
CCP Gargant
C C P C C P Alliance
539

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Posted - 2013.07.18 16:06:00 -
[1] - Quote
With so many new teams in the tournament this year, and others that might want a refresher course, I am going to keep this post as a general tips and procedures for competing teams in the AT XI. First off, I'm going to list what the procedure for every match is and what you should expect.
My alliance has a match today! Team captains should try and be online an hour (preferably more if possible) before their match is scheduled to start. We will be utilizing the Tournament Team Captains channel, specifically created by myself for this and any future tournaments that will be run. We expect all team captains to be present in that channel so we can ask there if there are any issues with teams, or if we need to get a message fast to all of the teams regarding the schedule.
Around 50 minutes before your match starts, a GM will contact your team captain. Note that this time may fluctuate depending on how the schedule is proceeding, but in an ideal situation this will be the case. The GM will confirm that you are the captain for the team, that you are already in the fleet that will be flying in the match and that your are herding your team together. For the first weekend, we will not be conducting banning but from the second weekend onwards, bans are handled at this stage.
Your full team does not need to be in the correct ships or fitted and ready to fly when the bans are conducted. Exactly 45 minutes prior to your match, the bans will be initiated. The designated team captains will receive a drop-down selector on their screen, where they select the ship types they wish to ban. This happens in a 1 - 2 - 1 format, meaning the Red team goes first and the Blue captain sees what they have selected once it is their turn to ban. Likewise, the Red captain will see Blue team's two bans. Both sides should get a total of one minute to conduct the bans.
The banning process can be a bit jarring and stressful. Both teams can ban the same ship and that is considered a wasted ban. Keep this in mind when selecting your bans.
If you intend to field your flagship in the match, you need to tell that to your GM after the bans have been done. You cannot say you are about to field your flagship in a match and then not show up with it.
I'm about to fight in the tournament! Once the GM has contacted you and everything is sorted, including which beacon in the tournament system you wish to be moved to (a, b, c or d), you can start fitting up and getting your pilots into ships. During this time, the referee will keep an eye on any rule infractions that pop up for the fleet. This means corporation join dates, illegal implants, illegal ships and other bad stuff. The GM will let you know what problems there are until all of them are fixed and it is time to be moved to the tournament system.
All members of the fleet must be docked to be moved. While the referees can be a patient bunch, please do not waste time by needlessly docking and undocking, incurring session change timers or remain undocked. If we are behind schedule or if too much time is being wasted, we will simply move on without the people that were ineligible to be moved. It is harsh but we have a time-table to stick to.
I'm in PE1-R1! When you are moved into the system, you will be stationed at the beacon your team chose. These beacons are placed in a square pattern facing the battle arenas, with the other team having symmetrical beacons on the other side of the system. This is to prevent scanning. You will neither be able to warp around nor move, and that is intentional. Once everyone has arrived in the system, the referee will give the command in local to warp to a specific battle arena in the system, numbered from 1 to 6. When the command is given, the entire team MUST warp to the arena specified at a range of 0 - 50 km.
Any failures in warping will result in the character who failed to be moved to the center of the arena. This includes going somewhere you are not supposed to or not warping in time.
Please remember to keep local clear of any unnecessary chatter. We will deliver orders about the match in local and disruptive players will be gagged.
Once all members of the team are on grid, we are ready to begin. You will not be able to move or lock, but you are free to turn on DEFENSIVE modules that affect ONLY your ship. In the old days before the wizardry of CCP Veritas, you could move during this waiting period but if you did, you would be penalized and half of your ship's HP would be removed. Keep that in mind because the referees will resort to penalizing uncooperative players that break the rules.
This brings us to Micro Jump Drives. MJD's put your ship to max speed once you activate them and this will bypass the movement disables that affect your ship during the countdown. If you activate your MJD before the countdown reaches 0, your ship will be blown up by the referee.
Let's say that again with more severity as this is the first time the MJD is in a tournament. IF A MICRO JUMP DRIVE IS ACTIVATED BEFORE THE COUNTDOWN REACHES 0, THE OFFENDING SHIP WILL BE DESTROYED. It is therefore not allowed to spool up the drive while the countdown is happening. There will be no mercy when it comes to this violation!
Once the match is ready to start, a countdown timer will be initiated in the system. The countdown will be visible in local, and it is 30 seconds long. The match starts when the countdown reaches 0 and it is time to blap!
I'm fighting! Most pilots will know the infamous Edge of Glory. That is the boundary of the arena. In essence, if you go further than 125 km from the beacon in the middle, you will have crossed the Edge like the legend you are and your ship will be claimed into the hall of fame. That means you will blow up and be unable to participate in the remainder of the match.
A match lasts for 10 minutes, or until all of the opposing team's ships have been destroyed. The time left will be announced in local once there are 2 minutes remaining, and if the match ends with ships remaining on both sides victory will go to the team that destroyed more points' worth of ships.
If ships are tied in the amount of points gained, we will go over to overtime. Time Dilation will speed up every minute to a maximum of 7.5x normal speed. Then, in the very unlikely case that a fight is tied after 15 minutes, the victory will be awarded to the team that had more collective potential team DPS at the beginning of the match, as measured by the tournament automated GÇ£attack barGÇ¥.
It's over! Once the match ends, the teams will be sent back to the stations they came from. You are now free to mill about as you wish so long as you are aware of when your next match is. Undefeated... CCP Gargant | Community Representative | EVE Illuminati | Tournament Referee |