Any commander must be aware of the implications of the game settings.
They can easily be the turning point in a game. The commander who first
got into the server is the one with "game control", which
simply means that he's the only one who can change the game settings.
If he gives command to someone else, that person inherits game control
as well. If there are no players remaining in the team that contained
the player with game control, then the commander of the next team gets
game control.
Here are the settings and what they do. If you can't remember this in game,
notice that, like most things in Allegiance, placing your mouse over
any option will display a small description at the bottom right of your
screen.
WIN CONDITIONS
Game Type
- Conquest: Conquest is the default and by far most widely used
game type in Allegiance, the others being seldom or never used, and
the game being clearly designed and balanced around this game type.
Conquest is simple: destroy all your enemy's bases. In a two-team game,
only all technology bases must be destroyed to kill a team. In a three-team
game or more, all stations that allow launching/docking must be destroyed
to kill a team. Note that the % represents the amount of technology
bases.
- Deathmatch: Teams simply play for the kills. The team getting a determined amount
of kills first wins.
- Capture the Flag: Capture the Flag is straightforward. Simply grab another
team's flag and bring it to your own flag platform while the flag is
on it to gain a point.
- Artifacts: Artifacts is a scouting game. It consists of finding as many artifacts
as possible. You can set the victory condition to a certain amount of
artifacts. Once that limit is reached by a team, that team wins.
- Territorial: Territorial victory conditions consist of occupying a certain % of the
sectors on the map.
- Custom: Custom simply lets you set whatever victory conditions you like. You
can, for example, set it so that a team must accumulate 10 flag points,
100 kills and 25 artifacts to win.
- Prosperity: Used under the Custom game type, this option sets a certain amount of
money as a victory condition.
- Countdown: This option adds a countdown timer to the game. Whichever team has progressed
the most towards the victory condition of the game when the countdown
is over wins.
GAME OPTIONS
- Number of Teams: You can set the number of teams from two to six. Note
that the number of players on the server is determined by the administrator,
and is divided by the number of teams to determine the number of players
per team.
- Players per Team: Although the server administrator sets the player limit,
the game controller can set the number of players per team within that
boundary, setting both a minimum and a maximum using options like 1-32
or 5-10. This is important for the map type you wish to select, since
maps may have team size restrictions. More players will change the map,
adding an extra home, for example.
- Skill Levels: This option requires that statistics are available (like
on AZ). If set to a value other than "any", it can limit the
kind of player that may join. "Nov. Only" prevents intermediate
and advanced players from joining. "No Adv." only prevents
advanced players from joining.
- Team Lives: Sets the number of lives that each player has. You lose a
life when your pod is destroyed. If the option to remove pods is selected,
you lose a life when your ship is destroyed.
- Starting Money: This sets the amount of money that each team starts with
as shown in the table below. Faction differences also modify this amount,
and the effect is also included in the table, which shows an example
with the Med starting money setting.
| Starting Money |
Factor |
Credits |
|
Faction |
Faction Modifier |
Credits for 1.0 |
| Low |
0.75 |
12,000 |
|
Belters |
100% |
16,000 |
| Med |
1 |
16,000 |
|
Bios |
100% |
16,000 |
| High |
1.25 |
20,000 |
|
Dreghklar Empire |
115% |
18,400 |
| V. High |
1.5 |
24,000 |
|
Ga'Taraan |
100% |
16,000 |
| Sol |
1.65 |
26,400 |
|
GigaCorp |
125% |
20,000 |
| Rib |
1.75 |
28,000 |
|
Iron Coalition |
87.5% |
14,000 |
| Outrageous |
9 |
144,000 |
|
Rixian Unity |
100% |
16,000 |
|
|
|
|
Technoflux |
80% |
12,800 |
Total Money: This sets the amount of He3 that will be present on the map.
A higher setting means that the map will contain more He3. Note that
He3 is divided into sectors, and will be distributed so that a home
sector contains half of the amount of a standard sector. In other words,
there are twice as many He3 rocks in standard sectors as compared to
home sectors. However, because the number of sectors changes on every
map, the amount of He3 per asteroid changes depending on the number
of sectors. The relevant numbers are shown below. Note that the total
money will not be depleted after it has been collected because He3 regenerates
slowly, and there are many other income sources. Also note that the
amount of He3 was multiplied by 80 to give an approximate value in credits.
| Total Money |
Factor |
He3 |
Credits |
| Low |
0.75 |
2,250 |
180,000 |
| Med Low |
0.85 |
2,550 |
204,000 |
| Med |
1.0 |
3,000 |
240,000 |
| Med High |
1.15 |
3,450 |
276,000 |
| High |
1.25 |
3,750 |
300,000 |
| Higher |
1.35 |
4,050 |
324,000 |
| Highest |
1.5 |
4,500 |
360,000 |
| BigGame |
2.5 |
7,500 |
600,000 |
Resources: This sets the amount of tech rocks and He3 rocks in each sector. The
numbers differ between home and standard sectors. Note that below, N:NoHomeS
stands for Normal with the modification that there are no home special
(tech) rocks. P:NoHomeS stands for Plentiful with the modification that
there are no home special (tech) rocks.
| Resources |
Home Tech |
Standard Tech |
Home He3 |
Standard He3 |
| Very Scarce |
0 |
1 |
0 |
2 |
| Scarce |
1 |
1 |
1 |
2 |
| Scarce + |
2 |
1 |
2 |
2 |
| Normal |
1 |
1 |
2 |
4 |
| N:NoHomeS |
0 |
1 |
2 |
4 |
| Equal |
0 |
2 |
2 |
2 |
| Plentiful |
1 |
2 |
2 |
4 |
| P:NoHomeS |
0 |
2 |
2 |
4 |
Map Type: Maps in Allegiance consist of nothing more than a certain
arrangement of sectors. The position of rocks and alephs within those
sectors is usually randomized, and as such only becomes a strategic
concern after the game has started. Allegiance offers a variety of maps,
and the Community has designed tools that allow for the creation of
custom maps and give a lot of freedom to map designers, going much beyond
the simple relative positions of sectors.
