Sixth Alliance Tournament Rules

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Tournament Rules

  1. This is a two stage tournament, with 64 alliances allowed to enter.
  2. There will be two qualifying rounds and then finals.
  3. The top 32 teams by Win/Loss and points scored advance to the elimination rounds.
  4. A pilot cannot compete on behalf of more than one alliance at a time.
  5. All competing pilots must be members of the alliance they are competing at the time they fight.


See here for full format details.

Match Rules

1. Alliances can field up to ten pilots on the battlefield. The team captain has to be announced beforehand. Any alliance member can fight at any time.
2. Fights are limited to 15 minutes in the first round. After that the fight will be stopped and whichever alliance has destroyed ships with a higher number of total point worth will be declared winner. See, "Winning a match" for more details.
3. In the elimination rounds, fights will be stopped after 20 minutes if both teams still have ships on the battlefield. The winners will be declared based on the following:

3.1 The team with the higher number of total point worth of opponents ships destroyed, wins.
3.2 If both teams have destroyed equal amounts total point worth, the team which advanced from the brackets with a higher ranking will advance.

4. Intentional podkilling is NOT allowed. Accidental podkills will be reimbursed and no penalties incurred.

Entry Fee

Entry fee is 500 Million ISK. The fee is returned once the qualifying stage is finished and the team has participated in all of its scheduled fights.

Winning A Match

  1. In each match, teams get points for killing ships, based on their value in the rules.
  2. The more ships you kill, the more points you get, with winner of a fight decided by who kills the most points.
  3. For winning a fight, a team will receive a 25% bonus to the points they score.

Penalties

All penalties are incurred at the tournament organizer's discretion. Decisions are final.

  1. A player found breaking any of the above rules can be penalized in various degrees, depending on the severity of their offence.
  2. Penalties will be in the form of point deductions. In elimination rounds, the penalty will be in the form of healing the offending ship(s) shield / armor / hull / capacitor to 50%, and then removing them from the fight for subsequent offences
  3. A player or team can be banned from competing for one or more matches.
  4. A player or alliance can be banned from competing for the remainder of the tournament, and/or any future tournaments.

Place & Tactics

  1. Teams are brought to a star system in uncharted space and designated as Team 1 and Team 2.
  2. There are eight beacons in the system, which serve as start off points. Four beacons are marked for Team 1 and four marked for Team 2. The teams must assemble at any of the four beacons designated for their team.
  3. Once the word is given, teams warp in to the arena from whichever beacon they assembled, at a range they prefer, up to a maximum of 50 km. Team members are allowed to warp in at different ranges.
  4. The arena will measure a 125 km radius, 250km diameter.
  5. After the teams have warped in to the arena, they will wait for clearance to begin the fight. This is to allow time to set up the cameras.
  6. When cameras are ready, the host sets of a powerful ECM burst and warps off. This signals the start of the fight.
  7. If a player warps out/leaves the arena, His/her ship will be destroyed.
  8. Warping within the arena is not allowed.
  9. Dropping secure or insecure cargo containers is not allowed. Dropping regular jettison containers is allowed.
  10. Locking the enemy team before the match starts is NOT allowed.
  11. Moving ships to improve positions before the match starts is NOT allowed.

Ships and Points

  1. Each team has 100 points to select their ships. Teams must use a minimum of 75 points.
  2. Each team may have up to 10 ships on the battlefield.
  3. Unused points will be added to the opponents score.
  4. The ship points table is as follows, ship types not listed in the table are not allowed:
  5. Non combat ships are NOT allowed.
  6. Point values of ships are as follows:
  • 21 - Battleship, Faction
  • 19 - Battleship, Tech 1 & 2
  • 16 - Battlecruiser, Tech 2
  • 16 - Recon Cruiser/Heavy Interdictors
  • 12 - Logistics Cruisers
  • 11 - Battlecruiser
  • 11 - Cruiser, Heavy Assault
  • 9 - Cruiser, Faction
  • 8 - Cruiser
  • 5 - Bombers & Electronic Attack Frigates
  • 4 - Interceptors, Assault frigates & Interdictors
  • 3 - Frigate, Faction
  • 2 - Frigate, Destroyer

Fitting Restrictions

All T1 and T2 drones and modules are allowed, with the following exception:

ALL Remote Armor Repair modules, and Remote Shield Transfer modules are disallowed.
  1. Pirate Implant Sets are NOT allowed.
  2. Rigs are allowed.
  3. Boosters are not allowed.
  4. T2 ammunition and missiles are allowed. Faction ammunition is allowed.
  5. Cloaking is not allowed.
  6. Target jamming modules and drones are allowed. Sensor dampening and tracking disrupting modules/drones are allowed
  7. Cap Boosters are allowed
  8. Faction, COSMOS, dead space and officer modules are not allowed.
  9. Logistics drones are allowed.

References

  1. Tournament Rules Forum Thread
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