Alliance Tournament XVIII Rules and Registration
Signups for Alliance Tournament XVIII are now open! Below is the full list of rules and signup instructions. All hopeful competitors, please take your time and review everything carefully.
- Alliance Tournament XVIII Rules & Format
- Introduction: Format & Registration
- Alliance Tournament Ads
Alliance Tournament XVIII Rules & Format
Greetings Alliance Tournament competitors and fans. The format and rules for this year’s Alliance Tournament are similar to that of previous years. However, there have been some alterations to the overall ruleset so please peruse these rules carefully. For any questions or clarifications, you may post in the EVE Online Tournament Forum or the Alliance Tournament Section of the EVE Discord server.
Do note that both the format and match rules are subject to change at CCP’s discretion. It is strongly advised that participants regularly check the Tournament forums and Discord for the most up-to-date information.
INTRODUCTION: FORMAT & REGISTRATION
Alliance Tournament XVIII (ATXVIII) is a 32-team, double-elimination tournament hosted on Tranquility. The Tournament will culminate in a best-of-five finale, with the semi-final matches being a best-of-three series. The 32 entry slots will be decided in the following fashion:
- Maximum of 6 slots reserved for the winning captains from both the Alliance Tournament and the Anger Games 5 (3 slots per tournament)
- Maximum of 7 slots from the Trials Tournament (see “Trials Tournament” below)
- The remaining slots are awarded to winners of the silent auction (see “Silent Auction” below)
For AT XVIII, the Captains directly invited are:
- Dexter Xio (HYDRA RELOADED) #1
- StarFleetCommander (WE FORM VOLTA) #2
- Nika Noiser (VYDRA RELOLDED) #3
- Damassys Kadesh (ONLY NEED TWO COMPS) #4
- Raifaisen (PAPER NUMBERS) #5
- SKYKILLER RUSSIAN (PURJOLA CAPITAL SUPREMACY) #6
Each team will consist of a maximum of 10 pilots fielded at any given time. All Alliance members are eligible to compete in any match in which their Alliance is taking part; team lineups do not have to remain the same between games. Each team is capped to a team size of 30, plus up to an additional 10 Mercenaries, for a total potential team size of 40, but each pilot will be subject to review and approval. Further, each ship is given a point value (listed below), and the sum of the point values for the ships must not exceed 100 points.
Players may only compete for a single alliance, regardless of how many player accounts they have. Likewise, there shall be no sharing of in-game assets, information, or services with the intent to participate in or assist multiple teams. More on this in the “Collusion Rules” section.
The seeding for ATXVIII will be based on a combination of the previous tournament positions, the first 6 positions listed above the remaining positions will be randomized. Players may not change their allegiance during AT XVIII, and Tournament rosters should be considered ‘locked’ by 30 August 2022, 23:59 UTC. Changing Alliance after this date will result in the spot being forfeit.
Given the duration of the Tournament, we have decided to offer teams additional flexibility with their team member composition. Teams may submit up to 20 pilots (and up to 7 Mercenaries) for checking and validation by the Roster Lock date above, then between 10 October 00:01 UTC - 17 October 2022, 23:59 UTC a "Final Team Lock", allowing teams to finish filling their Roster with the remaining 10 slots (and 3 Mercenaries) for confirmation. Please note, that the final team members will be subject to the same constraints of the 30 August Roster lock conditions and must be a continuous member of the Alliance since that date. The remaining 3 Mercenaries may not be part of an affiliated Alliance that had submitted an entry into the Tournament during the initial signup phase. Additional details below:
The Mordu’s Legion, sponsors of the last Alliance Tournament and one of New Eden’s most notorious mercenary outfits, have persuaded the Interstellar Gaming Commission to continue allowing each Alliance the option of employing the services of ‘Mercenaries’: otherwise, unaffiliated pilots who exhibit a keen propensity for competitive play. The IGC has offered the following guidelines as it pertains to the use of Mercenaries.
Guidelines & Practices
- Mercenaries must not be Team Captains
- Mercenaries may only compete with the team who has employed their services.
- Teams may not leverage the "Mercenary" rule to create B-teams. The Collusion Rules (see below) still apply.
- Teams may not employ the services of more than 10 mercenaries on their roster.
- The Mercenary must submit their name to the IGC via this form to formally offer their services. The Team Captain of that team must also confirm their list of Mercenaries. If both steps are not completed, the Mercenary may not compete.