A map choice is generally based on the number of players present
and the kind of game that people wish to play. Many maps are even
restricted in the amount of players that they can accommodate.
To help you take these variables into consideration when making
your choice, here is a list of some of the maps available in Allegiance
along with the restrictions that apply to them.
| Map Type |
Map |
Description |
| 2 teams |
3 teams |
4 teams |
5 teams |
6 teams |
| BigRing |
 |
 |
 |
 |
 |
All home sectors are separated by two empty sectors. There is little
room for expansion, and so a strong rush team should succeed best. |
| Brawl |
 |
 |
 |
 |
 |
Not fit for a Conquest game, everyone plays within the same
sector with little more than a Deathmatch. |
| Diamond Ring |
|
 |
 |
 |
 |
All homes are separated by a 1-sector route or a 2-sector route. There
is little room for expansion, and so a strong rush team should
succeed best. |
| DoubleRing |
 |
 |
 |
 |
 |
This is a very small map where the expansion complex is just about
the only viable technology, along with a team that needs only
rush. |
| Grid |
 |
 |
 |
 |
 |
This is a slightly bigger map with multiple approach routes
to your enemy. You're always two sectors away from your
neighbor. A good idea is to use one of the four sectors
adjacent to an enemy home as an launch point for your
assault, and defending all four of your spots. |
| HiHigher |
 |
 |
 |
 |
 |
This map is one of the most popular ones. Although still fairly small
because of the short distance between homes, there is a lot of
room for expansion and many routes to your enemy, making all tech
paths viable. |
| HiLo |
 |
 |
 |
 |
 |
The map is small, but there are many routes to the other homes,
making for good hiding places for miners, thus rendering TAC a bit more viable. |
| InsideOut |
 |
 |
 |
 |
 |
Another one of the most popular maps, this is HiHigher with different
homes, making the game much more aggressive thanks to the middle
sector, earning the voice chat "Stay out of the middle aleph!".
You can expect the middle sector to be heated in a six-teamer.
Otherwise, the homes are quite far apart, with obvious key control
points. |
| Pinwheel |
 |
 |
 |
 |
 |
A very simple map with all homes revolving around a middle
sector. Simply rushing with an Exp is probably the simplest
way to get this done. |
| SingleRing |
 |
 |
 |
 |
 |
A simple map with few sectors left for expansion, leaving the teams
facing each other with little space in between. |
| Snowflake |
 |
 |
 |
 |
 |
This map leaves average room for expansion. The homes are fairly close
to each other, but the middle section of the maps leaves a lot
of room for technology and resource gathering, so one can either
rush or wait and expand. |
| Star |
 |
 |
 |
 |
 |
This popular map leaves a lot of room for expansion, mostly in the
middle section. Key control areas are the two sectors (top and
bottom) at the middle of the map, and the usual establishment
in enemy territory is the sector facing the enemy home (thus one
sector away from it), allowing extremely good access (zero sectors
away) to anything that comes in or out of the enemy home. |
- Map Connectivity: This modifies the number of alephs in each sector,
thereby reducing the connectivity between them and changing the map
considerably.
- Max Team Imbalance: This sets the maximal imbalance that can occur between
any two teams. Setting it to N/A is generally reserved to special games.
- Stats Count: When turned on, the statistics of the game will count toward
the permanent statistical record of the AZ.
- Allow Defections: This allows players to change teams. It is generally
turned off for a two-team game to keep players from joining the other
team to see everything they have, and then join the other team. In multi-team
games, however, it is turned on to allow players from dead teams to
join the remaining teams rather than wait for the game to end.
- Allow Joiners: This option is generally turned on to allow players to
join a game in progress.
- Squad Game: If turned on, the statistics of the game will be counted in
the Allegiance Zone's squad support system.
- Eject Pods: When turned on, players whose ship explodes end up in eject
pods rather than dead. If turned off, players die upon the destruction
of their ships, and thus lose their kill bonus and one life (if applicable).
Turning this off also removes all balance issues that involve pods (rescue
probes/drones, ripcording pods, etc.).
- Allow Friendly Fire: Simply turns friendly fire on or off. Friendly fire
is useful to destroy probes placed in front of friendly red doors, or
to place teammates in pods to rescue them and get them home quickly.
The option is usually turned off to keep players from destroying their
own bases and to make the game a bit easier.
- Invulnerable Stations: Makes all stations invulnerable. This option is
usually only turned on for command practice Conquest games,
or for games where the stations are not really involved (Deathmatch
with development turned on, for example). Note that stations
can still be captured.
- Development: When turned on, there is a tech tree and the whole RTS aspect of Allegiance
kicks in. If turned off, both teams start with a defined set of ships
and upgrades and play with those throughout the game. Development is
generally turned off for games like deathmatches, where opponents want
fairly equal weaponry.
- Reveal Map: Although generally turned off during normal games,
this option is useful during Comm practice games or games with
very few players to avoid having to scout big maps. When turned
on, all the alephs are revealed, but all other objects are not
(fog of war, rocks).
- Allow Shipyards: This option is useful for small games where capital ships
could be overpowered. Turning it on or off simply makes the shipyard
available or not in the tech tree.

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