Alliance Tournament X Rules


Alliance Tournament X is only eight weeks away and we wanted to take this opportunity to go over team submissions and rules for this event.

This year we will have 64 teams participating in the tournament which runs over four consecutive weekends starting on June 30, 2012. As well as changing some of the rules to ensure the tournament brings new tactics and set ups, we have also added rules to ensure that the spirit of the tournament remains competitive and entertaining.

Next week we will be going into more detail about how you can participate in the random draw and how to apply for an auction spot. Today we want to look at tournament rules and what we wanted to achieve with these. While a full listing is available below for your perusal, and will be updated on the new Alliance Tournament page next week, we would like to take a moment and highlight some of the important changes:

  • We are increasing the number of ships you can field in the qualifying rounds from five to six.
  • We are increasing the number of ships you can field in the final two weekends from 10 to 12.
  • Match times have been reduced from 15 minutes to 10 minutes.
  • We will be actively removing those alliances that try and add a ‘B’ or ‘C’ team. We want everyone to have a fair chance but stacking the deck in this manner will not be permitted. This removal will also include the main alliance if we detect anyone trying to field more than one team.
  • Ship point values have been changed with some ships going down in cost.
  • Alliance Tournament referees can now call a match null and void or declare a result if they feel a team is not competing or throwing a game. This will be entirely at the discretion of the tournament referees.

These are some of the main rule changes which we feel will add to the overall betterment of Alliance Tournament. Below is the full rule list for your information.

 

Match Rules

Tournament Rules

  1. This is a three stage tournament, with 64 alliances allowed to enter.
  2. There will be two pre-qualifying rounds, followed by a 32 team group stage and a 16 team final day.
  3. All competing pilots must have been members of the alliance for which they are competing, and be a member of that Alliance by downtime on May, 05, 2012.
  4. All alliance members are eligible to compete in any match in which their alliance is taking part, subject to all applicable rules; teams do not have to remain the same between games.
  5. To ensure that all Alliances get a fair opportunity to participate we will be checking on team entries and will disqualify teams who we consider to be ‘B’ or ‘C’ teams for bigger Alliances.

Please note that both the format and match rules are subject to change. It is strongly advised that participants watch the EVE Alliance Tournament forum regularly for announcements.

Match Rules

  1. Alliances can field up to twelve pilots on the battlefield.

    • During the pre-qualifying rounds, this will be limited to 6 pilots.
  2. Fights are limited to 10 minutes in pre-qualifying rounds and group stage, and to 10 minutes on the final day. If a fight reaches time, it will be stopped and whichever alliance has the higher total points value will be declared winner. See "Victory Conditions", below.
  3. Intentional pod killing is NOT allowed and may result in the offender being punished. All podkills will be reimbursed.

Penalties

A player found breaking any rules can be penalized to various degrees, depending on the severity of the offence. All penalties are incurred at the tournament organizer's discretion. Decisions are final. Penalties may be levied against a player or team and may include but are not limited to:

  • Points deduction
  • Reducing the offending ship(s) shield / armor / hull / capacitor to 50%
  • Removal from the fight
  • Ban from competing for one or more matches.
  • Ban from competing for the remainder of the tournament, and/or any future tournaments.
  • For Alliance Tournament X the referees can call a match null and void or declare a result if they believe that one of the teams is not competing. This tournament is designed to showcase the talents of pilots and should be entertaining.

Place & Tactics

  1. Participants should be prepared, in their chosen ships and in a fleet, 30 minutes before their scheduled fight time. Teams will be brought by a GM to a star system in uncharted space and designated as Team 1 and Team 2. If you are not ready with this time allocation you will be disqualified from this match and the opposing team will receive maximum points as a result.
  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 at a range of their choosing, up to a maximum of 50 km. Team members are allowed to warp in at different ranges.
  4. The arena will measure 125 km radius around the central beacon.
  5. The host will begin a countdown. When the countdown ends, the host will break target locks of all ships in the arena
  6. If a player warps out/leaves the arena, his/her ship will be destroyed. This includes disconnection emergency warps.
  7. Warping within the arena is NOT allowed.
  8. Dropping cargo containers or other anchorable items is NOT allowed. Dropping regular jettison containers is allowed.
  9. Locking players before the match starts is NOT allowed.
  10. Activating aggressive or targeted modules before the match starts is NOT allowed.
  11. Launching drones before the match starts is NOT allowed.
  12. Moving before the match starts is NOT allowed.
  13. Boarding a ship during the match is not allowed.

Ships & Points

  1. Each team has 100 points with which to select their ships. Teams must use a minimum of 50 points.

    • During Pre-Qualifying rounds, teams have a total of 50 points to select ships. There is no minimum number of pilots or points a team needs to field during the pre-qualifiers.
  2. Each team may have up to 12 ships on the battlefield.