- Mercenaries may not intentionally sabotage their teams as this may result in a permanent ban from all future tournaments. CCP has final adjudication in such matters.
- A Mercenary may not offer their services if they are a member of an Alliance that is competing in Alliance Tournament XVIII. They are free to change corp/Alliance after the "Roster Lock" date if they do not join another competing Alliance.
- A Mercenary that is deemed initially valid and fighting for a declared team, may join the Alliance they are enrolled to support after the Roster lock date and still be considered valid.
In certain circumstances, Alliance Tournament Captains may petition the IGC (via an EVEMail to the character "IGC Alliance Tournament") to alter their team’s name to more aptly reflect the new identity their mercenaries may have imparted. The IGC is a very strict arbiter and requests that all names be identifiable and representative of the group; not all names may be accepted. Consider the following example scenarios:
- NPSI community wishes to have their team’s name reflect their long-standing community: Spectre Fleet. IGC is amenable to this.
- A Lowsec PvP Alliance expands its ranks with a new pilot high sec alliance, requesting a name change to xXx Master Bait and Tackle xXx. The IGC would not consider this a valid name.
The Mercenaries and Team Captains must register before the “roster lock” period on 30 August. At that time, the list of Mercenaries and their affiliated teams will be made public on the EVE Online Tournament Forums and in the AT section Discord so that teams can better analyze their prospective competition. Teams will not be required to register all their mercenaries or team at once; they can be registered piece-meal up until the aforementioned dates.
PARTICIPATION & REGISTRATION
The cost of registration for Alliance Tournament XVIII is 2,500 PLEX, contracted to “C C P” corporation with the ticker -CCP-. Entries contracted to any other variations, Engineering Corp or otherwise, will NOT be accepted.
To register a team, the Alliance Executor must fill out the following form and nominate a Team Captain (and Co-Captain if they wish) for the team, and a passphrase.
The Team Captain may also be the Alliance Executor. The nominated passphrase will be required when a Captain/Co-Captain is submitting a roster to ensure they are a valid representative.
Given the recent policy update, Tournaments are now included under CCP-led initiatives that will review individuals' account histories for Terms of Service violations. The roster for each team is now going to have a limit on the number of pilots able to fly in the Tournament. Whilst all pilots within an Alliance will be eligible to enter the Alliance Tournament, up until the Roster lock date, when it comes to that cut-off date, each team will be required to submit the names of up to 30 pilots (plus up to an additional 10 Mercs, to make the maximum possible team size a total of 40). Those pilots will each be checked that they are not in violation of the revised policies. Any individuals or teams suspected of trying to circumvent this policy will be subject to removal from the tournament and potentially additional CCP-supported initiatives. Team Captains with the Passphrase established from their Alliance Executor must submit the Roster for their teams from filling out the following form.
Importantly, teams who have already been awarded an entry slot__ must still register__ for Alliance Tournament XVIII. Unused slots, or duplicate slots, will be ceded and distributed to the Silent Auction. In the absence of a team in one of the awarded positions, their slot will be added to the random draw.
Teams interested in getting a direct invitation to Alliance Tournament XVIII can opt to bid for a slot in a silent auction. The highest bidders in the silent auction will be awarded a slot in Alliance Tournament XVIII. The minimum bid for the auction is 2,500 PLEX, and bids are only accepted in increments of 250 PLEX. In the event of tied bids, the bid with the earliest submission time will be considered the tiebreaker. Auction results will be announced shortly after the signup close deadline.
Teams who enter the Silent Auction but do not win a slot will have their entry fees refunded and given a chance to earn their way in through combat in the Trials Tournament.
When setting up a bid for the Silent Auction, please include the entry fee so that a single contract is created.
Teams who fail to qualify via the Silent Auction will be automatically entered into the Trials Tournament. While the exact format of the Trials Tournament will vary on the number of entrants, the general format will be using the same point distribution and victory conditions as Alliance Tournament XVIII. The layout of this format will follow the conclusion of the Silent Auction bids. The Trials Tournament will be held on 1, 2, 8 and 9 October, a little over a month before the main event, both events are going to be broadcasted/streamed/recorded.
