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 gameare 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 whilstin progress will be lost. Previously we adopted a code of honesty and did not penalise disconnections. This system has been abused, so now a disconnectionwill 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.