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Flanders In Flames Ruleset

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Flanders In Flames Ruleset
 
The English version of this ruleset is the master copy, and should be viewed as the original version.  All administrative decisions requiring this ruleset are made using the English version only.
 
All of the translations of this ruleset are provided only to help international pilots understand the basic tournament rules.  People should expect slight variations, rephrasing or even omissions in all translated copies.
 
We are of course always interested in the most accurate translations.  So please post in the FIF Rules Questions area should you have any questions or comments.
 
Thanks!
 
. . .

Non-English versions are currently unavailable:

  • German (J99*Hardy)
  • French (GenMarkof007)
  • Russian (BaronVonMyakin)
  • Portugese (JoKeR_BR)

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The Campaign Scenario:

The Flanders In Flames (FIF) Online War is air combat competition. It is a scenario-based campaign system that focuses on completing team objectives. Thus, for the team and the individual pilot, it is a test of skill.

Team objectives, by themselves, are not hard to complete. However, doing so while being actively opposed by a determined opponent can make them very difficult. Thus, it's important to not view FIF as merely a string of targets or assignments. Rather, it is those objectives which create the authentic-feeling aerial combat that FIF is known for.

Team Composition:

FIF is composed of two opposing teams: the Red Team and the Blue Team. Neither of these teams have a set in-game affiliation. After each phase of a campaign, these two teams will swap sides, thus allowing everyone to fly for both the Central Powers (Mittelmächte) and the Entente Powers!

As a result, all participating virtual squadrons, as well as all non-squaded individual pilots, should be prepared to fly both German and Allied aircraft. This rule is in place to ensure even teams, as well as overall fairness.

Both the Red Team and the Blue Team have their own Command Staff. And these Command Staffs are made up of elected members from participating virtual squadrons. It is these elected leaders who determine what their team's strategy and tactics are, as well as what the mission orders will be for their side.

For the individual pilot, remaining alive within FIF is very important. As a "dead-is-dead" style event, pilot death severely limits a team's ability to complete objectives. Thus, covering and supporting your wingmen will aid your team.

Code of Conduct:

The goal of FIF is to encourage and develop a tight-knit community of mature, like-minded pilots who wish to enjoy a challenging, rewarding, and fun aerial combat environment. In order to accomplish this, FIF adheres to a Code of Conduct with several important guiding principles. These include an atmosphere of sportsmanship, respect, and fair play.1

Individuals, squadrons, and teams should at all times strive for the following:

  • Respect for the FIF rules and tournament coordinators
  • Respect for your opponents and teammates
  • A commitment towards participation, including welcoming and helping new pilots
  • Avoiding a poor attitude, such as "win-at-all-costs".1

If any pilot feels that another pilot has violated one of the FIF rules, or has acted in manner that is not in the spirit of FIF, he should wait until the session is over and report the incident to his team commander.
 
Open-chat accusations or counter-accusations will not be tolerated, and the offending parties may be asked to leave the server immediately.

Note: paint schemes that show the incorrect country ("captured skins") are a violation of sportsmanship, respect and fair play. The use of "captured skins" during the tournament will result in the following penalties:

  • A first infraction by a player will result in a ban from the next session.
  • A second infraction by a player will result in a ban from the rest of the campaign.
  • A third infraction by a player will result in his squadron being banned from any further tournament play.

1. The above language is borrowed from the Ghost Skies event rules.

Tournament Overview:

FIF is an event that consists of an open ended set of sessions. Sessions are sometimes called "mission nights".

Each session is approximately two hours in length. The current FIF calendar, outlining when sessions are flown, can be found within the FIF Tournament Information section.

Objectives completed during each session are tallied for both teams and posted after each session. This allows all participants to track the tournament, as well as their side's progress.

Campaign Phases and Victory Conditions:
 
FIF Campaigns are divided into two phases: "Phase A" and "Phase B".
 
During "Phase A", the Red Team and the Blue Team are assigned to an in-game side (i.e. the Central Powers or the Entente Powers).
 
The first team to end "Phase A" (usually, a set of 8 to 12 sessions) with 80 or more completed objectives is declared victorious within that specific campaign phase.
 
"Phase B" then immediately starts on the next available mission-night, with the two established teams swapping sides in-game!
 
"Phase B" is then run identically to "Phase A".  The first team to reach 80 or more completed objectives is declared victorious within that specific campaign phase.

If neither team is able to end a campaign phase with more than 80 completed objectives, that specific phase will continue until a clear winner can be determined.