    • During Pre-Qualifying rounds, teams may have up to 6 ships.
  3. Teams may field no more than 4 of a given ship. This applies to specifically named ships only, and not ship hulls. For example, 4 Curses, 4 Pilgrims, and 4 Arbitrators would be legal.
  4. Teams may field no more than 1 logistics ship.
  5. Unused points will be added to the opponents score.
  6. Ship points values are as follows. Ship types not listed in the table are not allowed.

    • Battleship, Faction – 20
    • Marauder – 17
    • Battleship – 17
    • Black Ops Battleship – 17
    • Command Ship – 16
    • Strategic Cruiser – 16
    • Cruiser, Faction – 14
    • Recon Ship – 14
    • Heavy Assault Cruiser – 13
    • Battlecruiser (Tier 2) – 13
    • Battlecruiser (Tier 3)  – 12
    • Heavy Interdictor – 12
    • Logistics Cruiser – 12
    • Battlecruiser (Tier 1) – 10
    • Cruiser – 8
    • Bomber – 6
    • Electronic Attack Frigate – 5
    • Frigate, Faction – 4
    • Assault Frigate – 4
    • Interdictor – 3
    • Interceptor – 3
    • Destroyer – 3
    • Tech 1 Industrial Ships – 3
    • Frigate – 2
  7. The definitions of 'Tier 1', 'Tier 2' and ‘Tier 3’ Battlecruisers are as follows: Tier 1 Battlecruisers are: Cyclone, Brutix, Ferox, Prophecy. Tier 2 Battlecruisers are: Hurricane, Myrmidon, Drake, Harbinger. Tier 3 Battlecruisers are: Oracle, Naga, Talos and Tornado

Fitting Restrictions

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

    1. All Remote Armor Repair modules and Remote Shield Transfer modules are NOT allowed, EXCEPT on ONE of EITHER a logistics ship or a strategic cruiser.
    2. Faction, COSMOS, deadspace and officer modules are NOT allowed.
  2. T1 Rigs are allowed. T2 Rigs are NOT allowed.
  3. All T1 and T2 ammunition, missiles and charges are allowed. Faction ammunition, missiles and capacitor boosters are allowed.
  4. All drones are allowed, including Logistics drones. Augmented drones, which were previously banned, will now be permitted.
  5. Attribute Enhancers that give bonuses to anything other than perception, intelligence, willpower, memory, and charisma are NOT allowed.
  6. All Hardwirings are allowed.
  7. Boosters are NOT allowed.
  8. Cloaking is NOT allowed.
  9. Cap Boosters are allowed.
  10. New modules introduced with Inferno will be valid during the qualifying rounds. The Alliance Tournament team will monitor their use during qualifying rounds and potentially ban or restrict the use of certain modules if we feel they are reducing the overall quality of the tournament.

Flagships

  1. Any standard T1 or Faction battleship hull may be designated as a flagship.
  2. Flagships are able to fit faction, officer, cosmos, and Deadspace versions of the following modules, ignoring tournament rules to the contrary:

    • All Highslot Modules (not including remote armour repair modules, remote shield transfer modules, or cloaking devices)
    • Electronic Warfare Modules
    • Weapon Upgrade Modules
    • ONE Shield Booster or up to TWO Armour Repairers
  3. All flagships must be given an appropriate name, which must fall within Eve Online's standard naming policies. It may not be renamed during the tournament. You may NOT name any ship in your tournament teams with the same name as your submitted flagship.
  4. Flagship ship types must be created in advance and their ship hull and name submitted to CCP Alliance Tournament via Evemail no later than 01/06/2012. The fittings for a Flagship do not have to be disclosed. Fittings may also be changed from match to match.
  5. All flagship names and hull types will be published in the Flagships section of the Eve Online Alliance Tournament site following the deadline date.
  6. A flagship may be fielded in any match and counts as a normal ship in every way other than the ones defined above.
  7. A flagship costs the same points value as for a normal ship of its type.
  8. You are under no obligation to field your flagship in any given match.
  9. If your flagship is destroyed, it may not be fielded again during the tournament.
  10. Flagships may not be fielded during pre-qualifying rounds.

Victory Conditions

  1. During a match, a team scores points for each enemy ship it kills, equal to the tournament points value of that ship. The team that has scored the most points at the conclusion of the match, or that destroys the entire opposing team, is the winner.
  2. If a team chooses to field less than 100 points, non-fielded points count towards the opponent's score.

    • This rule applies to the 50 point limit during Pre-Qualifying, not 100 points.