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Rules

General


1. Rule number one! I'm number one! I'm Joe Dirt!

2. You can only sign up with one board name and one pilot, IPs are checked regularly. When you become a pilot you get two zoid slots. Futher slots may be purchased after aquiring a zoid license level 3.

3. All necessary information must be updated in your signature and inventory, (the interest section in your profile). See Here. If you are a pilot, make sure to list your
license level.

4. All transactions, anything that warrants a change in your sig or inventory including skill changes, must be recorded in the ZBC National Bank.

5. No advertising of different sites is allowed without prior consent from an administrator.

6. Limit spam and "chatspeak" to a minimum. It hurts my eyes to see people typing "h3y u suxxors" or "k3w1 d00d." Basic stuff is okay such as "lol" and "omg" but only in the discussion forums.

7. No hateful remarks regarding race, sex, religion, or sexual preference will be tolerated. Flame war topics will be closed when deemed necessary.

8. All debates that turn into flame wars will be closed.

9. Do not harass any member of this site.

10. All information on this site is not to be copied or used on another site without permission from me.

All violators will be warned, fined, or banned upon administrator's discretion.



Role-Playing


1. No god-modding. This is Zi, you are not a cat-person, you don't have magical powers, you can't fly, you don't have god-like speed or abilities. You are human. You cannot be a Zoidian.

2. Slang is okay but should be limited. Chatspeak is not allowed.

3. Though real gun names exist, brand names are not to be used. Don't drink Pepsi, drink a cola.

4. Planet Zi is the Role-Play forum. There are two types of RPs, player started and moderator/admin started.

5. All player started RPs will be unofficial, you will not be able to make money in them even if you role-play you sell someone something. You will not be able to add items to your inventory or funds to you account unless you use the auction house to do so. These RPs may or may not actually affect the timeline of the site.

6. You may RP in any style you like if you started the RP. However, if you are joining an RP, for constancies sake, please follow the originators style even if you hate it.

7. Some RPs started by players may be turned into official RPs by adims/moderators if they choose to do so. This will usually be benefitial to the RP's initiator and anyone associated with him. If this happens, items and money may be available.

8. All moderator/admin started RPs are official. This means they have the potential of giving money and/or items during the course of the RP.
You must RP in the third-person and not use asterisks (*) for all official RPs including Jobs. Example:

Tarsus walked into the bar and had a seat at the counter. He gestured towards the bartender before taking off his coat and lighting his small thin pipe.

"Can I help you sir?" said the bartender.

"Yes, I'd like a whiskey please, triple shot," replied Tarsus.

Instead of:

*I walk into the bar and have a seat at the counter then gesture towards the bartender. I then take off my coat and light my pipe.*

Bartender: Can I help you sir?

Tarsus: Yes, I'd like a whiskey please, triple shot.

9.
You character may die in an official RP. You will have to be careful on which missions you accept as some may be dangerous. If your character dies you will lose all items carried when you died. You will be able to make a new character and keep all your battle stats. Your Zoids and all items not lost, including money, Zoid licenses, slots, items not worn, etc, will be willed to your new character.

10. All items and funds gained or lost in an RP must be recorded in your bank account.

11. Your first post, whether you are starting it or replying, must include what items you are carrying with you as you may not be able to carry all of your belongings.

*Note: Most Zoids do not have much cargo space but the ATT has a flatbed that can be used to haul many items.

12. Do not RP other people's characters or NPC to a great extent. Small things such as shaking someone's hand or asking for a drink are allowed, but you are not to have a complete conversation with them. In official RPs, most NPCs that are mission specific will be in control of a moderator such as secretaries for businesses, representatives, or scientists. They are equivalent to another person's character or NPC.



Battling

1. To find an opponent, either look for or post in the battle challenges section. You can also Instant Message someone and ask them directly. All battles require AIM.

2. If they decline you may ask them to fight under different circumstances but if they clearly say they don't want to fight you must cease your attempts. Any further provocation will be considered as harassment.

3. Once you find an opponent, you must find a judge. An official judge must judge all official battles. Unofficial battles are to be judged by pilots. Read the
Judge Rules for complete information judges.