Should both teams end a campaign phase with more than 80 completed objectives, the team with the higher total will be declared the winner of that phase.

Should both teams end a campaign phase in a tie, additional sessions will be held until this tie is broken, and a clear winner can be determined for that phase.
 
Should a team win both "Phase A" and "Phase B", they are declared the overall winner of the Campaign.  If both teams win one campaign phase each, the Campaign ends in a tie.
 
Server Setup and Session Start:

The "official" FIF server (regardless of which squadron is currently hosting) will always have the most up-to-date Rise of Flight patch applied. Pilots should ensure they are "patched up" prior to server launch.

Each FIF session will run for approximately two hours.

For ease of use, the in-game cockpit clock is used as the main time reference during each session. When the server launches (approximately 15 minutes prior to the scheduled Mission Start), the in-game clock will usually be set to "10:45AM".

Please note that this means the FIF server will always launch approximately 15 minutes prior to the posted session start time!

The extra 15 minutes is to allow for the server to settle, as well as to give all participants the chance to test their game and settings. While the session does not start until the top of the hour, players are encouraged to spawn at their assigned airfields, and get their aircraft ready and warmed-up.

No aircraft may take off until the session officially starts.
 
Here are the official start times: http://forum.jg1.org/topic/3010-flanders-in-flames-calendar/

To take-off prior to the official start of the session is a violation of our code of conduct rules.

  • A first infraction by a player will result in a ban from the next session.
  • A second infraction by a player will result in a ban from the rest of the campaign.
  • A third infraction by a player will result in his squadron being banned from any further tournament play.

Players will be warned of the session start approximately 1 minute prior to the top of the hour. At this point, church bells near the aerodromes will ring. The church bells are the warning klaxon.

Confirmation that a session has started is a green flare, launched from a vehicle placed at all active aerodromes. This is the signal that all planes can take-off, and that the session has officially started.

If you miss the green flare, or are unsure if it has already launched, use your in-game clock to determine a session start. The in-game cockpit clock will read one minute past the top of the hour (e.g. "11:01AM").

In-Game Subtitles and End of Session results:

In-game subtitles are used during sessions, and they are team specific. This means that the opposing team will not be able to see your team's in-game subtitles.

At the launch of the FIF server, both teams will see a list of their own nightly objectives. These objectives are randomized and will include the various two-seater / bomber targets that have been selected by the game for that night.

The randomness in primary objectives is designed to replicate the commands coming from army headquarters (HQ). In real life, squadron commanders needed to deal with these HQ commands on a daily basis, allocating their pilots and aircraft to best achieve the goals set down by the generals behind the lines.

However, primary objectives are not the only way your team will gain mission targets.

During play, the two-seater A.I. observers (affectionately known as Waldo, Boris or Otto, depending on your side affiliation) may give you updated information regarding the tactical landscape. Their subtitles will usually come after a two-seater has completed a primary objective. As Waldo, Boris and Otto see targets of opportunity, their information will often adjust your nightly objectives. Both teams need to be prepared for this.

The only in-game subtitles that are universal to both teams are End of Session results, which are displayed by the server.

First the Entente Powers' victories will display for 20 seconds, followed by 20 seconds of the Entente Powers' secondary Objective victories.

Then, the Central Powers' victories will be displayed for 20 seconds, followed by 20 seconds of the Central Powers' secondary objective victories.

Pilot deaths are displayed in the usual in-game tally sheet.

This style of objective reporting will allow a quick assessment by the teams regarding what sorties were completed and the number of pilots who were lost due to deaths or capture.

General Aircraft Rules:

We are using a specific group of aircraft for FIF. These aircraft are set, and will not be changed.

During each session, aircraft are limited in number.

However, aircraft can be returned to service. To do this, a pilot must land at an aerodrome that supports his type of aircraft - scouts to "scout aerodromes" and bombers / two-seaters to "two-seater aerodromes".

When a pilot does this, his aircraft is added to the compliment at that specific aerodrome, and the plane is saved from being used up or lost.

Aircraft that are damaged during landing, however, may be listed as lost. It depends on how much damage the aircraft has sustained.

Note: if a pilot enters the game at the wrong aerodrome, is in the wrong aircraft type, or has the wrong load-out, he may hit refly without fear of losing his aircraft!

Basic Tournament Rules:

Teamspeak Rules:

There are no Teamspeak rules for FIF.

Squadrons and Teams may use Teamspeak, and any other voice-over-internet software, as they see fit.

