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- The Neural Optimal Man-Machine Interface (NOMMI) is a complex implant in the neural system, serving primarily as a means to facilitate
- easier interfacing with computerized systems. However, it also allows the Imperial government to improve the health of those carrying
- such implants by subtly altering their physiology and controlling parts of their nervous system. Not only that, but it can be used to
- record evidence of crimes for court cases and track criminals across the entire globe. Once installed, the implant cannot be removed.
- Among the masses, these NOMMI implants are called simply "plugs," for the flat circular indentation surrounded by a raised border at
- the upper end of one's neck - the only external indication whether one possesses a plug or not. Many choose to wear their hair longer
- solely for the sake of hiding this fact. Plugs are free to install (at the tender age of 0.5-1.5 years) and completely "optional."
- You're not some sort of national traitor that has something to hide from the Empire, are you? Then there's no problem, right?
- Plugs are notable for being durable, very easy to clean and generally hassle-free. Damaging the "outlet" requires only slightly less
- force than would be enough to snap one's neck. Replacing a damaged outlet always requires surgery, but is also free and carries few
- repercussions, so long as the nervous system itself remains intact.
- On to the tournament proper. The rules have been reworked time and again, at times only partly, at times from the ground up. One thing
- has remained constant: all IRO tournaments end up at the War Palace sooner or later, where the main action happens. Here's a general
- outline of how these things go:
- All Imperial citizens have the right to participate. They must meet the following requirements:
- -16 years of age
- -software version X.X.XXX.XX.XX (varies by year, always older than what most have, to make the tournament inclusive)
- -must have gone through the standard medical screening in the last 3 months
- -must have passed aptitude screening
- The last point is where most would-be Operators are stopped dead in their tracks. Passing aptitude screening involves a number of
- tests, but the most important of these are the physiological and neurological tests. One checks to make sure the Operator-to-be can
- handle the physical strains associated with the post-operation state, while the other determines if the applicant's brain has a large
- enough amount of white matter, neuroplasticity and bioelectrical impulse relay speed to allow them to operate at a proper level.
- Only 0.71% of the population is projected to be capable of passing the aptitude screening and only a meager portion of these
- individuals go on to pursue Operating.
- All those approved to participate in the Imperial Remote Operations tournament are sent out notifications of when and where the
- preliminary stage will be held. In most cases, these are held during the first half of the day and the facilities vary from dedicated
- hubs to run-down, abandoned buildings. Due to the nature of Remote Operating, the place is not of great import, as the equipment is
- all that is needed.
- The number of sites that host prelims varies from region to region, from city to city. A high degree of accessibility is ensured by
- sending free public transport tickets along with the notifications in the mail to those living in smaller settlements.
- Each IRO tournament preliminary stage site has 47 participants on average and allows each participant to first undergo a tutorial
- to familiarize themselves with the feeling and basics of controlling six "pieces" of infantry and one vehicle. Customization during the
- prelims is minimal to allow a more even playing field between the inexperienced and the veterans. In spite of this, the sheer advantage
- provided by experience is nigh impossible to mitigate, and fresh blood is relatively rare. Fortunately, most "veterans" of the
- tournament do not attempt it a second time if they have not managed to take at least 3rd place in the War Palace, the final stage.
- Participation in the IRO tourney takes a lot of time and balancing participation with any sort of other commitment is damn near
- impossible. If such a huge investment of time is not justified by a substantial monetary reward, continued participation becomes
- cost-ineffective. Alternatively, "a waste of time." As a result, allotting a smaller number of participants to each prelim site has
- proven useful in adding fresh new Operators to the tournament each year.
- The top 10 in each preliminary stage match get to advance to the municipal stage. If the #1 has not previously participated in the IRO
- tourney, they get 1 free First Stage perk. More on perks later.
- Once the prelims are done and the potential War Palace attendees are determined, the real fun begins. A number of minor competitions
- called "Cups" are held throughout each municipal area, those living outside of it are given temporary housing (dorms, duh) and a
- monthly check to subsist on. It ain't much. Each Cup is a fierce competition to place third or better: third place yields one
- First Stage perk, second place either two First Stage Perks or one Second Stage perk, and first place either one Third Stage perk,
- one Second Stage perk and one First Stage perk, or three First Stage perks. The number of participants in each Cup is unlimited
- (well, limited to the number of "hammocks" they've got), but the schedules of various Cups typically conflict with each other,
- especially the better ones.
- The Municipal Stage has an optional Mass Confrontation at the end, allowing participants to risk outright disqualification should they
- fail to reach the top 10 or top 10% (whichever includes more individuals), but rewarding those who prove themselves worthy with a
- permanent, passive bonus to all pieces for the rest of the tournament and the leader with a one-of-a-kind vehicle on top of that, the
- only one of its kind in the entire tourney.
- After the Mass Confrontations have all been settled, the Regional Stage begins. It begins and ends with a single engagement, in which
- all Municipal Stage participants not outed by failure in the Mass Confrontation are placed into one of ten teams. For the sake of the
- Regional Stage battle, HUDs and communications are enabled and largely necessary for any sort of success. Team vs team combat
- invariably winds up full of stupid mistakes and most kills are a miscommunication problem. This Stage is universally reviled.
- Finally, the War Palace, sometimes called by the de facto name "National Stage." The War Palace proper is a complex of facilities,
- among them a literal palace accommodating 300 Operators. There are simple housing buildings, a medical building (located centrally,
- right behind the Palace), recreational buildings and, of course, the War Room. The War Room includes 300 fully equipped hammocks, a
- multitude of monitors on the walls and 299 terminals to personally choose which part of the current engagement to observe in detail.
- Fun fact: the 299th terminal is placed on a podium and is particularly lavish. It's usually called "the loser's seat," since missing
- your chance to be the first is downright shameful. No half-measures in the War Palace.
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