TWL Retired Staff
|04-26-2012 01:58 PM
Note: These rules are subject to change as the community voices their opinions, new content is added/removed from the game, etc.
Team Size and Punctuality
Tribes Ascend 7-Man CTF is played with both teams having 7 players. If both teams agree to play with more, they are allowed to do so, as long as the server(s) offered by both teams can support the agreed upon number. If both teams agree to play with less than the minimum required number of players per team, then the TeamWarfare Staff sees this as an agreement between teams and therefore acceptable.
Both parties must have at least 5 eligible players on the server by 15 minutes after the scheduled start time. Failure to meet this requirement will result in an immediate forfeit against the non-compliant party, unless the violating team and their opponent make an informal Substitute Players agreement (see section below). If no such agreement is reached, the offending team is still permitted to play 5v7 or 6v7. If both teams agree to postpone due to roster issues please either contact a TeamWarfare Admin immediately to inform them of the situation and the new scheduled time or, alternatively, post this information in Match Comms. Be sure to read the General Rules area pertaining to Reschedules and abide by its terms.
Please note, that not every match's situation and circumstances can be determined by a cut and dry reading of the rules. TWL Admins at their discretion have the ability to determine whether a forfeit is necessary. Many factors not listed above will be considered if there is a dispute between two teams.
T:A Server Configuration
For TWL Matches, edit your server configuration as follows:
North America - East, Central or West (based on match comms)
(Note: If both teams agree in match communications, the server location may be changed.)
*Gametype and Maps*
Rotation Type: Single
Map Rotation: Maps for the match (in order)
Warmup Time: 180 seconds
Gametime Limit: 25 minutes
Overtime Limit: 60 minutes
Respawn Timer: 5 seconds
Score To Win: 7 captures
Allowed Classes: Every class set to “all”
Spawn Naked: Disabled
Minimum Level: None
Maximum Level: None
Max Players: 32
Team Join Type: Unbalanced
Autobalance in game: Disabled
Base Destruction req : Off
Pool Team Credits: On
Base Objectives: Enabled
Base Upgrades: Enabled
Generator Regen: Disabled
Generator Destroyable: Enabled
Powered Deployables: Enabled
Health Multiplier: 1.0
Grav Cycle Limit: 2
Grav Cycle Price: 1200
Beowulf Limit: 1
Beowulf Price: 15000
Shrike Limit: 1
Shrike Price: 36000
Powered Call-ins: Disabled
Tactical Strikes: Disabled
Orbital Strikes: Disabled
Supply Drop: Active, 2000 credits, 30s cd, 2s buildup, ammo only disabled.
-*Friendly Fire Settings*
Friendly Fire: Enabled
FF Multiplier: 1.0
FF on Deployables: Enabled
FF on Base Assets: Enabled
Kill Limit: Off
Damage Limit: Off
All CTF maps with the exception of Dangerous Crossing, Permafrost, Sunstar, Tartarus, and Temple Ruins are considered part of TWL's ladder and league rotations (as of 8/04/2012).
-Base asset upgrades are limited to Level 2.
-Class limit of 1 Sentinel per team.
Currently, the following weapons are not allowed in TWL matches. As there is no server setting, it is mandatory that players observe these rules and not use banned weapons in match play. Failure to adhere to this may result in a match forfeit upon review by an admin.
(Note: Due to the server option being buggy, class limits must be manually observed. Note that TWL will not be able to take action on violations of class rules without sufficient VOD evidence)
Jackal, Smoke Grenades
Plasma Gun, Whiteout Grenades
Short-Fuse Frag Grenade
TCNG Quickfuse, Repair Kits
Server Selection Etiquette
Currently, all servers for T:A in the NA regions (east/central/west) run off the same hardware. The defending team has choice of region for the first and third map (if necessary), the attacking team has choice for the second map. The defending team may choose what order to play the first and second maps in. Region preference must be posted in match comms within 48 hours of challenge acceptance. If neither team declares a region preference, the presumed region will be East. In the unlikely event that neither team has access to a T:A server, teams are urged to seek help on the forums or ask an admin - we can probably help out!
Match Starting Etiquette
A match is not considered official until both teams are on the server, and indicate they are ready to play to each other via readily known terms (ie: "we're ready, live, etc.) Teams must indicate that they are ready to each other with at least 30 seconds remaining on the warm-up time. This is to avoid confusion between teams as to whether or not their match has started. This is also the reason as to why at 180 second warmup time is indicated on the server settings (to give teams plenty of time to indicate their readiness, and to adjust between maps).
While it is exceedingly unlikely that a match will last long enough to stalemate out a one hour overtime, a stalemate is not considered an acceptable outcome to a map on TWL. Should a match be stalemated, both teams will replay the map under Sudden Death rules. First team to get a cap on the replay wins, even if the map itself is not on a game-based overtime.
