[UNAC S3] Tournament Rules

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Nord Champion

Grandmaster Knight

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Tournament Rules


Article I. Server Settings

1. Servers for UNAC matches must be located in Chicago, Illinois, United States of America, unless both Captains agree on a different location in North America.

2. If a match begins on a server that is not located in Chicago, Illinois, then the new default location of that match is the location of that server. Teams may change from that location if both Captains agree.

3. If severe lag is experienced during a match, the teams may relocate to another mutually agreed server after the current round is completed.

4. Only team members, referees, admins, or streamers are allowed to be Spectators of matches unless captains agree to allow other Spectators.

5. Servers need to be ready and accepting players, streamers, and admins ten minutes prior to the designated start time of the match.

6. The required Server Settings for each match in UNAC are:
Module:Current UNAC Module
ENL Mode:Private
Combat Speed:Fastest
Block Direction:Manual
Auto-Balance Limit:Off
Disallow Ranged Weapons:Off
Ranged Friendly Fire:On
Melee Friendly Fire:On
Damage to Friend:100%
Damage to Self:0%
Gold:120%
Combat Bonus:100%
Round Bonus:100%
Respawn Time:8 Seconds
Max Round Time:240 Seconds
Map Time:120 Minutes
Spectator Mode:Locked to team member's view. Unless both Captains agree otherwise.
Flag Spawn:120 Seconds



Article II. Match Rules

1. The map pool will be divided into three categories; Open, Mixed, and Closed. Maps placed in these categories will be decided by the admins.

2. Teams will be responsible for playing the maps designated by that week's fixtures.

3. Duels will decide which map will be played first.  Duels will be played first to 3. The duel must take place on The Cage. Duelists must start behind their white line until the timer hits 0. Players may not leave the parameter of the walls located at the center of the map. If requested by a duelist, captain, or an UNAC admin, all non-duelist must join spectator.

3.1 - Delaying a duel:  If at the start of the duel both players decide not to engage each other, the referee of the match will warn and then start a three second countdown. After the countdown has ended, if no player has made an attempt to engage the other (judged by the referee), the referee will forfeit both players from the duel and pick factions and spawns himself. Both teams will then forfeit their next match's duel.

If there has been an engagement prior to the delaying, the player that connected last is considered the player not delaying. A connection is a hit on either the body or a blocked hit on the opponent. Once the referee has determined a delay is happening, the referee will then warn the delayer and do a three second countdown. If the delayer does not engage before the countdown ends, the delayer's team will forfeit the current duel and their next match's duel.

4. Winner gets to choose attacker or defender. The defending team gets first selection for map and spawn. The attackers then choose their faction, and the defenders choose theirs. Factions may not be mirrored, nor may they be reused on the second map. The second map is chosen by the attackers, who also pick their spawn. Defenders choose faction first on the second map, and attackers choose faction second. Again, no repeated/mirrored factions are allowed.

5. The "Khergit Khanate" is not a usable faction.

6. There will be four sets, comprising of rounds, each map. Each set will be played first to four to win. At the end of each set, teams will swap sides. At the end of two sets, the attacker will choose a map and the remaining two sets will be played.

7. Teams must field seven players to start a match. In the event that a team looses a number of players that makes the team's total number of players fall below seven, the other team will not drop their players to equal player numbers. If the players that left do no come back, the team that lost them must continue to play the match. The match will not be rescheduled if the other team has at least seven players available.

8. Substitutions for players may occur between rounds.

9. Teams will not be permitted to needlessly delay between sets.  The next set must start within five minutes of the previous set. Should a team delay beyond this, a round, from the next set that has yet to be played, will be awarded to the opposing team for every 3 minutes that pass. (first round subtracted at the 5 minute mark)

10. Teams will not be permitted to needlessly delay between maps.  The next map must start within 10 minutes of the previous set. Should a team delay beyond this, a round, from the next set, will be awarded to the opposing team for every 3 minutes that pass. (first round subtracted at the 10 minute mark)

11. Team's will not be allowed to call for a "Reset" if all their players have spawned for that round. Additionally, a player cannot switch to Spectator in an attempt to force the reset.

12. The team with the most round wins after the second map is completed wins the match.

13. Tied rounds do not count.

14. If a tournament admin requests a server admin to print IDs, the server admin must do so.

15. Maps will be modified to prevent the "seeing through wall" glitch. Map makers that request their map(s) not to be edited this way will make their map(s) unplayable in UNAC.



Article III. Round Robin Rules

1. Teams will be divided between two brackets, each consisting of half the registered teams. This stage will last five weeks.

2. Each week, teams will go against their designated opponent. The teams will have exactly one week to complete it. The week will start each Wednesday and end at the end of the following Tuesday. Delays will be granted on a case by case basis.

