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EVE Chronicle
The Battle of Vak’Atioth

Tournament Rules

1. This is a two stage tournament, with 64 alliances allowed to enter.

2. There will be two qualifying rounds, followed by the 32 team finals.

3. The top 32 teams by Win/Loss and points scored advance to the finals.

4. All competing pilots must have been members of the alliance for which they are competing for a minimum of 60 continuous days prior to the beginning of the tournament. For Alliance Tournament 8 this means that pilots must have been a member of their alliance before downtime on 06/04/10

See here for full format details.


Match Rules

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

2. Fights are limited to 15 minutes in the qualifying rounds, after which the fight will be stopped and whichever alliance has the higher total points value will be declared winner. See "Victory Conditions", below.

3. Fights are limited to 20 minutes during the finals. The winners will be declared based on the following:

4. 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.


Place & Tactics

1. Participants should be prepared, in their chosen ships and in a gang if they so choose, 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.

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. After the teams have warped in to the arena, they wait for clearance to begin the fight. During this period, EvETV camera crews will set up and the host will drop a warp disruption bubble in the arena.

6. The host will begin a countdown. When the countdown ends, the host will break target locks of all ships in the arena

7. If a player warps out/leaves the arena, his/her ship will be destroyed. This includes disconnection emergency warps.

8. Warping within the arena is NOT allowed.

9. Dropping cargo containers or other anchorable items is NOT allowed. Dropping regular jettison containers is allowed.

10. Locking players before the match starts is NOT allowed.

11. Activating aggressive or targeted modules before the match starts is NOT allowed.

12. Launching drones before the match starts is NOT allowed.

13. Moving before the match starts is NOT allowed.

14. 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.

2. Each team may have up to 10 ships on the battlefield.

3. Teams may field no more than 3 of a given ship. This applies to specifically named ships only, and not ship hulls. For example, 3 Curses, 3 Pilgrims, and 3 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 - 21

Marauder - 19

Battleship – 18

Black Ops Battleship - 18

Command Ship - 16

Strategic Cruiser - 16

Cruiser, Faction - 14

Heavy Assault Cruiser - 14

Battlecruiser (Tier 2) - 13

Recon Ship - 13

Heavy Interdictor - 13

Logistics Cruiser - 12

Battlecruiser (Tier 1) - 11

Cruiser – 9

Bomber - 6

Electronic Attack Frigate - 5

Frigate, Faction - 4

Assault Frigate - 4

Interdictor - 3

Interceptor - 3

Frigate - 3

Hauler - 3

Destroyer - 2

7. The definitions of 'Tier 1' and 'Tier 2' Battlecruisers are as follows: Tier 1 Battlecruisers are: Cyclone, Brutix, Ferox, Prophecy. Tier 2 Battlecruisers are: Hurricane, Myrmidon, Drake, Harbinger.


Fitting Restrictions

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

1.1. 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.

1.2. 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 and missiles are allowed.

4. All drones are allowed, including Logistics drones, with the following exception:

4.1. Augmented and/or Integrated drones are NOT allowed.

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.

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 designs must be created in advance and their ship hull and exact fittings submitted to CCP Alliance Tournament via Evemail no later than 03/06/2010.

5. All flagship names and fittings will be published in the Flagships section of the Eve Online Alliance Tournament site.

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.


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, unfielded points count towards the opponent’s score.