The remaining rules for the Trials Tournament will mirror those of ATXVIII with the following exceptions:
- The Trials Tournament will take place on the Thunderdome event server instead of the Tranquility live server
- Flagships are not allowed in the Trials Tournament
- Each team in the Trials Tournament will have two bans per match instead of three
SUMMARY OF KEY CHANGES AND UPDATES FROM PREVIOUS TOURNAMENTS
- This Tournament is sponsored by the Minmatar Republic, and as such Minmatar Fleet ships will have a reduced point cost
- A new maximum of 4 of any hull size, (with exceptions where noted) can now be fielded
- A new "+1" feature has been added for when duplicates of the same hull are fielded, which increases the point cost by 1 for each duplicate. For example, fielding a single Rifter costs 2 points, however, if another Rifter is fielded, the cost increases to 3 points for both ships (6 points total). A third Rifter fielded, would increase it to 4 points (12 points total), and so on and so forth.
- Following previous tournament feedback, point costs have once again been adjusted, as well as granular point values for certain individual ships
- Continuing the cascading blind ban rule as seen last year
- Each team is given three blind bans (see "Ship Bans" below)
- In the event of duplicate bans, teams will be awarded an additional number of bans equal to the number of duplicate bans
- After the second round of bans, any duplicates will be discarded, and a full list of bans will be given to the competing teams
- This rule is modified for the Bo3 and Bo5 finals (see "ADDITIONAL RULE VARIATION FOR THE FINAL DAY" below)
- Relaxation of some previously banned Flagship modules
- Removal of "Abyssal" rolled modules on Flagships
- ECM modules may only be fit for ships that give an ECM bonus. This is the Ibis, Griffin, Kitsune, Blackbird, Rook, Falcon, Tengu (with Obfuscation Manifold), Scorpion, and Widow only. (Griffin Navy Issue is not permitted to have ECM fit)
- Only Meta 1-4 Sensor Dampeners, Tracking Disruptors, Guidance Disruptors and ECM will be permitted
- Remote Sensor Dampener and Weapon Disruptor Scripts are allowed
- Target Painters may be up to (and including) Meta 5
- Unique exhibition-style matches will feature during the finals weekend
Note on changes to ship and module balance
- Changes to ship and module balance for EVE will always follow their own schedule independent of the Tournament schedule and will never be delayed avoiding the Tournament. This means that major changes and new releases can occur in the period between the release of Tournament rules and the Tournament itself, or even during the tournament period. All teams are impacted equally by such changes, and the ability to quickly adjust to such changes is part of what separates the best Tournament teams from the rest. Where appropriate ship point values may be updated/changed and new modules banned -Teams should keep this in mind when making their plans and keep a close eye on CCP communications for the earliest look at potential changes that may impact their teams during the Tournament
- Teams may field up to 10 pilots in the arena
- Fights are limited to 10 minutes. If a fight reaches time, the team that has earned the highest total points will be declared the winner. See “Victory Conditions” below
- Intentional pod-killing is NOT allowed. All pod kills will be reimbursed
- The match simulation is taken as-is. Teams are advised to spend their preparation time verifying that ships and modules are completely operational. There will be no replays
- Pilots may only be a member of a single team
- Referees will make every possible effort to prevent teams from violating rules ahead of matches. However, the final responsibility for rule violations lies with the participating team
Any player found to be in violation of the Alliance Tournament rules may be penalized to various degrees, depending on the severity of the offense. All penalties are incurred at the Tournament referee’s discretion, and all decisions are final. Penalties may include, but are not limited to:
- Points deduction
- Reducing ship HP and Capacitor
- Moving the ship to a different warp-in
- Complete removal from the fight
- Ban from competing in one or more matches
- Referees and Tournament administrations may void a match and/or vacate wins if they believe that a team is not competing fairly, or is attempting to alter the outcome of a match
- Repeat offenses may incur escalating penalties
Each team may have up to 10 ships on the battlefield, up to a total of 100 points. The following calculator should come in handy when planning your team composition.
Teams may field no more than 4 of a given hull size, e.g., no more than 4 battlecruisers (2 Nighthawks and 2 Claymores would be legal, 2 Sleipnir and 3 Hurricanes would not). All logistics ships (T1 and T2 variants of both cruiser and frigate size) are exempt from this rule, so 4 Orthrus and 1 Scimitar would be legal, as would 4 Vengeance and 2 Inquisitors.
Teams may field no more than 1 Logistics Cruiser, or 1 Tech one Support Cruiser, or 2 T1/T2 Logistics/Support Frigates in each match.
