D1s asked me to put this together so here it is. It is still not very detailed and pretty brief but the finer details would be left to the rules. Here is a quick run through of what a HSL game may look like. Again, nothing is absolute its just what I and other players came up with. Constructive criticism welcome. Start Any signed up squads will start with a predetermined amount of cash. This cash will be stored to the squad’s bank as one lump sum, rather then per player, as larger squads would obviously have an advantage here. Lineups The squad captains will choose their lineup of 8 players to match the private freqs of pub. Each player will enter the game in a ship chosen by their squad captain. The player may then equip his ship how he may see fit with the cash allotted to him. All items will be available for purchase, but the player must choose wisely due to limited funds. Each team will have a set amount of time to equip their ships and get ready. In order to speed up the buying process, all items should be available for purchase in one central safe. Game play Upon the start of the match, flags will be spawned in center just as any normal flag game and both squads will rush to grab them. What follows would be similar to a regular flag game but certain restrictions would have to be in place in order to ensure a fair game. The winner of the flag game will be determined on the number of points ac!@#$%^&*ulated at the end of the timer. A league game would have a timer in order to prevent games from either lasting a few minutes, or a few hours, as we know can happen in pub. A regular season match would last 30 minutes, for example. The timer would begin as soon as the flags spawned. We will use 20 flags, like pub, in order to not deviate too much from HS play. Once both teams have picked up flags, they will secure a base and drop the flags. Flags should give out a bonus amount of points for holding every few minutes or so. Flags will also give out more points per kill scored by the team holding. The more flags the defending team holds, the more points they would get for killing the enemy squad. This would prevent a stalemate as one squad will need to attack in order to secure more, if not all, flags in order to ac!@#$%^&*ulate more points. This may seem unfair to the attackers as the defenders will have more flags usually and earn more points defending, but we all know attacking is much easier then defending. So both sides have their advantages. At the end of the 30 minute timer, the squad with the most points will win. They have earned their victory by successfully defending while holding the most, if not all, flags to ac!@#$%^&*ulate the most points. End game Once the game is over, all ships will be reset and the cash refunded to the squad bank. The money earned from the kills, the flag rewards, and the jackpot, will also go towards the squad bank and be stored for the next game. This way, squads have an incentive to win and a reward for winning but the losing squad will not be penalized so severely for losing that it puts them at a disadvantage. They too, will have new funds from the kills and flag rewards of the flag game. Summary • Captains choose lineups and assign each player a ship. • Captains then disburse the funds from the squad bank as they see fit to equip their ships. • Both squads equip their ships with the allotted funds. • Game is ready. Flags are spawned and a timer is started. • The game lasts 30 minutes with rewards periodically per flag held and added points per kill per flag held. • The squad with the most points at the end of the game wins. • New funds are added to squad bank. • Game is over.