In the event of a server crash, if both teams can agree upon the remaining time and score, the map will be restarted with the remaining time and score intact. In the event of a dispute, an admin will look at evidence provided by both teams in order to determine the remaining time/score on a restart. If neither team can provide the admin with any evidence, the map will be replayed from the start. In the event that a team loses a player due to connectivity issues, the team may substitute the player immediately with someone from their roster. Substitute players, brought in during match, that are not eligible players, will force an immediate forfeiture on the part of the team they were playing for.
TeamWarfare acknowledges that some teams may still wish to play a match even if their opponent does not have 7 eligible players available. In such a case, an informal agreement may be reached regarding the use of substitutes, whereupon the violating party should offer a list of available candidates who might fill the role. These candidates must be registered TeamWarfare players who are not currently banned or suspended from competition, and must meet with the approval of the opposing team. The non-offending team is allowed to bar the use of any player as a sub for any reason, as long as they do so prior to the beginning of a map. Please note that if such an agreement is reached and the non-offending team then loses, they are still required to report the results of the match.
Legal Player Names
All members registered to play on Tribes Ascend ladders/leagues must be registered under a recognizable name in Tribes Ascend proper. Slight variations in the name (such as dashes or stars) are permitted, as some names may have been taken by players not participating on the ladders.
TWL Match Observers
TWL admins reserve the right to spectate any TWL sanctioned match. Failure to cooperate with an admin (providing server info, password, etc) on request may result in penalties to the offending team per the admin's discretion.
Teams are expected to be straight forward in regards to match communications and setting up the logistics of any TWL match. While TWL will generally not take action against garden variety trash talk that might occur in a heated match, TWL reserves the right to penalize a team in the following circumstances:
Extremely excessive spam that blocks communications/audio
Racist/sexist remarks clearly borne out of malice
Malicious/Severe disrespect that goes well beyond the norm (even for the Tribes community) in the discretion of a presiding admin.
Cheating (Team Reporting Section)
In the event that a team believes their opponent has cheated, the match should be completed and the TeamWarfare Staff should be notified immediately afterwards (in accordance with the Match Results and Disputes clause) so that a judgment can be made. Failing to submit a dispute or contact a member of TeamWarfare Staff within an hour of the matches completion will be regarded as waiving any right to protest. If the protesting team is the losing team, they should not report the loss until a ruling is made. By reporting a loss, the losing team likewise waives all rights to protest. When it is known that a team is going to protest, both teams should submit evidence to support their side of the story to the TeamWarfare Admin handling the issue. Submitting VODs and other information will help the staff involved in ruling on the matter. Not providing all pertinent information could limit the scope of the evaluation and hurt rather than help a team, so both should participate as best they are able.
All bugs and tactics are not considered cheats. The TeamWarfare Staff acknowledges some of the unintended effects of bugs are an acceptable part of the game, and we will take this into consideration when determining if a bug is so extreme that it warrants disciplinary action against the offending team. If it is shown that the bug is of such a degree as to constitute a cheat, the TeamWarfare rules will be updated and disciplinary actions could be taken against the team in question.
Cheating (Player Accountability Section)
TWL has a ZERO tolerance policy regarding game hacking. This rule covers players who use code to manipulate a particular game for the purpose of gaining an unfair advantage over other teams and players. Wallhacks, speedhacks and aimbots are just examples of the types of cheats covered by this rule. Exploitation of flag (ie: throwing through an object), remote inventories, turrets, mines, and clipping bugs are considered illegal on TWL. Hiding an inventory/turret/mine is fine; creating invulnerable inventories/turrets/mines is not. It must be possible to destroy the object with splash damage-based weapons.
"Testing" or "trying out" hack programs will not be accepted excuses.
1. Hacker caught in TWL Match:
- Forfeiture of the existing game
- Player Permanently banned from TWL.
2. Hacker Caught in Match outside of the ladder (League match) or in a match outside of TWL:
- Player Permanently banned from TWL.
3. Hacker caught in a Pub/Scrim:
- Player banned from TWL for 1 yr.
- 2nd Offense Perma Banned. A pub ban on two separate games equals two offenses.
Based on the circumstances of the ban, additional penalties may be levied on the team that harbored the cheater. This will be discretionary and handled on a case by case basis.
Circumventing your ban, either by creating new accounts, or smurfing as another player will result in the player(s) being permanently banned from TWL.
***NOTE- Each individual game has the option of preventing a person from participating in their specific game that has been caught cheating on the pubs, regardless of how long ago the violation has occurred. This will affect that game only. The player will not be site banned/suspended or prevented from playing another game that allows them to, if the violation is over one year old.
- TWL will continue to support teams who Police themselves of hackers and cheaters. In the case where a team Purges a hacker from their ranks and brings it to the attention of TWL staff. TWL will (waive the Drop in ladder rungs)
Smurfing is signing up for more than one team (or the same team) on the same ladder, either under the same name, or a different name. It is also the act of playing for a team you are not registered to play for, under a false identity.