With the exception of the Praxis, Gnosis & Sunesis, special edition ships are banned - the current list is as follows: Apocalypse Imperial Issue, Armageddon Imperial Issue, Megathron Federate Issue, Raven State Issue, Tempest Tribal Issue, Guardian-Vexor, Mimir, Adrestia, Vangel, Etana, Moracha, Chameleon, Fiend, Rabisu, Stratios Emergency Responder, Gold Magnate, Silver Magnate, Freki, Utu, Malice, Cambion, Chremoas, Whiptail, Imp, Caedes, Victor, Virtuoso, Hydra, Tiamat, Raiju, and Laelaps.
Use of the Nestor, Marshal, Enforcer, Pacifier, and Monitor is NOT allowed. The use of the frigate escape bay on battleships is NOT allowed.
SHIP POINT VALUES
The point value of ships is as given below. If a ship is given points from both a class and an individual point value, the more specific value is always true. If a ship does not have a point value, it is not a legal ship.
|Ship Class||Points||Hull Size|
|Battleship, Pirate Faction||23||Battleship|
|Battleship, Navy Faction||21||Battleship|
|Black Ops Battleship||21||Battleship|
|Tempest Fleet Issue (Battleship)||20||Battleship|
|Typhoon Fleet Issue (Battleship)||20||Battleship|
|Zarmazd (Logistics Cruiser)||18||Logistics|
|Drekavak (Combat Battlecruiser)||17||Battlecruiser|
|Ikitursa (Heavy Assault Cruiser)||16||Cruiser|
|Battlecruiser, Navy Faction||15||Battlecruiser|
|Hurricane Fleet Issue (Battlecruiser)||14||Battlecruiser|
|Gila (Pirate Cruiser)||12||Cruiser|
|Heavy Assault Cruiser||12||Cruiser|
|Rodiva (Tech 1 Support Cruiser)||11||Logistics|
|Draugur (Command Destroyer)||10||Destroyer|
|Cruiser, Pirate Faction||9||Cruiser|
|Tech 1 Support Cruiser||9||Logistics|
|Cruiser, Navy Faction||7||Cruiser|
|Nergal (Assault Frigate)||7||Frigate|
|Tech 1 Disruption Cruiser||6||Cruiser|
|Scythe Fleet issue (Cruiser)||6||Cruiser|
|Stabber Fleet Issue (Cruiser)||6||Cruiser|
|Electronic Attack Frigate||5||Frigate|
|Frigate, Pirate Faction||4||Frigate|
|Covert Ops Ship||3||Frigate|
|Frigate, Navy Faction||3||Frigate|
|Tech 1 Disruption Frigate||3||Frigate|
|Rookie Ship, Pirate Faction||2||Corvette|
|Tech 1 Industrial Ships||2||Industrial|
|Vigil Fleet Issue (Frigate)||2||Frigate|
|Republic Fleet Firetail (Frigate)||2||Frigate|
|Tech 1 Support Frigate||1||Logistics|
PLACE & TACTICS
- Captains (and/or nominated Co-Captains) must be online and available 45 minutes prior to the match to make their ban choices. Further details on bans can be found in the subsection Ships and bans
- Participants should be prepared, in their chosen ships, and in a fleet 20 minutes before their scheduled fight time. Prior to being teleported to the match system, all pilots must be docked in a station, not in an Upwell structure or undocked in space. Teams will be brought by a referee into a solar system in uncharted space and designated as Team 1 and Team 2. If you are not ready within this time allocation, you will be disqualified from this match and the opposing team will be given an automatic win
- There are eight entry locations in the system that serve as start-off points. Four entry locations are marked for Team 1, and four are marked for Team 2. Teams will be moved to the entry location of their captain's choosing (the referee will ask whilst the match is being set up). Once the teams are in the system, all instructions will be given by the referee in local chat. You must always keep an eye on that channel once in the system
- Once the word is given, teams warp into the arena beacon specified, at a range of their choosing, up to a maximum of 50 km. Team members are allowed to warp in at different ranges
- Once instructed to warp by the referee all team members must warp promptly to the arena. Soon after allowing teams to warp the referee will once again lock warp functions and any team members that have not yet initiated warp will be subject to penalties at the referee’s discretion. This rule is enforced to prevent teams from scouting out the opposing team with some of their pilots before deciding on the warp in distance for other team members
- The arena will measure a 125 km radius around the central celestial beacon
- The arena contains nine Mobile Micro Jump Unit structures, one placed in the center and eight placed 87km away from the center in the direction of each of the eight team beacons. These outer structures form a cube around the center of the arena with sides approximately 100km in length. These Mobile Micro Jump Units are indestructible and usable by all
- The Referee will begin a countdown. When the countdown ends, the host will break the target locks of all ships in the arena
- If a player warps out/leaves the arena, their ship will be destroyed. This includes disconnection emergency warps. This rule is in effect before and during the match
