Internet
Lobby
THE
LEAGUE
Up to
10 players may be displayed at any one time. To see players above and below the
currently displayed position, use the Next and Previous buttons.
SCORING
The
scoring system is based on a chess-style formula that takes into account your
current position and experience. Initially players will gain 125 points for
each match they play, with extra points being added for a win, and points
deducted for a loss. Once eight games have been played, a full score is
established and points are calculated based on the quality of the opposition
alone.
CHAT
Type
in messages to chat to other players. There is also a chat tab within the
match.
CHALLENGING
The
lobby system allows you to play a single player game while you wait for
challengers on-line. To activate this, select the Internet Game option and
enter the lobby with a registered team. When you select the “back” button you
will be asked whether you want to stay logged in.
To
execute the challenge, select the name of the player you wish to challenge. Each
player will be notified of the number of points they risk for a win/loss/draw.
The player being challenged will now respond. If he/she accepts, then a
dialogue box will appear enabling players to negotiate on the type of match
they want.
NEGOTIATIONS
The
parameters for the match are shown below.
Match
Length:
You
can play twenty over, one day or first class matches.
Time
Reserve:
This
is the time you are allowed per match to make your match decisions. Each player
is allowed a “free” 15 seconds per turn. This works very much like a chess
clock; when your time runs out then play will continue automatically.
Ball-by-Ball
limit:
This
is very useful for one-day matches. It enables you to specify the maximum
number of overs you would like to play ball-by-ball, though this does not mean
that you have to play all the overs denoted in this manner.
Highlights
Level:
Set
the highlights level as you would do in a solo match. Player 1 (the challenger)
sets the parameters first and then selects the Ready button. If Player 2 (the
challenged) is happy with these then he selects Ready also. If he wishes to
change the match parameters then he goes through changing the settings he
doesn’t like. When he is finished he then selects Ready. This process is
repeated until both players are “ready” at which point Player 2 selects the
Start button and the match commences.
If
players are unable to agree on the type of match they want, then either player
may select the Reject button to cancel the challenge.
THE
MATCH
The
key difference between an on-line match and a solo game match are the time
clocks. The clock to the left is your clock and the clock to the right is your
opponent’s.
Fielding:
If you
are the team in the field then make your changes in the way you would in a solo
game. When you have finished select Play Over or Ball-By-Ball,
to transfer the game to the batting team. The time you have taken to make these
changes will be deducted from the time clock.
Batting:
You
will be able to respond to the bowling and fielding changes before each over.
Once you have decided on your tactics, as you would do in a solo game, select
Play Over. As soon as you do this, the time clock will stop and show the amount
of time you have left for the match.
Notes:
If one
minute elapses without any action being taken, the game will proceed
automatically. Time is only deducted from your clock for the time you have
taken, irrespective of whether you are batting or bowling.
CHAT
You
may send messages to your opponents by typing in the Chat box on the Chat tab.
To extend the Chat box and view previous messages, select the Chat tab.
ON-LINE
AVERAGES
The
batting and bowling averages accumulated in your on-line game
are stored in the saved game and will
be updated after every completed match.
DISCONNECTIONS
We are
unable to store games on-line, due to the size of the saved game files.
Unfortunately this means that matches that are disconnected whilst
in progress will be lost. Previously
we adopted a code of honesty and did not penalise disconnections. This system
has been abused, so now a disconnection
will be treated as a lost game and the
player who disconnected will be deducted the relevant points. This will mean a
genuine disconnection will be counted against you. If you suffer a high number
of disconnections (more than 10%) it is recommended you change ISP as not all
are best set up for on-line gaming.
A
team’s number of unfinished matches is listed on the ladder. Teams with what might
be considered a high number of unfinished matches, in relation to the number of
matches played, should be approached with caution.
END
GAME
When
you have finished the match you will be taken back to the Ladder and your score
will be updated.