Responsibilities and Code of Conduct

 

 

All members must have the following software:

    Kali - Full version, not the 15 minute demo 

    Roger Wilco

    ICQ

    EAW 1.2 patch installed

    Enemy Coast Ahead 1.2 AVAILABLE for install

    Enemy Coast Ahead 1.4 Panel AVAILABLE for install

I. Duties


A. All pilots must:


1. Conduct themselves in a gentlemanly manner, with chivalry and honor.
2. Practice their flying skills and stay in good fighting condition. A war may break out at any time, and all pilots must be prepared.
3. Spend a reasonable amount of time participating in squad events.

4. Retain respect for the chain of command AT ALL TIMES!
5. Refrain from any form of cheating. This includes, but is not limited to:


a. Lying.
b. Hacking software.


6. Refrain from attacks of any type on any member. Attacks include, but are not
limited to:


a. Shooting bullets into a fellow RAF pilot's aircraft (practice battles are an exception).
b. Verbal attacks.


7. Refrain from attacking any aircraft that is on the ground (unless it is a bombing
mission and an aircraft is at a target you have been assigned to bomb).
8. Refrain from joining any other EAW  squadrons. ( other that MSA squads )
9. Refrain from using: bombs, rockets, and/or excessive chatter to reduce the
frame-rate of your opponent.
10. Any flagrant infraction of 5-9 above could
result in your removal from RAF
11. Use your RAF designation in all RAF related correspondence and at all
unit related events.
12. Stay alive at all costs!


B. When ever a pilot is going to be absent from his squadron for more than 72 hours He must notify the CO and/or the RAF X.O.  of his intended absence!


C. Any Pilot absent over 72 hours without posting notification shall be listed as Away Without Official Leave (AWOL) and shall be removed from his posting, stripped of rank, reassigned to (P) 'probationary'
status and placed in the AWOL section pending a hearing!  The above rules are in effect for ALL members of RAF (including the officers) It is called common courtesy to inform people of your absence!...Common Decency


II. Protocol


A. Officers


1. When the Commanding Officer enters the room, the Senior Officer will call the room to attention. Should there be no Senior Officer present, then the first pilot to see the the C.O. enter will call the room to attention with the following action: "Attention! Officer Present"! All other members of RAF will acknowledge the Officers presence with the following action: <S!> This protocol will be extended to all Senior Officers when the RAF CO or the RAF XO is not present.


2. All Officers, including those individuals holding a rank lower than yours, will be addressed by Sir.


3. All respects and courtesies will be extended to all pilots.


4.The Chain of Command is implemented to ensure that issues are handled in a prompt and professional manner and shall be used at all times. Any issue brought outside of the Chain of Command will result in disciplinary action. Your Chain of Command will begin with your immediate supervisor who will then direct the issue through the proper channels. All issues will be handled at the lowest level possible, there is no exception! All members of the Chain of Command will review all issues, and any action deemed necessary will be passed back down to the lowest level for implementation.


B. General


1. The use of language to include swearing, degrading or derogatory comments or the use of "SPAMing". Will Not be tolerated under any circumstances!
2. Extend Chivalry to your opponent. The deliberate shooting of a pilot while trying to land or take off will result in disciplinary action. The exception to this rule will include any situation where you or any strategic assets are in jeopardy.
3. Read, remember, and adhere to the rules of RAF. If you are unfamiliar, or do not completely understand a rule, ask your  CO or his Assistant for an explanation of that rule. Do Not ask another pilot, because that pilot also may be misinterpreting the rule.
4. When assigned a wingman, Do Not attempt any action that will put your wingman in jeopardy.


III.  Flying time


1. All Pilots are expected to be on line and ready to fly at least 2 to 3 days / nights a week.
2. All Officers are expected to be on line conducting business or flying at least 3 to 5 days/nights a week.
3. All HQ Officers are expected to be on line conducting business or flying at least 4 to 6 days/nights a week


IV.  ICQ


A. All  pilots are REQUIRED to have and use their own ICQ number.
B. All pilots are REQUIRED to fill in the following information in the appropriate fields in their ICQ user profile...