4. Once the pilots and judge have been decided, you must invite them all to a single chat room where the judge will ask the pilots to first *state the
Battle Mode, **terrain, distance, and boundaries. Example:

Judge: Please state the battle mode, terrain, distance, and boundaries
Player1: 0992, open plains, 500m, none.


*Note: this information should be predetermined by the pilots.
**Note: terrain can be anything both players agree on with judge approval

5. After the battlefield has been determined, the judge will then ask for the pilots name, team, zoid (with mods), and pilot class. Example:

Judge: Pilots! State your name/team/zoid/class!
Player1: Player1/none/Command Wolf (unmodded)/5
Player2: Player2/none/Helcat (unmodded)/5


6. After all information has been stated, the judge will //roll to see who goes first based on odds, evens, higher roll, whatever he deems best. After the order of battle has been determined, the player who goes first will go after the judge initiates the battle.

7. The order of battle will be as follows:

Player 1, Player 2, Judgment, Player 2, Player 1, Judgment, etc.

8. Each round is composed of a turn by each pilot and a judgment. During that round, each pilot will type a move worth 6 seconds of battle time. Any moves that the judge determines would not fall into that time range will be ignored.

9. The beginning and end of each player's turn will be marked with an asterisk, (*), as will the judgment.

10. To fight, the player simply types what he intends to do. All moves shall be done in the third person. Example:

*The Command Wolf quickly takes shots into the Helcat's legs for as long as it can see it with the 50mm cannons. As soon as player1 looses sight of the Helcat, the Command Wolf turns on it's smoke and covers the area with it to hide itself from the Helcat.*

*Note: It is preferred that you do not state moves that place conditions on the other pilot. Notice how the previous example said "takes shots into the Helcat's leg" instead of "hits the Helcat's legs tearing them apart." Whether an attack fails or not is up to the judge. Though it is not restricted, this type of move should be used sparingly.

11. After the players have posted their moves and a judgment has been made, they will continue the fight in an order reversed until one player is core system freezed, (CSF). At that point the judge will declare the winner and assess damages.

12. As stated in the
Judge Rules, all questions about the battle should be send to the judge via IM. All complaints are to be sent via email to tarsuszau@hotmail.com.

13. All battles that cannot be finished due to either pilots having to leave suddenly can be completely in
The Coliseum unless both parties agree on a draw or one forfeits.

14. Disqualifications will be based on judge's discretion. The following are common reasons that may warrant for a DQ:

Harassment of a judge after he told you to shut up
Cockpit shots
Core shots
Attempting to DQ the other pilot by using your cockpit to block shots
Using "if" type moves, example:

*The Shield Liger fires its missiles into the Zaber Fang after getting a lock. If the Zaber Fang tries to dodge, the Shield Liger fires the TICs into the Zaber Fangs leg. If the Zaber fang uses its vulcans, the Shield Liger puts up the shield and runs towards the Zaber Fang at full speed.*

15. Money rewarded to the winner is determined by the class and point system. The table can be
found here.

16. In battle with multiple people, each member recieves money equal to the sum of their oppoenents' total value in relation to their class divided by the number of people on your team/side. For example, you are a class 5 pilot and your partner is a class 4 pilot. You beat a team/side consiting of two class 5s and a class 4. You would add up the value of beating 2 class 5s and a class 4 (8k + 8k +10k = 26k) then divide that number by how many members are on your team/side (2). So 26k/2=13k. Your partner would recieve 11k [(7k + 7k +8k)/2=11k].

17. In the event of a draw, all participants will recieve free repairs but no extra funds.

18. All aerial battles will be judged strictly as I am a simulator freak heh. A basic understanding of aerial physics is recommended.



Weapons and Equipment


Rotation-how a weapon can move. Measured in degrees; can be vertical, horizontal, or both.

Best Effective Range-the range in which a weapon is best effective. Weapons can still work outside of this range, but will generally tend to be less accurate. Projectiles tend to arc and lasers loose power.

Blast Radius-for explosive weapons; the radius in which damage occurs.

Caliber-diameter of beam or shell usually expressed in hundredths of an inch or millimeters. Generally, larger calibers mean more powerful. However, in many long barreled shell weapons, the length of the shell is more important because it can hold more gunpowder or explosives chemicals.

Cannons-ranged weapons that fire shells of various calibers. Usually semi-automatic but can be fully. For the sake of simplicity, cannons will not need to be reloaded nor will they run out of ammunition.