Dead-is-Dead:

FIF operates as a "dead-is-dead" environment, and each player is given only one life as a pilot per session.

If a pilot is killed during a session, or ends his flight behind enemy lines during a session, that pilot will not be allowed to hit refly for the rest of that session. Further, his aircraft is considered lost.

The pilot is either dead (KIA) or captured (MIA / POW).

Each player, however, is given unlimited lives as a gunner!

Player's attempting to act as gunners should not try and enter a rear seat as an aircraft is rolling. Gunner deaths have been reported.

Refly Rules (after Pilot Death or Capture):

Pilots who have been killed or captured cannot reenter the game as another pilot. FIF is dead-is-dead.

Hitting refly after a pilot death or capture is a severe violation of the spirit of the game, as well as FIF's code of conduct.

Players who have had their pilot killed or captured must either leave the server, or switch to the role of a gunner.

If a player hits refly after their pilot has been killed or captured, and then does not immediately correct his mistake and exit, the following penalties will apply:

  • A first infraction by a player will result in a ban from the next session.
  • A second infraction by a player will result in a ban from the rest of the campaign.
  • A third infraction by a player will result in his squadron being banned from any further tournament play.

Refly Rules (Friendly Territory and No Man's Land):

Landing at an active aerodrome will normally return your plane to service at that base, provided that the aircraft-type is available there, and it was not severely damaged.

If a pilot has landed at a friendly aerodrome, that player may refly at the discretion of the team commander (CO) after a 5 minute timeout. This timeout starts when a player hits "Finish Flight" and goes to the map room.

Note, however, that your refly may only be done at the aerodrome where you started the session (i.e. your original aerodrome).

There are two notable exceptions to this rule:

  • A pilot can always switch back and forth between scout aerodromes and two-seater aerodromes with no penalty.
  • If you've landed a scout aircraft at another active aerodrome that supports your aircraft, you may now take off from that active aerodrome in the same plane type.

If a pilot crashes in friendly territory and survives the event, that pilot may switch to a new aircraft and take off again from his original aerodrome provided that another aircraft is available at the discretion of the CO and after a 5 minute timeout.

If a pilot crashes in No Man's Land and survives the event, he must check his position on the in-game map.  If he is not within enemy territory, that pilot may switch to a new aircraft and take off again from his original aerodrome provided that another aircraft is available at the discretion of the CO and after a 5 minute timeout.

Refly Rules (Spawn Camping)

Spawn camping is not in the spirit of the Flanders In Flames tournament.

Any pilot who safely lands his shot down or disabled aircraft on top of a spawn point must "Finish Flight" and despawn as soon as possible.  Sitting on the ground on top of a spawn point, so that you can act as a forward controller for friendly aircraft, or position your rear-gunner to shoot at enemy aircraft, is unacceptable.

In any other situation, pilots may sit in their shot down or disabled aircraft as long as they wish.

Special Aircraft Rules:

Scouts may not bomb, even if the aircraft has the ability to carry ordinance. See objective descriptions below.

Only aircraft designated as "bombers" may bomb targets designated with an Icon. These targets may be Ships, Factories or Bridges. See objective descriptions below.

Any two-seater can bomb a secondary objective target, even if it is a bridge or ship. Secondary objective targets are given to a team by the AI observers (Waldo, Boris or Otto) through in-game subtitles.

Spy planes carry no bombs and are not allowed to bomb targets. See objective descriptions below.

Sectors and Landmarks:

There will be two sectors on the FIF map: one controlled by the Central Powers, and one controlled by the Entente Powers.

Each sector will contain at least four aerodromes - three assigned to scout aircraft (fighters) and one assigned to two-seat general-purpose aircraft.

Each sector may also contain the following :

1 x Supply Train
1 x Supply Column
1 x Factory Icon designated target
1 x Bridge Icon designated target.
1 x Aerodrome Icon designated target
1 x Artillery Position Icon designated target
1 x Active Recon Targets (staging areas – camps)

This will be clarified before the campaign begins.

Objective Descriptions:

Scouting Objectives:

Within FIF, scout (fighter) aircraft are free to perform offensive sweeps, defensive patrols, balloon-busting, and escort missions as instructed by the CO.

Scouts may NOT bomb, even if the aircraft has the ability to carry ordinance.

Further, scouts may not strafe buildings of any kind. Scouts are only allowed to strafe downed aircraft, supply trains, supply convoys, and anti-aircraft artillery (AAA).