1. You're callsign (I.E. "1st.RAF.Jones.PO").
2. You're last name.
3. You're geographic location (Country, State, and/or Province). and TIME ZONE
4. Your e-mail address.
Pilots are responsible for making sure that all their ICQ information is up-to-date

AT ALL TIMES.


Multi Squadron Alliance- The Air War in Europe 1940-1945

MSA HQ.

As per conversations with the HQ staff of all squadrons, in an effort to provide a better gaming experience we have agreed that an American presence is needed in our online wars. As there is no suitable squadron right now in the EAW community, we have agreed to create one. This is the blueprint for our proposed "M.S.A" ( Multi Squad Alliance ).

When attending the "flight line" in Kali, a new room called "M.S.A." or "MultiSqdAlnce" should be created, if it is not up already.  This will be a room where all members of ALL squads can attend.  Here we can maintain our contact with friends even though we may be on opposite sides at one time or another.  Once in the MSA room, 1 squad member should go to the chat menu in Kali and host a chat channel.  This is a separate, private chat which is moderated, with attendance controlled by the chat room host. You can kick a person out, or ban them.  This way, squads can have private, strategic "war room" meetings while still in the same M.S.A. room with friends on the other sides.  Others simply right click on the hosts name and choose to join his chat channel.  A buddy can be in your private chat, and when its time to talk strategy, you kick him out. ( be nice and say that you're doing so first ) ;-)

If all agree, we will conduct an online war, with JG26 vs. RAF, starting in 1940. This is a point in the war where the planes are evenly matched, and a good historical starting point as well. This also provides those with a thought towards trying US planes some time to practice them offline.  The Americans will join in the war in 1942.   Each war year will last 1 week, starting Wednesday, Oct 13. This will mean the war will finish just before the US holiday season, so we wont drop out towards the end because of family commitments. We will get a solid 6 weeks of war gaming in and should have some fun doing it while trying out some new ideas.


MISSION SETTINGS

Mission Size is LARGE ( to allow the creation of flak ) and weather set to RANDOM.

All missions are fighter sweeps, unless notification has been given by web, email, or ranking member present in Kali that there is a specific "target of the day".  The emphasis in this scenario is on realism and survival.  Real pilots most often didn't know what lay ahead for them, and by flying sweeps, neither will we.  Flyers may choose whatever a/c  they want and use any ordinance load out they want, AS LONG AS THE PLANE WAS HISTORICALLY AVAILABLE at that time. ( see "available aircraft" below ) A chart will follow for all pilots to consult in case of doubt.

We will be trying a lot of new things to keep the FUN factor high, while maintaining realism.  Planned offerings are such things as re-creations of "Big Week", The Schweinfurt - Resenberg raids, Operation Bodenplatte, etc.  Also certain days may have themes, such as Mondays are interdictions, Tuesdays are escort missions, etc.  

 Minimum mission requirements to fly a mission will be 1 per side, although 2 per side is preferable. Also, IF all pilots are agreeable, you may fly lopsided. that is 1 Vs 2 (or) 2 Vs 3 etc. 

All players should edit their ini file to "no respawn" using the Windows text editor or EAW Control Panel.


AVAILABLE AIRCRAFT

As of this writing, ECA Panel 1.4 is out, and preliminary testing has proven sucessful.  It is unknown as of this writing if it will be used, or how many squadron members have the new release. It is a very small download, but requires the original ECA1.2 ( 9mb) be installed first.  As soon as we know where we stand on this issue, a plane chart will be created.  

  

RULES OF ENGAGEMENT

Any Pilot may call GLITCH Game! But you only have 45 seconds into a game to call GLITCH Game. (make sure the other pilots see your call) After 45 seconds of fight the mission counts! (Make sure you type it and receive a typed acknowledgement by the other pilots)

To save time, we will not start on the ground. It may be introduced on certain nights as part of a special theme or "target of the day".

To prevent the attack of ground targets that are in your vicinity when you spawn into the field of battle and are out of reach of the defenders, pilots must follow ground control direction towards their opponents You cannot attack targets of opportunity until your opponent has entered the combat area.  When VISUAL contact has been made on the enemy, TYPE "VIS" onscreen so that all pilots know that it is now time to freely engage ANY targets.  Remember, your opponent may see you even if you don't see him.  There is a small time period where an enemy can be visually spotted but not targeted. Altitude, position and weather will have an effect on this, so we are going ON THE HONOR SYSTEM here.  

