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MO Fleet League Rules

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MO Fleet League Rules Empty MO Fleet League Rules

Post  Bloodstone28 Thu Sep 03, 2009 8:06 pm

GENERAL LEAGUE RULES:

- Use of any known exploit within NF will be grounds for removal from the league. Even if it is only one player using the exploit, the entire fleet will be punished.

- Any form of cheating will also be grounds for removal from the league. Similar to using an exploit, the entire fleet will be punished. Cheating can be defined as any action that is found to be not in the best interest of the league OR any action that is done with intent to do harm to the league.

- The Event Coordinator(s) will make the final decision on all rulings and disputes. Those decisions are final and can not be overturned by anyone, including SDE.

- This league is optional and for the enjoyment of the community. Any player trying to undermine the league or trying to make the league less enjoyable for others will be removed from the league. We will not allow the enjoyment of many be ruined by the flames of a few.

- Show respect towards the Referees and all the competing fleets. Those who show respect, earn respect.


SHIP LIMITS:


20 Ships total per team.

10 Capital ship limit. There is a 7 BB max and a 5 CV max. So you can use any combination of BB's and CV's as long as there is no more than 7 BBs or 5 CVs.

(A team can go 5BB/5CV, 6BB/4CV, or 7BB/3CV)

Within the above limits, there is also the following ship class limits:

- No BB5 or CV5 or SBB or SCV or PCV
- No Unique (HA) ships
- PBB's are allowed.
- EBB's are allowed.

Out of the remaining 10 ships per team, the following restrictions are in place:

- 1 SS1 –or- SS2 is allowed.
- 2 TW CL's max
- PCA's and PCL's are allowed at a maximum of 6


MATCH RULES:

Match Timers

1.) Once the battle room is opened by a Referee, each team will have 2 minutes to get into the room. The room will stay open for 2 minutes exactly (once both teams have been notified), no more no less. It is the Fleets job to be ready at that time.

2.) Players should be tabbed within 30 seconds of the room closing, players who do not tab, will be warned only once and then banned by the referee without replacement.

3.) If a team brings in too many ships to the room, it is the job of the team leader to reduce that number to 20. He only has the 2 minute window to do this. Once the room closes and it is time to start the game, and a team has more than 20 in that room, the Referees will ban the last players to enter the room. It does not matter what ship they are in. So please enter the room prepared.

4.) There is 25 minute time limit on the match. If neither team has won at the end of the allowed time, then the team with the highest Tactical score wins.

5.) There will be a 5 and 2 minute warning given to both teams during the match at the appropriate times.

Out of Sync and Crashes

6.) Out of sync battles will be replayed AFTER all other matches are completed. Fleets will have a minimum 5 minutes to prepare before the room is re-opened.

7.) In the event of an out of sync battle re-match (and any subsequent restarts), exactly the same ship types must be used by both teams as in the original battle. They don't have to be played by the same players, just the same ships. This applies to all ships, not just capital ships.

8.) If a player drops (Capital Ships and TWCL's Only) within the first 60 seconds after the battle starts, then the match will be restarted. After that, you will have to make due. If this happens, you must say "crash" in the open chat of the room so both Referees can see it and mark down the time.

9.) If the Referees determine the "crash" not to be legit. (For example a player pulls the plug because he forgot ammo). Then there will be no restart and the game will continue.

10.) In the event of a restart due to a crash, the same types of ships must be used by both teams. It doesn't have to be the same players, just the same ships. (Same as the out of sync rematch rules)

11.) If a player drops (Capital Ships and TWCL's Only) before the match starts, then they will have 1 minute to get back into the room (in the SAME ship) or replaced by another player in the same ship class(ie: CV4 must be replaced with a CV4).

Border Humping Ships and Planes

12.) No border humping ships. You will get 1 warning only. Team will lose match if caught twice. This applies to any border where the ship cannot be seen in the radar (mini-map).

Additional Notes on Border Humping:

Ships sailing S-N and hit the top border are allowed to turn around towards their own side. If they turn around on the border towards the opposing fleet, that will be considered border humping.

Ships sailing E-W along the north border when they are not visible on the mini-map, will be considered border humping.

Ships will have 6 seconds to get off the border once a Warning is given by the Referee. Failure to do so in a timely manner will warrant a second warning and DQ.

13.) Border humping scouts and planes is allowed. This is just too hard to monitor by 2 Referees. Teams will have to plan accordingly.


Chat

14.) Only the "team leader" for each team is allowed to speak in open chat before the game starts. The refs can ban anyone who speaks out of turn. This only applies to before the start of the battle. A warning must be given to each team before a ban can occur.

15.) Open chat is allowed AFTER the battle starts. However, we perfer to keep down the public chat and use the team chat feature. Public flaming, on the other hand, is not allowed and can be punishable by TNF as in the case with all flames.


Fleet Regulations

16.) As long as a player is in a fleet at the time of the match, that player can play for that team. This will be like a professional sports team, where free agents are allowed.

17.) There will be no roster, so any fleet member can play any week and different players can swap out from week to week. This lets everybody get a chance to play. Rosters will only be required in the Playoffs.


Premium Items

18.) No smoke is to be used. Each team will get 1 warning for the season. That warning will be recorded. If a team uses smoke for a second time during the season (not just that match), they will be disqualified.

19.) Mines are ok to use. If we feel that mines are having a big impact on the outcome of matches, then we can re-visit this rule.


General Rules

20.) All match disputes must be made after the battle. Not before. If any player is untabbed trying to dispute something before the match and the 2 minutes is up, they are subject to removal after the 30 second allowance.

21.) If any player asks for a ruling explanation during a match, then the Referee can radio such message to that player. If the player does not want to get messaged in game, then he shall wait until after the battle to ask for any explainations.

22.) If a fleet retreats, they lose the game and lose any chance of a re-match.

23.) Any Fleet who intentionally tries to undermine the integrity of the League will be dealt with at such time.

24.) Any ship configuration is allowed.

25.) The map will can vary from week to week. The same map will be used for all matches on a given weekend for all teams. But the "map of the week" can change from week to week.

26.) No observers, sorry.

27.) In the unlikely event that an issue arises that is not covered in these documented rules, the NF Event Coordinator will make the final ruling, taking into account the fairness of both fleets involved.


PLAYOFF RULES:

- The playoffs will be a best of 3 series. The higher seed chooses their side (A or B) for games 1 and 3. The lower seeded team chooses their side for game 2.

- There will be a 10 minute break between matches in the series.

- A team may change players/ships from match to match within a series.

- The map will be No Way Out 1 for all Playoffs.

Bloodstone28

Posts : 131
Join date : 2009-06-13
Location : TNF MO

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