- Warping within the arena is NOT allowed
- Boarding a ship during the match is NOT allowed
- Deploying cargo containers, anchorable items, upwell structures, or mobile structures into space is NOT allowed. Dropping regular jettison containers is allowed
- The use of combat probes in tournament systems is NOT allowed
- The only allowed fleet formation type is Point Formation only The following restrictions are in place after teams have warped to the arena beacon until the match begins:
- Locking players before the match starts is NOT allowed
- Activating aggressive or targeted modules before the match starts is NOT allowed
- Launching drones before the match starts is NOT allowed
- Moving before the match starts is NOT allowed
- Beginning the activation cycle of a Micro Jump Drive or Mobile Micro Jump Unit before the match starts is NOT allowed
- Activating Command Bursts before the match starts is allowed
- Activating any Targeting Computers or Hardeners is allowed
All T1 and T2 modules are allowed, with the following exceptions:
- All Remote Armor Repair modules and Remote Shield Transfer modules are NOT allowed, EXCEPT on ONE of a logistics ship, a Tech 1 support cruiser: or on up to TWO Tech 2 logistics frigates or Tech 1 support frigates.
- A combination of T1 and T2 repair frigates is allowed if desired (so ONE T2 logistics frigate alongside ONE T1 support frigate is allowed)
- Strategic Cruisers are NOT allowed to fit remote repair modules in this Tournament
- Only ONE Remote Capacitor Transmitter module is allowed per ship
- The Ancillary Shield Boost module will be restricted to a maximum of one per ship (you may use an Ancillary AND regular Shield Booster)
- ECM modules, including ECM Bursts, may only be fitted to ships that have an ECM bonus. This is the Ibis, Griffin, Kitsune, Blackbird, Rook, Falcon, Tengu (with Obfuscation Manifold), Scorpion, and Widow only (Griffin Navy Issue is not permitted to have ECM fit)
- Only Meta 1-4 Sensor Dampeners, Tracking Disruptors, Guidance Disruptors and ECM will be permitted
- Target Painters may be up to (and including) Meta 5
- Warp Disruption Field Generators are restricted to a maximum of one per ship
- The use of Warp Disruption Scripts with Warp Disruption Field Generators is no longer a requirement and the Generators can be used with, or without.
- Micro-jump field generators are NOT allowed
- The Bastion Module is NOT allowed
- Cloaking devices are NOT allowed
- Faction, COSMOS, deadspace, and officer modules are NOT allowed (except within specified groups on a flagship)
- Abyssal (Mutated) modules are NOT allowed (including Mutated Drones)
- ML-EKP 'Polybolos' Ballistic Control System is not allowed
- "Atonement" Remote Shield Boosters are not allowed
- T1 Rigs are allowed. T2 Rigs are NOT allowed
- Stasis Webification Probes (Wubbles) are allowed
- Navy Cap Boosters are allowed
- Micro-jump drives are allowed
- Polarized weapons are allowed
- Stasis Grapplers are allowed
- Command Bursts are allowed
- Signature Radius Suppressors are allowed
All T1 and T2 ammunition, missiles, and charges are allowed, with the following exceptions:
- Remote Sensor Dampener and Weapon Disruptor Scripts are allowed
- Pirate Faction ammunition is NOT allowed
- Navy Faction ammunition, missiles, and capacitor boosters are allowed
- T1 (Tech One) and Navy Faction combat and sentry drones are allowed
- T2, augmented and integrated combat, mutated and sentry drones are NOT allowed. The Gecko is NOT allowed
- Only T1 logistics drones are allowed. T2 logistics drones are NOT allowed
- All electronic warfare drones are allowed (including Combat Utility Drones)
- Attribute Enhancers that give bonuses to anything other than perception, intelligence, willpower, memory, and charisma are NOT allowed
- Genolution "CA-" implants are NOT allowed
- With the exception of Leadership Mindlinks, ONLY Hardwirings that have a name ending in "1", "2" or "3" are allowed (for example eg-603 is legal, eg-605 is illegal)
- All Leadership Mindlinks (including navy mind links) are allowed
- Boosters (drugs) are NOT allowed (any Boosters pending redemption in the DLI/Redemption queue will need to be trashed)
- Expert Systems are legal
NOTE: The Flagship has remained this year, with a few tweaks. There is a clarification for the declaration of the Flagship at the end of this section
The following ships may not be designated as Flagships:
Any remaining T1 battleship, T2 battleship, or faction battleship may be designated as a flagship. Team captains must indicate to the host managing their match if they intend to use their flagship in any given match, and which pilot is flying the flagship.