Strafing a plane on the ground is NOT ALLOWED, nor is  "vulching"( the shooting down of an a/c in a OBVIOUS landing pattern) .  The dropping of landing gear is to be accepted as a SIGN OF SURRENDER, and that pilot is to be left to land.  Only an aircraft on the ground at a airport which is a target for the mission is a valid target for strafing.


BAILOUT AND LANDING

Bailout survival will be determined by EAW.  If your chute opens you survive, if not you die.  The random number die will be rolled to determine capture or evasion if you survive and are in enemy territory. 1-60 means capture, 61-100 means evasion.

Land in friendly territory, and you save yourself and your plane.  Land in enemy territory and you lose a plane and must roll for evasion/capture.

You may remain in the game and watch what takes place using the F9 key.  

ENDING THE BATTLE

You may disengage battle by extending away from your enemy until he is no longer targetable.  Then type in "no vis, exiting.." before doing so. This lets players know that you elected to leave and didn't drop connection.  You of course may also land at a safe airfield or anywhere on the ground if necessary. It is a good idea to stay in the game in an external view if time permits, so that you can witness and confirm any strike damage or air kills.

DEBRIEFING

Debrief will be done at Kali, as has been done in the past. Screen shots of mission performance are HIGHLY recommended, as they are of particular aid to those scoring the conflict and in the mediation of any disputes. 

If problems arise or a disagreement brews, DO NOT DEBATE the matter.  Use your chain of command  to address the matter.  If senior officers present cannot resolve the matter, or perhaps the debate is between officers themselves, then each officer concerned will report to their respective HQ's who will then resolve the matter before the MSA council if necessary.

Mission results will be agreed upon in Kali debrief and one officer will prepare the report using the email form as used in the previous war. As before, the address for mission reports is JG26HQ@optonline.net Include screen shots of all players involved WHENEVER possible.  If bandwidth is a problem, have a cable modem flier who was involved handle the reporting if the senior officer is of dial-up access.

 

POINT VALUES

Damage points will be calculated as follows.
Factories = 40 Warehouses = 20 "Airfield Destroyed" = 30

OTHER BUILDINGS = 1 (i.e. Barracks, Radar huts, HQ Huts because the huts are NOT important to war production)
Light AAA = 2   Heavy AAA = 3  Oil Storage = 8  Refinery = 16  Halftracks =3   Fuel trucks = 2 Trucks = 1   Fuel dump = 2 Train car = 2 Train engine/tender = 12   Train Station = 10   Ships = 40   Ship Yards = 5   Hangars = 5   Fighter aircraft = 3  Bomber (Twin Engine) = 5  Bomber (4 Engine) =
Pilot = 10

Remember, your mission is twofold - accomplish your strategic mission, and then GET HOME ALIVE!!  Your in game death will result in no personal points scored towards awards, as well a loss of a pilot for your side.  Pilots are a country's most valuable resource - not nearly as replaceable as a aircraft.

War scoring will be done in 3 categories - aircraft lost, pilots lost, and war points scored ( targets hit ) .  Being that this 'beta' war is being done in 1 week increments, we will be trying to provide a weekly tally.  To stress the value of pilots in a point structure, each human pilot lost now has a value of 10 pointsThis means that skilled flyers will have an impact on war.  The loss of human pilots will have an effect on the country by weakening its point total, much like a real country would feel the loss of skilled personnel.  Flyers will go after each other, and not rack up low value AI kills.  Aces will truly be aces, and of value to their units - equal to the value of a skilled bomber pilot who can rack up big points by hitting high value targets.   And fliers should hustle to save their skins by landing or bailing to save their country's points.  

To get the 10 points the pilot must be LOST- not just shot down.  Bailing or landing successfully will result in the standard 3 point plane loss.  If a pilot dies on bailout he is lost to his country and his country takes a 10 point hit.  To put it simply, you die too many times= your county loses valuable points.  Also see Rules of Engagement (Strafing and 'Vulching'- Important)

Kill claims will be discussed and agreed upon as usual in the Kali debrief room.    

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MSA HEADQUARTERS

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