3 At the end of the Round Robin, teams shall be seeded based upon match win/loss ratio. Should teams have tied seeding, the seeding will be broken by round win/loss ratios. Should teams still be tied, teams shall be given one week to have a play off tie breaker.



Article IV. Single Elimination Rules

1. The top four seeded teams will participate in this stage. This stage will be completed with the Single-Elimination tournament style. This stage will last two weeks.

2. Teams will face an opponent each week and will have exactly one week from the posting of the weekly thread to complete it. Delays will be granted on a case by case basis. If a team is defeated in this stage, they are eliminated from the tournament.

3. If a team of the Regular Season is not participating in the Post-Season, players of that team cannot compete in the Post-Season Stage.

4. Advances in this stage will be determined by match wins.

5. In the event of a tied match, the teams will continue competing using Tiebreaker Rules(See Article V).

6. Teams may not have player additions to their roster during this stage.



Article V. Tiebreaker Rules

1. In the case of a tie after a match is completed in the Post-Season stage the teams competing will repeat the two maps, with the same factions, played during the match until there is a winner. Rescheduling is allowed anytime before or after these two maps.

2. There will be four sets, comprising of rounds, each map. Each set will be played first to two to win. At the end of each set, teams will swap sides. At the end of two sets, the next map will be played.

3. If the second map was already played during the Tiebreaker, teams will compete on the first map again.



Article VI. Team Rules

1. Each team must represent at least one official NA clan, International (including NA) clan, or a reasonable organization. An official clan is one that has a TaleWorlds thread located in the Clan Hall and one that has an active member base (essentially, if the clan is not dead). A reasonable organization is, but not limited to, a country, a team from a previous tournament, a Free Agent team, and a group of casual players.

2. Teams must have at least ten unique players. When registering, the Captain must have their player's IDs posted.

3. Each team must designate a Captain to handle all issues with the tournament for their team and at least one Co-Captain to do the Captain's job when he is not available.

4. Teams can add or remove players until their last match in the regular season has occurred. A team captain must post in the Team Roster thread with the addition to his roster before the time of the match was scheduled if he wishes to play that player in that match.

5. Teams may not trade players, meaning a player from a previous team cannot join a team participating in the same season, after the final day of Week 2.



Article VII. Rule Violations and Disruptions

1. If there is a match dispute by either participating team during any match, the administrators will review it privately with the team captains.If no solution comes of this, the administrators will decide whether to redo that match under Administration Supervision or to leave the match alone the way it is. If the match dispute occurred during the match, both teams must finish the match and contact an administrator afterwards. If the dispute could have been easily solved by reading the rules, then the teams will receive a warning. If either team has a similar match dispute later where rules would have fixed the situation, they will receive penalties.

2. Violations of the rules above and the cheats below are punishable by the Administrators of the tournament.  Punishment will be decided and enforced after the Administrators have a meeting with the party(ies) involved.

3. Violations and Cheats:
-The exploitation of maps will result in the forfeiture of all rounds within the current set by the offending party (4-0).  Said exploitation will include the abuse of mechanics to see through walls. Any rounds that were won within the set prior to this violation will be discarded.

-Any unfair altering of game files, joining of another team's voice communication to gather information, or any other severe forms of cheating will result in the expulsion of the offending player from the current and future seasons.

-Teams will not be permitted to spawn in an eighth player for the purpose of dropping gear for his team.  Should a player of a team pick up the equipment dropped by the team's eighth player, a round will automatically be rewarded to the opposing team.  Should the offense be especially egregious, a complete forfeiture of the set will result.

-Anything deemed as cheating by administrators unanimously. The punishment for this offense is decided by the administrators.



Credits: Kherven, Calamity, and Ghaern for most of the structure and compilation of the rules from Season 1 and Season 2. Marnid for some rules transferred from NASTe. Erminas for some rules transferred from WWC. The NA Community for being supportive with ideas, criticism, and feedback.
 
Changed ruling about 24 hour notice for player additions:

4. Teams can add or remove players until their last match in the regular season has occurred. A team captain must post in the Team Roster thread with the addition to his roster before the time of the match was scheduled if he wishes to play that player in that match.

Added rule about delaying a duel:

3.1 - Delaying a duel:  If at the start of the duel both players decide not to engage each other, the referee of the match will warn and then start a three second countdown. After the countdown has ended, if no player has made an attempt to engage the other (judged by the referee), the referee will forfeit both players from the duel and pick factions and spawns himself. Both teams will then forfeit their next match's duel.

If there has been an engagement prior to the delaying, the player that connected last is considered the player not delaying. A connection is a hit on either the body or a blocked hit on the opponent. Once the referee has determined a delay is happening, the referee will then warn the delayer and do a three second countdown. If the delayer does not engage before the countdown ends, the delayer's team will forfeit the current duel and their next match's duel.
 
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