Beams/Lasers-Laser is an acronym for Light Amplification by Stimulated Emission of Radiation. Beams and Lasers produce an intense monochromatic beam of coherent light. Usually semi-automatic but can be fully. They fire at the speed of light. Some require a charge time.

Repeaters-weapons capable of fully-automatic fire. Usually uses small calibers, they are very accurate.

Vulcans-fully automatic, multiple-barreled weapons. The rate for fire is usually much higher than repeaters but tend to be less accurate.

Grenades-small containers packed with explosive chemicals. Weakest explosive weapon. Limited range. Usually fires in an arc and is not very accurate.

Mortars-highly explosive shells. Damaged based on caliber. Large blast radius. Usually fires in an arc and is not very accurate.

Rockets-rocket propelled shells with explosive warhead. Small, light, accelerates quickly, and travels at high speeds. Usually has weak damage. Usually has no/poor guidance. Usually can be fired in either a concentrated area or wide area. No lock is required. StS and AtS only.

Missiles-rocket propelled shells with explosive warhead. Moderate size, weight, acceleration, and speed. Usually has heavy damage. Usually has good/excellent guidance. Can be dumbfired like a rocket or locked on. Locks usually take 3 seconds. Can be StS, StA, AtS, AtA.

Bombs-free falling aircraft weapons with a heavy payload. Four basic types: General Purpose, Fragmentation, Penetration, and Cluster. Some can be guided.



Class, Points, and Winnings


Winnings are determined by Class which is determined by the amount of points you have. For each win, you gain 2 points, for each loss, you lose 1 point. The following is how to determine class:

5th Class: 0-19
4th Class: 20-39
3rd Class: 40-59
2nd Class: 60-79
1st Class: 80+

More money is awarded when winning against a higher classed opponent and vice versa. The following is how much money is awarded depending on which class you beat:

-4 Classes: $4,000
-3 Classes: $5,000
-2 Classes: $6,000
-1 Class: $7,000
Same Class: $8,000
+1 Class: $10,000
+2 Classes: $12,000
+3 Classes: $14,000
+4 Classes: $16,000



Licenses and Zoid Slots


When you become a pilot you get a level 2 license and 2 empty zoid slots. License levels allow you to buy Zoids up to that level. For example, you can only buy a level 1 or level 2 zoid if you have a level 2 license. Zoid slots are the number of zoids you may own. Having two slots means you can only have two Zoids at a time. You must purchase a level 3 license before you can purchase extra slots.

2. You may purchase lisences based on the number of battles you have fought in. You must buy lisences in succession:

Battles / Pilot License Available / Price

10 / Level 3 / $20,000
25 / Level 4 / $50,000
60 / Level 5 / $100,000


3. You may purchase Zoid slots based on the number of battles you have fought in:

Battles / Zoid Slot Available / Price

20 / Slot 3 / $50,000
40 / Slot 4 / $100,000
60 / Slot 5 / $200,000



Buying, Selling, Trading, Hiring


It is very important that you read all the rules for buying and Selling. Each shop has basically the same system to buy or sell items. Here are some points to remember followed by links to the shop rules:

Zoids and Mods
1. If you sell a Zoid back to the shop, you get half its retail value, the sale is instantaneous.

2. You cannot sell Zoid mods to the shop or other players. Zoid mods stay with the Zoid wherever they go. You do not get extra money for them.

3. You cannot use one mod for two Zoids. If you have a Shield Unit and have a Helcat and Spinosapper, you must buy seperate mods for each if you wish to have them both equipped with the mod.

Equipment
1. You cannot sell back anything bought in the marketplace to the shop.

2. You must meet the minimum skill requirements in order to buy an item.

3. All marketplace sales are instantaneous upon approval.

4. Only add the item after it has been approved.

Paying for Skill Training
1. You cannot train in more than one skill at a time.

2. You cannot train in a skill while taking a job. You must first stop training, record it in the ZBC National Bank, then accept the job.


Below are links to the various rules:

Buying and Selling Zoids
Buying Mods
Zoid Auctions
ZBC National Bank
Loans and Exchanges
Maintenance Bay
Training Centers
Auction House
Jobs
Mercenaries/Specialists

Skills