35

6

+30

5

+25

4

+20

3

+15

2

+10

1

+5

A player's fully computed RV can be seen below as well as on their team's roster detail. This total includes any and all modifiers applied.

R/X

X1

X2

X3

X4

X5

X6

X7

X8

X9

X10

R10

100

100

100

100

100

100

100

100

100

100

R9

95

100

100

100

100

100

100

100

100

100

R8

85

90

95

100

100

100

100

100

100

100

R7

75

80

85

90

95

100

100

100

100

100

R6

70

75

80

85

90

95

100

100

100

100

R5

65

70

75

80

85

90

95

100

100

100

R4

60

65

70

75

80

85

90

95

100

100

R3

55

60

65

70

75

80

85

90

95

100

R2

50

55

60

65

70

75

80

85

90

95

R1

45

50

55

60

65

70

75

80

85

90

R1 - R10: Player Rank / X1 - X10: Experience Level

 

 

 

 

 

 

 

 

 

 

For example, a player who is a rank 7 (R7) with an experience level of 3 (X3) will have a Base Value of 70, and a Value Modifier of 15, for a total Rank-Value (RV) of 85.

 

PLAYER LADDER RANKINGS

Player rankings are tracked in two ways: Lifetime, and Seasonally. Seasonal statistics reset at the beginning of each new season, while Lifetime statistics accumulate continually over the player's league membership. The rankings are derived in a simple formula, much like the Experience formula. Players gain 1 point per kill, 0.1 points per assist, and an additional 1 point per game won. This allows for a slightly different advancement over the XP system, and promotes teamwork and winning. 

 

UNIT LADDER RANKINGS

 

There are 3 separate ranking systems in place to track where a unit stands in the ladder. An average number of games per unit, based on roster pilots count, is required to be ranked.

1: Unit Size- It would not be fair to rank smaller units against much larger units. More pilots would mean more games played, and therefore, higher ranking. Therefore, Units will be compared to similarly sized units for ranking. The unit sizes are:

Size Tier 1: 2-20 players

Size Tier 2: 21-40 players

Size Tier 3: 41-?? Players

Once a unit has passed the 40 player count, they should have enough players and skillsets to challenge any other unit. These Tiers do not forbid a unit from playing any other unit, regardless of what Tier the other is. These are purely to allow fair comparison based on unit size.

2: Unit Age- Unit age is calculated based on the average length of time a unit's players have been members of the league. This prevents very experienced members from starting a new unit just to dominate the Unit Age rankings. This way, a 1 month old unit, filled with 8 months average players, will not rank against a true 1 month old unit with 1 month average players. Unit Ages are as follows:

Age Tier 1: 0-90 days

Age Tier 2: 91-180 days

Age Tier 3: 181- ?? days

3: League-wide- This is the truest overall ranking of a unit against every other unit in the league, regardless of age or size.

 

UNIT STRUCTURE

 

3.1: UNIT MONIKERS AND IMAGES

Units must use good judgment in the choice of images and monikers used on the Lobby League site. Images and monikers can be removed if proper judgment is not used. Refrain from Racial, Sexual, Obscene or Profane images or text in monikers and images.

It is the unit leaders' responsibility to make sure their players' monikers and images also comply with this rule.

Monikers:

Monikers are defined as any text that is used to name, represent or describe your unit or any aspect of it. These include, but are not limited to: UNIT NAMES, UNIT STORIES, UNIT MOTTOS, SUBUNIT NAMES and SUBUNIT MOTTOS.

Unit name change requests are to be made through the League Admins.

Images:

Images are defined as any visual image that is used to name, represent or describe your unit any aspect of it. These include, but are not limited to: UNIT LOGOS, IMAGES USED IN STORIES.

Splitting units

When units decide to split up and form "Sister" units, the following rules and restrictions will apply.

  1. The units must NEVER play each other in Lobby League matches; doing so will result in removal from the league. Unit leaders MUST make this clear to all their pilots, old and new.

  2. IF at any time, the units abuse this, by using one unit solely as a means to benefit the other, both units will be removed from the Lobby League.

 

BIDDING RULES, BATTLE RULES, REPORTING

 

4.1: DETERMINING ATTACKER/DEFENDER FOR BIDDING

The "Attacker" and "Defender" are determined in the following manner:

1. Add up the total Rank Value for each team. The team with the highest combined Rank Value is the Attacker.

2. If the combined Rank Value for each team is the same (a tie), the team with the highest combined Experience Levels is the Attacker.

