Pilot Archive
Thread: Duel Night (Friday Night, Starsider 7-10 EST)
Last Week, Cody ran away with things, but Dassh gave him a good run for his money and some newcomers threw their chips on the table to play. Who will come out on top this week? Only time will tell.
The Event: Duel Night
Location (Changes Weekly): Endor Space Station
Time: Every Friday, starting at 7:00 EST, ending around 10:00 EST
Description: Have you gotten bored with space? Do you feel you’re the best, but see little challenge come your way? Our new venture is designed to get some of you hotshots up there and flying, allowing for you to work on your fighter tactics and load outs, as well as giving the best pilots some bragging rights.
Rules: All participants come to the location Covert. This is not a war, this is not a battle, this is gladiator style combat for glory (and in the future, cash) and recognition. The judges (This Week: Cody) will be at the location for that week’s competition. Duels will be arranged and reported to the judge BEFORE the duel begins. All Duels are to be worked out between the participants that wish to fly one another. Both parties agree upon rules for the individual duel, and they commence to engage in combat. Once the duel is finished, all participants involved in the duel report results to the judge, or it does not count for the scoreboard. Scores will be kept and tallied, kill boards being posted at the end of each Duel night via boards and Holo-mail.
Example: Joe and Bob want to duel, they tell Cody that they will be doing so, Cody Makes a note of this. Joe and Bob agree they want to fight without missiles, and start at 3000m apart. They agree to this, start the engagement, and Bob beats Joe. Both Joe and Bob tell Cody that Bob won. The win is noted and compiled. Both the pilots head to Deepspace to repair, then come back looking for new parties to engage in duels for higher standing on the board. Bob then starts to talk to Tina about starting a second duel.
Note: Rules variations are fairly limitless, as you can do most anything both parties agree on. This includes any weapons, systems, etc, etc, in the game, as well as doing duels beyond just 1vs1. You may duel all night long or just once, you can come in at 7, or come in and start a duel at 9:59. It’s a big space of time to allow more folks to come on and at least get one in.
Note: If you are a member of one of StarSider’s more famous fighter squadrons (or perhaps an up and comer), reporting of squadron name with the kill information at the end of a duel will be noted and added to the board as well, so one can see how various squadrons are doing overall as well. At this time, I’m leaving Imperial and Rebel stuff out. It’s fun enough seeing the squadrons and pilots vie for better standing.
Some Suggestions:
-Start duel about 2k or less out, any more and you’ll lose your target (unless you want to lose them of course)
-Make sure you work out all the rules with those you duel. If you didn’t say no missiles and you get killed by a missile, well, that’s your fault.
-Don’t overload all your stuff pre-duel. Sometimes folks like to do non-overloaded weapons and whatnot for a round. Overloading and then having to repair to un-overload wastes needless time.
Message Edited by RSCody on 05-25-2005 09:17 PM
" Don’t overload all your stuff pre-duel. Sometimes folks like to do non-overloaded weapons and whatnot for a round. Overloading and then having to repair to un-overload wastes needless time. "
{it takes way less time to repair, especially for non-aces with no DS access, than it does to run 4 overloads on a non-pre-fix DI}