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Match Rule Guidelines - Detailed
General Gameplay Information
Type of Gameplay: Conquest
Number of Maps: 1 per week
Number of Rounds: 3 (first to win 2 rounds wins the match)
Number of Squads: 2
Members per Squad: 10+
Time Limit: 30 minutes per round
Friendly Fire: On
Default Time and Day: Sundays
Americas Division: 9:30 PM EST
Europe Division: 9:30 PM CET
Format:
Six weeks of round robin format followed by 3 weeks of Playoffs for top 4 teams from each division.
Home side has choice of servers.
Away team has side choice of first round.
10 Men per squad - unless agreed by both sides and it is documented in the
SoV forum.
Less than 5 is considered a forfeit.
Teams can negotiate a different match night but only if both sides agree and it is documented in the
SoV forum. The match must be played by Thursday night of the week scheduled or both teams will receive a forfeit.
**Global chat is reserved for founder/captain only.**
**All team founders need to be registered on the SoV forums so that they can receive access to the private leadership forum
Server Set Up Information
game.serverName "SoV League Match "
game.serverPassword "sovmatch"
game.serverDedicated 1
game.serverInternet 1
game.serverMaxPlayers 22
game.serverGameTime 30
game.serverScoreLimit 0
game.serverNumberOfRounds 3
game.serverScoreLimit 0
game.setServerWelcomeMessage 0 "Welcome to the SoV Match"
game.ServerBandwidthChokeLimit 0
game.serverGamePlayMode GPM_CQ
game.serverSpawnTime 15
game.serverSpawnDelay 3
game.serverGameStartDelay 45
game.serverTicketRatio 200
game.serverAlliedTeamRatio 0
game.serverAxisTeamRatio 0
game.serverSoldierFriendlyFire 100
game.serverVehicleFriendlyFire 100
game.serverSoldierFriendlyFireOnSplash 100
game.serverVehicleFriendlyFireOnSplash 100
game.serverKickBack 0
game.serverKickBackOnSplash 0
game.ServerNameTagDistance 20
game.ServerNameTagDistanceScope 40
game.ServerFreeCamera 0
game.ServerExternalViews 1
game.ServerAutoBalanceTeams 0
game.ServerAllowNoseCam 1
game.serverIP
game.serverPort
game.setServerHitIndication 1
game.setServerTKPunishMode 0
game.serverCrossHairCenterPoint 1
game.serverDeathCameraType 0
game.serverContentCheck 1
game.serverEventLogging 0
game.serverEventLogCompression 0
game.serverPunkBuster 1
Map List
Week 1: September 10th: Meuse River Line
Week 2: September 17th: Kharkov Winter 1941
Week 3: September 24th: Gazala
Week 4: October 1st: Todtenbruch 1944
Week 5: October 8th: Goodwood
Week 6: October 15th: Berlin 1945 Streets
Playoff maps to be announced at the end of the round robin format.
Server
Server Selection
The Home team will have server choice for the match. If the home team does not have a server, the away team will chose a server and retain their side choice.
Server Information
A server capable of handling up
to 22 (10 players per team and 2 slots for admins if necessary) players is
necessary for every match. Teams may agree to play more than 10v10 and will need to change the server slots accordingly to fit the team sizes.
Please ensure the server's stability and capability to withstand 22 players
from across North America before the match begins.
In the event of excessive lag, another server may be chosen or the match may be re-scheduled.
**NOTICE: Server selection is required to be equitable for both teams.
If
the teams cannot agree on either of the presented servers as being
equitable, a Judge may mandate a neutral server.
Servers with vast
differences in average ping are not considered equitable.
Ping difference should not exceed 85ms between the teams for North American
players.
Players with over 250ms ping should be discarded from the average.
The IP of the server should be provided to each squad captain 48 hrs or more prior to the match.
In case of a server crash, please follow the outline below on how to handle the match.
It is important to prevent disputes by being aware.
Server Types
Matches must be played on
servers running the most current approved version of Forgotten Hope and the
associated maps.
The match must be played on a dedicated server
connected to at least a T1 connection.
Cable, DSL, Satellite or other broadband connections are not acceptable.
Server Crashes
With the inability to restart a
server with exact ticket numbers, server crashes will be handled in the
following manner:
Time Limit Less than 15 minutes (halfway mark):
Ticket Ratio will be set at 50% and time to 10 minutes.
Time Limit Greater than 15 minutes:
Round will be replayed with regular settings. ie. 30 minute time limit and
200% ticket ratio.