3. If the combined Experience Levels for each team are the same (a tie), the team with the highest combined Rank Levels is the Attacker.

4. If the combined Rank Levels for each team are the same (a tie), the team with the highest UNIT Win% is the Attacker.

5. If the Unit Win% for each team is the same (a tie), the team Higher on the Ladder is the Attacker.

6. And of course, the unit that is not the Attacker is the Defender.

 

4.2: BIDDING PROCESS

There are six biddable terms in Lobby League games. They are: Mech loadout, Weight Limit, Game Mode, Map, Air/Artillery strikes on or off, and ECM allowed or not.

1. Mech Loadout : There are 8 options for this group.

L1-stock (honor system re: upgrading stock) (Probably not see much stock until PGI gives us a 'stock' button in game)

L2-Energy weapons

L3- Missiles only (TAG laser allowed)

L4- Ballistics

L5-OPEN (all weapons allowed)

L6- Energy & Missiles

L7- Energy & Ballistics

L8- Ballistics & Missiles (TAG laser allowed)

L9- Game of the Week- not biddable, only listed for reporting purposes. See 4.3: Game of The Week.

 

2. Weight Limits : 7 options.

W1-Open

W2- Lights

W3-Mediums

W4-Heavies

W5-Assaults

W6-Lance Limited -(1 of each weight class per 4 players, if teams are odd-numbered, mechs start at the bottom of the weight classes for odd players. Example :5 mechs per team would be 2 lights, 1 of each other class)

W7-Tonnage Limited -(max tons per team, min 20 per player, max 100 per player, bid as team total weight. Tonnage bid at time of bidding the W7 setting. Example: 4 mechs could bid anywhere from 80-400 tons to split between them)

3. Game Mode: 4 options.

M1- Random

M2-Assault

M3- Skirmish

M4- Conquest

4. Map: whichever maps are available in MWO are biddable.

5. Strikes: Allows use of air and arty strikes. Options are on/off.

6. ECM- on or off

Once the first bid is entered, the game is considered reportable, even if one team backs out. This is to prevent teams from refusing to play after the bid works out against them.

Bidding starts with the Attacker entering their six opening options choices, 1 from each biddable option. The Defender then changes 4 of those terms, followed by the Attacker changing 2, and finally the Defender making 1 final term change. These final terms are posted ti the lobby room's information screen, and the players can then proceed to prepare their mechs and meet up in-game to play the match.

 

4.3: GAME OF THE WEEK

Occasionally, the league will post a Game of The Week format to allow players to play for higher rewards. This is not a biddable game type, and must be agreed to by both teams BEFORE bidding begins. It IS permissible to advertise in your lobby room title that your group is looking for a GOTW match.

Note: In the event that players agree to play a Game of The Week match, the GOTW settings would supersede any biddable terms. GOTW Match Information would contain instructions to alter the bid process accordingly.

 

4.4: SAMPLE BID PROCESS

Team A is looking for a match, and enters a Lobby Room. They post in their title that they want a 4v4. They have these players:

Rank 10, EXP lvl 2 (10/100/2) rank 10 receives no EXP modifiers

Rank 4, EXP lvl 1 (4/55/1) or it could be stated as (4/60/1), to include the EXP modifier

Rank 2 EXP lvl 3 (2/45/3) or it could be stated as (2/60/3), to include the EXP modifier

Rank 1 EXP lvl 1 (1/40/1) or it could be stated as (1/45/1), to include the EXP modifier

Their total RV would be : 100+60+60+45. 100 is the rank 10 RV and gets no EXP bonus, 60 is the rank 4 RV plus 5 for EXP lvl, 60 is the rank 2 RV plus 15 for EXP lvl 3, and 45 is the rank 1 RV plus 5 for EXP lvl 1.

Their total RV would be 265.

