Arrival Phase Drop coordinators start assigning numbers to players as they arrive. Battle coordinators should calculate how many warships, PLEASE keep it to 2 or less starship types to keep this easy. NOTE: drop coordinator and battle coordinator should always be seperate people and do NOT have to be group leaders. Count Phase At the appointed time ON THE DOT, player count is taken for both sides including pirates on their side. Defender declares number of starships. Attacker declares number of starships. Now the side with less players has *10* minutes, that's TEN minutes for their battle coordinator to grab any freebooters they can. Late players also count as freebooters now. After the 10 minutes everyone should go to the drop rooms, exchange IP information and take note of your wingman and your opponents. Drop Phase Anyone can run the battle tracker and go to the appropriate rooms. Everyone should go to the drop rooms, exchange IP information and take note of your wingman and your opponents. Wait for the leaders to give your room the drop signals. Then meet on native IP and play. Your leader will announce the time to meet back on the server if the game has not already completed and the stop counts for each side. You keep playing until you or opponent run out of ships (i.e. your stop count). Results Phase Everyone returns to the server either when they run out of starships or run out of time. The total points lost are tallied by the results coordinators and confirmed as they come in. The results coordinators from each side should be the first competent people to return to the server. 15 minutes after the return to the server, another count is done. The cycle repeats again with the starships remaining on both sides. If either side is out of ships, then proceed to the accounting phase. Accounting Phase If either side lost more starships than they really had available, then both losses are subtracted by the amount that a group went over the most.