- Flagships may ignore meta-level restrictions for the following module types (this means they may fit faction, officer, cosmos, and deadspace versions - Abyssal modules are prohibited this year, but additional module types have been added):
- Turrets and Missile Launchers
- Energy Neutralisers and Energy Nosferatu
- Stasis Webifiers
- Afterburners and Microwarpdrives
- Warp Scramblers, Warp Disruptors, and Stasis Grapplers
- Target Painters
- Sensor Boosters and Signal Amplifiers
- Overdrives, Nanofiber Internal Structures, and Inertial Stabilizers
- Weapon and Drone Upgrade Modules
- Armor Plates and Shield Extenders
- Damage Controls
- ONE Shield Booster (Ancil or otherwise) or up to TWO Armor Repairers. (So if your flagship has XLASB + LSB + LSB, one of the three can ignore meta restrictions
- Flagship ship types must be decided in advance and Team Captains must submit their selection via EVEMail to the character named “IGC Alliance Tournament” no later than 11:00 UTC on 15 October. The fittings for a flagship do not have to be disclosed. The names of flagships do not have to be disclosed or remain constant. Fittings may also be changed from match to match
- All flagship hull types will be published in the flagships section of the EVE Online Alliance Tournament site following the deadline flagship lock date
- A flagship may be fielded in any match, even if its ship type has been banned, and counts as a normal ship in every way other than the ones defined above
- Flagships must still follow all non-metalevel-based fitting restrictions, including any restrictions that ban module types or limit the number of a certain module that can be fitted (it cannot have ECM for example)
- A flagship costs the same points value as a normal ship of its type and is still included in the duplicate hull rule if you are fielding duplicates of it
- You are under no obligation to field your flagship in any given match
- If your flagship is destroyed, it may not be fielded again during the Tournament
- Flagships cannot be fielded during the Trials Tournament and only during the Main Tournament in November.
As it was a topic last year it is included here for clarity in the procedure for a flagship declaration and use:
When the flagship is intended to be fielded, it is to be declared during the pre-match conversation with the Referee, along with linking the intended fit that the ship will be using, for final checks.
The Flagship check is part of the regular ship check cycle and the latest it can be declared to be fielded is 20 minutes (or as soon as possible in the 15-minute later games). If your team is ready prior to the 20-minute cut-off and you intend to field a flagship, please ensure it is ready to be checked.
The flagship status (ship type and pilot ONLY) will only be shared with the players on the field (In local and with the commentary/analyst team) once warping has been locked, prior to the final 30-second match countdown.
- 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
- If a team chooses to field less than 100 points, non-fielded points count towards the opponent's score
- If a fight is tied after 10 minutes, time dilation will be used to progressively speed up the Tournament solar system and encourage a prompt end to the match
- 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 “attack bar”
- Each Captain will have three (3) blind bans
- A Tournament referee will contact the competing Team Captains in-game between 15 and 60 minutes before their scheduled match time
- Team Captains has 2 minutes to submit their decisions after being contacted by the Tournament referee. Bans not submitted in this time will be considered forfeit
- The referee will exchange Bans with the opposing Captain once both sets have been received.