Acts of the Technical God
Events will occur that is no fault of either party, it is
important to establish that a disruption has occurred due to an unforeseen
circumstance. Please make as many notes and take as many screen shots as
possible to help with any issue that occurs.
A disruptive event that may cause a result to be unfair to either party and
is no fault or either may have the potential for a partial or full rematch.
Your diligence in establishing this will greatly improve the
possibility of a fair and just result.
Server Logs
Must be made available in full if
requested by the tournament director
It is each team Captains
responsibility to check the server setting to the best of his ability and it
is the home team Captains duty to respond to any concerns the opposing
Captain may have. Do not agree to start a match if you are not happy with the server settings.
Team Info
This is a 10 v 10 tournament,
each squad is to fill a minimum of 7 positions and a maximum of 10 positions during a match.
If a squad is unable to meet this requirement the offending squad must
either forfeit or re-schedule the match at a later date with cooperation
from the opposing squad captain.
If neither team is able to fill 7 positions
at the start of the match, the match will be nullified unless both squads
choose to play the match with less than the number of required players.
If
either team is able to field 10 players and the opposing team can only field
7 then match will be played with uneven numbers unless the teams agree to
even the numbers.
nb: This league is 10x10 and although you can play a match with just 7 it is
expected you will field 10.
Failure to field 10 on a regular basis may be grounds for team removal.
Joint Operations
Smaller clans have the option to join forces and compete as a single entity.
This must be agreed by both team leaders before the start of the tournament and
must be posted in the tournament forum prior to the first match of the
scheduled season.
Both teams should discuss what role each side will play and who will be
responsible for tournament administration including match details with the
opposition and recording an official match result.
After tournament has begun teams can use players from non participating clans
only if agreed by the opposing team leader prior to a match. Please take a screenshot of this being agreed upon incase of a dispute.
Team Management
Teams have one Leader who is considered the Founder of the clan. This person is to make all posts to the tournament director and all posts to the opposing team each week. This founder is responsible for all team management.
Match Details
Winning
This is the best of 3 rounds format.
The first team to win 2 rounds will win the match.
You will win by:
- Successfully taking over all the control points and having the opponent's tickets be 0.
- Defending the control points and eliminating the other team.
- Having the highest number of tickets by the end of the 30 minutes in the match.
If match is tied after two rounds then the
team with the greater ticket differential after the first two rounds will
chose side on final map.
If the ticket differential is tied then the away team will get choice of
side.
There are no limits on what player classes or how many of player class can
be used by a squad.
Pushmaps
There will be one or more pushmaps in this tournament. It sometimes can occur, although rarely, that a pushmap can become "broken." This refers to in the off chance that the flags get capped in such a way
that they no longer are able to be capped at all for either team. If and when this happens, both teams are to announce in global chat that the map has become broken and unplayable. Once announced, the map should be restarted from the beginning.
Basecamping
Our policy on basecamping is as follows: A main uncapturable base may be camped by airplanes and by arty. Tanks and ground infantry may not enter the uncappable main of the opponent at all. This includes pilots who are bailing to try and steal a vehicle from an enemy's main. You may shoot into a main base with any kit such as a sniper rifle or engineer rifle, but you must stay back from the main base at least one grid. You may also shoot into the main with tanks but once again, you must stay back one map grid.
On push maps, you may camp a nonrecappable flag all you want but not the main starting flag of your opponent. You may steal an opponents vehicle if it is out of the main base or left behind.
Due to disputes that may arise from camping, team captains need to make sure that all playing members in a match know of this rule before hand. A screenshot of a camper will be needed in a dispute of a round. Basecamping in the enemy's main with a tank or as infantry will result in a forfeit of a round.
If basecamping occurs, the team captains must announce that the round is over and move on to the next round following the normal match format. The team that breaks the noncamping rule will not have side choice if a match goes to three rounds regardless of ticket counts. If the teams agree to play on, they may not dispute the round after it has been completed win or loss.
Teams may agree to have an "all is fair in love and war" deal. This is up to both teams if they want to have normal "camping" abilities in the match. This must be documented to the tournament director so there is no possibility of a dispute.
Punctuality
In between maps, a maximum preparation time of 10 minutes is allowed before
starting the next round.
Your opponents may ask to start the map if you exceed
these time limits.
Substituted Players/Rejoining
Due to the nature of the
internet it is possible for players to be disconnected from the internet or
dropped from a server.
Should this happen you may substitute an eligible
player to fill the spot or the dropped player may rejoin. However, upon
joining the server the player must rejoin their respective team immediately.