Technically, any aircraft type may be used for scouting, escort, balloon-busting, and strafing of enemy ground defenses. This includes two-seaters.

Strafing and bombing of aircraft in aerodromes and on the ground is permitted.

Aircraft on the ground who are under attack from strafing or bombing aircraft may select "Finish Flight" and "jump in a trench". A player who is on the ground does not have to sit through the attack.

Naturally, if a scout is capable, they may take off and attack the enemy.

Bombing Objectives:

The bombing of Icon targets may only be performed by two-seater aircraft that have been designated as a "bomber". Bombers may drop ordinance on any ground target. This includes factories, shops, bridges, ships, supply convoys, supply trains and special airfields to attack.

All pilots attempting to fly as a bomber should make sure to check their load-outs prior to entering the game. Remember that aircraft are limited.

If the bomber's target is not destroyed on the first attempt, a new plane can be used to attack the same target, provided that one is available.

If the target is destroyed, a bomber does not need to return to base to have his objective counted as successful.

Regarding the bombing attack of factories, the main target at these locations are the small grey / silver warehouse buildings at the complex site. These buildings are not usually found at normal non-target factories, and will stand out.

Regarding the bombing attack of special airfields, the map designator for these targets is a circle with 4 aircraft in it. At these special aerodromes, bombers need to attack the 8 oil drums present. All trucks, buildings and AAA at these locations are not targets. They do not need to be destroyed.

Chain Objectives or Secondary Objectives:

During or after any given objective for two-seaters, your observer (Waldo, Boris or Otto) may point out a secondary objective.

Location and requirements will be explained in the short screen pop-up.

Your CO can then decide to task you or another pilot to the objective.

This information regarding the secondary objective will only be delivered if your Trench map, Recon or Spy plane successfully returned after completing their mission.

When returning, Spy aircraft may land anywhere in friendly territory. Trench map and Recon aircraft must land at an active aerodrome.

After a successful Artillery spotting objective, the AI observer (Waldo, Boris or Otto) will tap your shoulder and immediately give you information about a secondary objective. This type of objective simulates a changing battlefield and extends the dynamics of the tournament.

Any two-seater or heavy bomber may attack a secondary target. This includes bridges, aerodromes or ships that are designated as secondary targets.

All secondary objectives have named cities nearby. This is so they will be easier to find. The villages and farms outside of secondary objectives have been removed.

Targets of Opportunity:

Each side has a supply train and/or an armored supply column somewhere.

These objects are in motion from one location to another.

These targets are random spawns at the session start. They may be attacked by any aircraft when found.

Server Crashes and Discos:

If the FIF server crashes during a session, the affected session is completely scrubbed. It will not be counted, and will then be re-flown at a later date. This should be the only time when a session is cancelled. Schedule sessions should always be run, regardless of team numbers, or the amount of unintentional pilot disconnections (discos).

Unintentional pilot disconnections (discos) due to technical issues are almost always out of the player's control.

Thus, no participating pilot will be penalized for game crashes / failures (like the 10019 error) or internet connectivity crashes / failures.

If a pilot discos due to a technical issue, they should immediately check in with their team commander (CO) and ask for a rules clarification. If the CO clears the pilot, he may re-enter the server and refly, as if nothing happened. This is true even if the pilot was in enemy territory.

However, while the pilot is now "okay", the aircraft he was flying is lost, and is deducted from his team's existing totals.

Additionally, all pilots returning from a disco still need to take their 5 minute timeout (as if they landed normally).

Discos due to technical issues are monitored through the honor system. Any abuse of this rule, for either pilot or team gain, is a severe violation of the spirit of the game, as well as FIF's code of conduct.

If a player intentionally discos to avoid death or capture, and then does not immediately correct his mistake by exiting the game, the following penalties will apply:

  • A first infraction by a player will result in a ban from the next session.
  • A second infraction by a player will result in a ban from the rest of the campaign.
  • A third infraction by a player will result in his squadron being banned from any further tournament play.

Results:

The Rise of Flight game will track Artillery Spotting, Bombing, Trench Mapping, Reserve units, Front line units, Spy and Photo Reconnaissance results.

Trench map and Spy secondary objective targets are listed as Reserve units, regardless of whether the target is a group of vehicles or some other target such as a bridge or ship.

Artillery secondary objective targets are listed as Front line troops or units, regardless of whether the target is a group of vehicles or some other target such as a bridge or ship.

Recon secondary objective targets are listed as Armored unit, Supply unit or secondary Recon.

All this information is displayed at the end of the session.

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