Team B accepts the match, they have these players:

Rank 10, EXP lvl 1 (10/100/1) rank 10 receives no EXP modifiers

Rank 5, EXP lvl 2 (5/60/2) or it could be stated as (5/70/2), to include the EXP modifier

Rank 7, EXP lvl 3 (7/70/3) or it could be stated as (7/85/3), to include the EXP modifier

Rank 6, EXP lvl 2 (6/65/2) or it could be stated as (6/75/2), to include the EXP modifier

Their RV would be: 100+70+85+75. 100 is the rank 10RV and gets no EXP bonus, 70 is the Rank 5 RV plus 10 for EXP lvl 2, 85 is the Rank 7 RV plus 15 for EXP lvl 3, and 75 is the Rank 6 RV plus 10 for EXP lvl 2.

Their total RV would be 330.

Team B has higher RV, they are the attacker. They post the following opening bid:

Energy only, Light mechs, Conquest, River City Night, No strikes, ECM yes.

Team A makes the following 4 changes:

Energy only, Open weight, Assault, Tourmaline Valley, Strikes on, ECM yes

Team B gets 2 changes:

Energy only, Light mechs, Conquest, Tourmaline Valley, Strikes on, ECM yes

Team A gets one final change:

Energy only, Light mechs, Assault, Tourmaline Valley, Strikes on, ECM yes

At this point, the final settings are posted in the Lobby room description screen. Players prepare their mechs in a reasonable time, and start the match.

 

4.5 BATTLE RULES

4.5.1: Dropped players. Occasionally a player will fail to connect to the game. If this happens before the game actually commences, all players should exit game and return to the private lobby to retry. If a player disconnects AFTER gameplay has begun (mech startup animations are done), the game will continue as if they are there, unless both teams agree to leave and re-drop. This re-drop is by gentleman's agreement only, and is not enforced by any league rule.

 

4.6 REPORTING

Reports are made by the winning team, and generate a match number. This number is given to the leader of the losing team, who will use it to confirm that all the settings are correct, and finalize the report. Reports must be submitted within 30 minutes of match completion, and confirmed within 60 minutes of match completion. Time is calculated from end of match. . Failure to confirm a valid battle within a reasonable time-frame is punishable by a fine to all players on the confirming team.

Kills and Assists MUST be assigned only to the players that actually got them. Any re-assigning of kills/ assists to incorrect players will result in fines.

. Winning team will also need to submit a screenshot of the end-game scores screen to the league reporting email. Subject line of the email should be the match confirmation number.

In the event that a player uses a mech they do not own in a match (see USABLE MECHS), that match will be reported as a loss for their team, and any kills gotten by the offending player will be voided.

Every game wins players cbills, which they can save to go towards purchasing better mechs. There is no charge through the league system for weapons, engines, or other equipment, just for the base chassis. Players do not incur repair or rearming fees as well.

CBill Rewards for matches

Winners (rewards values are per player):

100,000 c-bills for win

10,000 per kill

5,000 per assist

Doubled for winning with no lost mechs on their team (perfect win)

Max win value is 220,000 or 440,000 for a perfect win

 

Losers

50,000 for loss (reduced to 25,000 for a total loss- no kills for losing team)

5,000 per kill

2,500 per assist

Max loss value is 110,000

 

Tie Games

All players get 50% of the Loser Values

 

USABLE MECHS

 

5.1:STARTING MECHS

Upon joining the league, players will be asked to pick 4 mechs, 1 from each weight class. These are to be variant specific. If you choose your assault to be an Atlas AS7-D, that is the mech you own, you may not use any other Atlases until you acquire them. These mechs are the only mechs you may use until you purchase more through the league mech purchasing system. Clan Mechs, Champion Mechs, and Hero Mechs are NOT allowed to be in your starting mechs.

 

5.2: PURCHASING MECHS

As you play league game, you will accumulate cbills. These cbills are to be used for acquiring new mech chassis for your league hangar. There is a purchasing system in place that will allow players to choose which mechs they wish to purchase and add to their personal stockpile. There is no charge for mechbays, ammo, consumables, or any other equipment.

Mechs may be sold back at a value of 50% of purchase price. When purchasing a mech, take care to pick the correct variant. The one you own is the only one you can use in league games! Don't buy a CDA-2B when you meant to buy a CDA-3M. There are no refunds for purchasing the wrong variant.

 

5.3 BRINGING WRONG MECH TO A MATCH

In the event that a player drops into a match in a mech they cannot legally bring to a league match, before play starts they should announce to all players that they have an illegal mech. Everyone should drop from game, and the player should correct his mech choice. This is the ONLY PLAYER allowed to change their mech. All other players must keep the mechs they had originally.