Anyone joining the opposing teams side for over 30 seconds will be
considered observing and will subject their team to forfeiture of the match
or replaying the map.
Due to the sizes of some teams, it is acceptable to rotate players at the
beginning of new rounds. However, this should be done in a timely manner
that does not hinder the progress of the game. In other words, please have
your teammates "waiting in the wings."
Failure to Appear
Matches are to start at the agreed time and a 15 minute grace period will be
allowed should a team run late or have a problem rounding up members.
After
this grace period, the team with members present and waiting on the
designated server should contact a Judge.
Please have either demos or
screenshots available if requested for verification.
Forfeit
A forfeit will be considered as 1-0 win for the aggrieved team. There will be no round awards given to a team receiving a forfeit win. They will get credit with a Win in the standings. The team not showing will receive a Loss similarly.
Rescheduling
Clans have the option to negotiate a
rescheduling of the official start time.
An agreement between Clan Leaders or Clan Captains must be documented to the tournament director.
If one team is unable to reschedule outside the standard start time and date, they are not obligated to do so. You are signing up your team to play in this tournament knowing the start date and time from the start and it is your clan's responsibility to show. In the spirit of competition, hopefully two teams can agree on a time and date that will work best each week.
A match can be considered void
if not played by both sides by the following Thursday night 11:59 PM PST after the matches are posted.
Reporting the Match
Please post the match result no later than
12 HOURS after the conclusion of a match in the FH Tournament Forums. There will be a weekly thread something similar to "Week 1 Results."
Please report matches by score (2-1) and the
number of tickets remaining for each team when the match ends. (ex. 151-23,
92-0)
Take screenshots
of final screen scores in case there is a discrepancy.
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, server settings
etc).
If you play a match or start a
round you have agreed to the conditions of the match then the result will be
registered.
Captains do not text "LIVE" or "READY" if you are not happy with the match
conditions.
If there is a disagreement of match terms AFTER match completion, the
disagreement will most likely be thrown out if the complaint does not
involve a cheat of hack.
If match results are being protested, the tournament director must be made aware of the protest within three hours from the completion of the
match via a PM to GeneralGump or an email: gump@soldiersofvirtue.net There must be sufficient evidence for a dispute to be considered valid so please have screenshots.
DO NOT REPORT A LOSS IF YOU PLAN TO DISPUTE.
ALL match issues should if possible be resolved within 48 hours from match completion.
The Tournament Director's decision will be final.
Remember: Please handle all
situations such as server difficulties with a mature, responsible, and
reasonable attitude.
Standings
Are determined by:
- Match Wins
- Winning Percentage
- Rounds For
- Rounds Against
In the event of an irresolvable tie between 2 or more teams using above then:
- Winner of last Head to Head match
If needed, a tie breaker match will be played between the two or more teams to decide who deserves the final seed for the playoffs. Teams in this situation will be contacted by the tournament director.
Playoffs
Top 4 teams per division
8 total teams in playoffs
Single Elimination format
Final Match will be best team from Americas Division and best team from Europe Division
Conduct
Cheating
The following are NOT permitted in the Fall 2006 Tournament
- switching teams after being killed in order to observe the other team's players
- running a server-side mod
- removing the other team's players by means of kicking
- changing the map
- dead players communicating with live players via the console during match play
- use of any client-side modification that enhances your aim (including aimbots but not including custom crosshairs).
- exploiting map bugs, including but not limited to going under the map and moving through or shooting from places where flaws in the textures allow you to see through walls.
- not following any of the specific rules above (it is a great idea to be aware of all these rule and to have them at hand before starting a server and during the match)
- any client side mod that changes fog distances i.e. No fog or less fog
- any client side mod that changes the skins to aid in friendly/enemy difference i.e. red/green/pink helmets
*the use of clearpoints is acceptable
Violation of ANY of these may result in an automatic forfeit of the match.
There will be zero tolerance of cheating in any way during this event. A team and or player that is caught cheating will result in that team being disqualified from the tournament as long as there can be shown just cause for this action.
Any and all cheaters will be reported to TWL in which may cause a suspension and or ban from competition on their site and you will be reported to punkbuster
Sportsmanship
Players are expected to conduct
themselves in match play with a professional and courteous attitude towards
other players and admins at all times.
Unsportsmanlike behavior consists of
constant global spamming, taunting and direct insulting.
Any unsportsmanlike
conduct reported to the tournament director and verified can lead to disciplinary action
against said player(s) or even the team itself if severe and blatant enough
to warrant such actions.
Severe and gross misconduct may even lead to more
severe repercussions such as dismissal from the tournament.
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