Playing for a team you are not registered to play for is prohibited. Playing on more than one team per ladder is also prohibited, as is registering multiple accounts for use on the same team or ladder.
Minimum punishment for the violation of this paragraph is as follows but not limited to: (It will ultimately remain sole discretion of Teamwarfare Staff)
The team that the smurf joined or played for most recently will be deleted.
The smurf's original team will be dropped 33% of the ladder.
The smurf's account(s) on, and possibly access rights to, TWL will be revoked.
Ladder Specific Rules
You can challenge anyone above you 10 slots or 50% of the remaining ladder from your current rank - whichever is higher. (Ex: Rung 100 can challenge rung 50. Rung 48 can challenge to rung 24. Rung 15 can challenge to rung 5).
On some of the smaller ladders, the challenge slots is 5 slots or 50% of the remaining ladder. Check the ladder's specific rules to be sure.
The Ladder is based on a best 2 out of 3 maps scenario. Map selection is random for the first and second maps. The "Defending" team selects the third (tiebreaker) map. The "Defending" team chooses map sides and order for the first two maps (order should be stated in Match Comms within 24 hours of finalization of match). By choosing the order, the "Defending" team also chooses what map is to be played on the defender's server of choice. The "Attacking" team picks the tiebreaker map sides. Once a match has been played, you may not attack the same team for 7 days after its conclusion.
Team Roster Management
Ladder members join teams per ladder and may only be a member of one team per ladder. Roster changes may be made on any day. In order for a player to be considered 'eligible' for a match, he must be on his team's roster before the Defender accepts the challenge and remain on the team until the match is completed. If a player drops from a team after a challenge is accepted and rejoins he will only be allowed to legally play if the other team agrees to it in match comms. Leniency is given for people that sign up on the same day match is accepted.
Teams have one (1) Owner and any number of Captains. Captains are assigned at a ladder level. Owners are captains on all ladders. The team Owner should determine who should be in charge of issuing challenges per ladder and maintaining the team information. Multiple team captains can be assigned to perform such duties.
*There are only to be a maximum of 2 captains assigned to any ladder match.
You can only issue a challenge by making it in your Team's Admin Console on your ladder control panel on any day of the week. Access to the Team Admin Console is available to all Captains. NOTE - You must login to the ladder in order to administer your team.
Challenge and Match Date Acceptance
All ladders have a time limitation for match responses. This includes Acceptance of a Challenge and/or Date Acceptance. The Present time frame is 48 hours. At that time a "Flag" is created for the Ladder Admins to address the next time they login to their Admin Console. If the problem is resolved by that team prior to the Admin logging in then the match continues as before. If the Admin logs in first the appropriate action will be taken. In this case forfeits will be granted and rungs dropped.
It is the each team's responsibility before the match starts to see that all players are legally registered on each teams roster. After match start or completion, roster disputes are not valid justification for forfeiture or admin intervention. Substitute players, brought in during match, that are not eligible players by the above criteria, will force an immediate forfeiture on the part of the team they were playing for.
Match Results Reporting and Disputes
Once a match has started, it is understood that both teams agree to the terms of the match (number of players, time limit, rosters, etc). If there is a disagreement of match terms AFTER match completion, the disagreement will be thrown out.
Match results are to be reported as a loss in your team admin panel or if you are disputing the loss you must login to your team admin panel and select the "Dispute Match Results" link within 1 hour of match end. If disputed it will send an automatic email to your ladder admin. If a team fails to report or dispute the team needs to notify the ladder admin immediately. Failure to do either within 1 hour of match end will result in:
1. First Offense : Dropped a percentage of total rungs on ladder.
2. Second Offense : Removed from ladder.
By reporting the results, teams waive their rights to protest (ultimately decided by TeamWarfare Staff). It is also to be known that once a match has been played / reported neither team can attack each other for 7 days.
If match results are being protested, a ladder admin and the opposing team captains must be made aware of the protest within one hour from the completion of the match via the "Dispute Results" link in your admin panel AS WELL AS through match comms. Failure to do BOTH may result in an admin reporting the match.
After a protest has been initiated, both teams have 24 hours to gather evidence. In this time the team being protested against may issue a counter-protest.
ALL match issues should be resolved within 48 hours from match completion.
The winning team is immune for 1 hour after match results are reported. The losing team is immune for 24 hours from challenging a team, but is still able to be challenged by another team.
On the TWL there is no availability for the team Captains or Founders to cancel a challenge. All Cancellations must be coordinated through a Ladder Admin. Cancellations are not always guaranteed.
Should a match require rescheduling, the new match time should be within 3 days of the original match time. Matches can only be rescheduled once. Mutual consent via match comms between opponents is required.
Post edited by -Hybrid at 9/25/2012 10:47:33 AM