Flying Coffins 3 Rules

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US95Pickett
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Flying Coffins 3 Rules

Post by US95Pickett »

S! all,

[Edit by Swordfish (2011-03-28): Updated with Quick Reference and rules for FC 3]

Here's a quick reference of the Flying Coffins 3 rules and scoring.
Note: The rules are still preliminary and subject to change
The complete set of rules for Flying Coffins 3 can be downloaded from Swordfish's FC3 website

Quick Reference of Rules and Scoring
This information will quickly get you familiar with the Flying Coffins 3 format.
  • The COMPLETE RULES can be found at the link above. A custom kneeboard map can be downloaded from Swordfish's FC3 website.
  • Each match runs for 1hr 45 min.
  • There are two teams, Team 1 and Team 2, one on each side (Allied/Central)
  • During the tournament, the two teams will rotate between the Allied and German side.
  • A maximum of 14 pilots are allowed per side.
  • Before each game, there will be a sign-up list for the match posted for each team.
  • There are 7 types of aircraft for each team to fly. (4 scouts and 3 bombers)
  • The bomber types are -- (Pfalz DIII, Alb D2, Alb D3) vs (Nieup 17, Sop Pup, Nieup 24)
  • Aircraft are worth 2, 3 or 4 points per kill. (better planes worth more)
  • ALL 7 plane slots on each side must be used before repeating the plane choices.
  • A maximum of two planes of each type may be used by each team.
  • You must fly the same plane you pick for the entire game. No changing planes.
  • Active Home Dromes (AHD) are the four (4) rear Supply Dromes.
  • The maximum number of pilots that may be stationed at any one AHD is seven (7).
  • You must use the same AHD for the entire game. It doesn't matter if it gets destroyed or is hardened...don't change dromes.
  • If a team has more that 14 pilots in a game and they wish to rotate the pilots in and out, then any replacement pilot must use the AHD and plane type of the pilot that he replaces.
  • Repair dromes are the three (3) airfields along the front and they cannot be used as home dromes.
  • All landmark targets are available for bombing at all times.
  • Non red-boxed targets are worth: (drome- 0, village- 1, railyard- 1, supply dump- 3, factory- 3, bridge- 4)
  • Red-boxed Active Home Dromes are worth +12 points, but only when red-boxed!
  • Destroying all targets of the same type gives a (+5) point Target Goal Bonus (TGB).
  • All aircraft may shoot anything, anywhere, with any type of gun ammo.
  • Bombers can use all weapons...guns, bombs, and rockets on everything, including planes in the air.
  • Scouts can strafe ground targets with guns, but may never use bombs or rockets.
  • Scouts may not completely destroy enemy landmark targets...it won't count.
  • Mech deaths are AA deaths or the crashing of your own plane. Penalty is (-4) points.
  • No exiting in flight…penalty is (-6) points. Exit only at your home drome (AHD).
  • Planes can land anywhere at anytime. You can wait out a kill if you want, but eventually you must do one of 4 things. ( You must try to take off again from where you are, or start-new-life and give the kill, or wait for time to pass and then re-life and get a mech death, or sit there until the game ends. * )
* Exiting in flight is allowed only during last 1 minute before server shutdown. The server will display a "1 minute warning".

FC drome use reference map:

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Swordfish
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Re: Flying Coffins 3 Rules

Post by Swordfish »

Bump!

The Quick Reference of Rules and Scoring above has now been updated for Flying Coffins 3.

S!wordfish 8-)
Lt. Swordfish
Royal Air Corps
http://wallenborg.se/swordfish
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