- Teams are then allowed an additional 2 minutes to declare an additional number of bans equal to the number of duplicate bans originally submitted. E.g., If both teams ban Leshak and Guardian they both get an additional two (2) bans
- Further duplicate bans are discarded, so if both teams ban the same ships in the second round, the ship they pick is banned, but no extra bans occur
- Each ban targets a specific ship type and not a ship class or other hull. For example, banning the Harpy would not exclude the Hawk or Frigates in general
- All bans apply to both teams equally
- Teams should endeavor to have multiple ship setups available as bans may impact your primary team composition. No additional time will be given if eligible ships are not available
- During the final day of the competition, some matches will require teams to be ready within 15 minutes of the completion of the banning
ADDITIONAL RULE VARIATION FOR THE FINAL DAY
- There will be an additional adjustment to the rules for the first three matches of each of the two series that take place on the final day of the Tournament: the best of three elimination bracket final series and the best of five grand final
- For these two series, any time a team wins a match they will not be allowed to bring any of the ship types they fielded in the match prior but will reset by the following game. For example, in a Best of 3 format, if Team 1 wins the first game, they cannot bring their winning comp to the second game. If Team 2 wins the second game, they cannot bring their winning comp to the third game, however, Team 1 is once again free to use any ships
- Flagships are immune to this additional restriction and may continue to be flown in each match until destroyed
- Each team must be working towards its own victory in each match and in the Tournament overall, not the victory of any other team
- “B-teams” and two teams acting as one team are NOT allowed
- Since Collusion rules are inherently susceptible to being gamed, the final authority on all issues of potential collusion is the CCP tournament staff. We strongly advise teams not to try to push to the edges of what may be considered appropriate. Tournament impropriety will result in swift and severe disciplinary action.
- Teams are allowed to scrimmage against each other to practice for the Tournament if they wish.
- Setting up “house rules” for matches in the Alliance Tournament will be considered collusion and is NOT allowed
- Shared leadership, shared theorycrafting, shared planning, shared logistics, and free sharing of resources between teams are all NOT allowed
- Making deals with other teams to split prizes if either team wins is NOT allowed
- Using a Mercenary to sabotage a team to throw a match is NOT allowed
- It is not considered collusion to provide ISK/PLEX to multiple teams for signups, but after that will fall into the domain of collusion
- Eliminated teams are considered "Unaffiliated" and as such, should a team wish to use an eliminated team as a scrim partner, that is acceptable
ADDITIONAL THUNDERDOME-SPECIFIC DETAILS
- Names on Thunderdome should match, during the Trials. If your name cannot be checked on Tranquility to check you're a valid pilot, your team position may be forfeit
- Accounts for Thunderdome will be issued from the Team Captains submissions from the 30 August onwards, provided the accounts have passed review.
ATXVIII Video Advertisement Submission Guidelines
General rules regarding ATXVIII video advertisements.
Deadline for Trials: September 23, 2022
Deadline for Finals: November 5, 2022
- Advertisement must be EVE-related:
- Advertisements may be for a corporation, alliance, in-game service, third-party tool, or more, if the subject is EVE-related
- The subject of the advertisement should not be locked behind monetization
- All advertisements will be subject to review. “Low effort” videos may be rejected. CCP has final discretion
- Adverts must reflect positively on EVE
- Adverts cannot include copyrighted audio or visuals (except those where the copyright is owned by CCP)
- Adverts must be suitable for all ages, respectable, and suitable for broadcast. No attack ads
- Adverts must not contain content that may be construed as racist, sexist, or otherwise exclusionary or demeaning to any group of people
- Bad words must be muted/censored
- References to “boosters” or “firewater” must be subtle and anchored in-game
- Video must adhere to the Twitch community guidelines, particularly the section regarding appropriate content
- No discord or hull/shield/armor alerts or other noises which are designed with the intent to make viewers believe they are coming from another source.
- Advert content should not be “offensive to the senses” (nothing meant to disgust or irritate)
- Final approval for all videos is at the discretion of CCP Games
- Adverts must have a resolution of 1920x1080 with a 1:1 pixel aspect ratio. Other resolutions will not be accepted
- Adverts should not contain vertical black bars (What is this, 1999?)
- Adverts must be 60 frames per second
- Advert length must be exactly 15 seconds long.
- If you are using Royalty Free / Creative Commons audio, the author must be credited somewhere in the end plate of your video if required by the license under which it is made available
- In your submission, include the source of your audio in the details, even if you are not required to credit the author
- Video codec must be MP4 or MOV file with H.264/H.265 as a compressor at 15 to 20Mbps
- Please label your video file appropriately with the following pattern: AllianceName_AdTitle_AT18.mp4
- You can submit multiple adverts however each may be shown less frequently, as frequency will be by author / subject and not by individual video
To submit your video, please use the ATXVIII Video Ad Submission form!
And that concludes todays announcement! We look forward to hearing from you all at the next announcement!