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  • TWL Season 8 Rules

    Below you will find the complete and updated TWL Season 8 set of rules.
    TWL Season 7 rules as were displayed contained some missing links, and we tried to fill them all in. Suggestions and discussion may go into this thread.

    - Rodge

    --------------------------------------------------------------------------

    Trench Wars League Rules and Guidelines

    - Trench Wars Leagues is the premier competitive league in Trench Wars. It is designed for serious Squads that are interested in competing against the best in the zone.

    - Trench Wars Leagues rules may be revised at any time by the League Operators, but notice will be given on the official TWL site (www.twleagues.org) beforehand. As well, TWL is a privilege, not a right, and the League Operators can revoke this privilege for any player with sufficient cause.

    - Many TWL offenses listed have a punishment of a ban from TWL until the end of the season. If the offense occurred during the last few rounds or the playoffs, the League Operators may extend the ban.

    - TWL lag limits will not be given out, to discourage people of lag cheating. Captains will be notified when a player is over the lag limits.

    - The League Operators may be reached at TWLeagues@gmail.com

    - Current League staff:
    Head TWL Operator: Pure_Luck
    TWL Operator: Rodge_Rabbit
    TWL Staff: M_M God
    TWL Staff: i.d.
    Lead Bot Development: Sika
    Lead Website Development: <contact rodge!>

    I. League Conduct Rules
    II. Trench Wars League Structure
    III. Multiple Squad Membership and Cheating
    IV. Replaying of Interrupted Matches and Postponements
    V. Roster Rules and Requirements
    VI. Appeals Process and Guidelines
    VII. Scheduling Rules and Procedures
    VIII. Pre-Game Rules
    IX. Game Play Rules for Dueling and Javelins
    X. Game Play Rules for Basing
    Last edited by Rodge_Rabbit; 02-09-2005, 08:13 PM.
    Greets,
    Roger

  • #2
    I. League Conduct Rules

    1.01 When in any Trench Wars League arena during an official game, you must obey and respect the attending game referee and League Operators.

    1.02 If the attending game referee feels abuse or harassment is being given to the players in the game (either by private message or team message) by a player who is not playing in the game, that player may be silenced. Furthermore that player will be reported to the League Operators who may take further action (see rule 1.07).

    1.03 Deliberate attempts to disrupt game play may result in that player being silenced or kicked from the arena by the referee. As well, the player will be reported to the League Operators who may take further action (see rule 1.07).

    1.04 Trench Wars Leagues referees are taken directly from the Trench Wars Staff. They are valued members of the Trench Wars community and without their support, the leagues would not be able to go on. As such they deserve added respect from players. If anyone is caught harassing the referee during a game (note rule 1.05), the referee reserves the right to silence the player in question and that player will be reported to the League Operators and dealt with severely.

    1.05 If the referee is abusing his powers or taking excessive measures against players, players may report this to the League Operators who will then take further action if sufficient proof is obtained.

    1.06 Any staff member who abuses their power during an official match will be reported to the League Operators who will then let the Trench Wars Staff Smods deal with the problem. Please note that instances where moderators accidentally type in blue during a complete blueout do not count as abuse (unless done repeatedly and purposefully).

    1.07 Any excessive abuse of the League Conduct Rules during a match will result in a two-week suspension from league play. Repeat game conduct offenses may result in a ban from Trench Wars League for as long as the League Operators feel is sufficient.



    II. Trench Wars League Structure

    2.01 Trench Wars Leagues is composed of three separate league divisions, Trench Wars League - Dueling (TWLD) which features 5on5 Warbirds, Trench Wars League - Javelin (TWLJ) which features 5on5 Javelins, and Trench Wars League - Basing (TWLB) which features 8on8 basing.

    2.02 All playoff Squads that participated in the previous Trench Wars Leagues season will be granted automatic admission to play in this season. At a date to be later disclosed by the League Operators, the highest-ranking TWD Squads in each division will fill the remaining TWL spots of that division. Squads that dissolved at any time during the previous season, or prior to the new season's start, will have to re-enter Trench Wars Leagues through the TWD system. Squads that intend to return must also retain at least 50% of their roster from the previous season to remain seeded in TWL.

    2.03 In order for a TWD Squad to qualify for TWL consideration, that Squad must meet all Trench Wars Leagues requirements. In addition:
    - The Squad must have played a minimum of 20 matches in the specific division (Basing, Dueling, Javelins) they are attempting to qualify for. Squads that have not met the minimum 20 games played requirement will not be considered for Trench Wars Leagues qualification.

    2.04 Any Squad that misses any two regular season games for any particular league division will be dropped from that league division.

    2.05 If any Squad drops out during the middle of a season for any reason, it will be replaced by the highest ranking team on the Trench Wars Division (www.twdivisions.org) ladder which is currently not in that division of Trench Wars Leagues and wishes to join. Replacement Squads who join before the season begins will be considered full Squads in Trench Wars Leagues. Replacement Squads that join during a season in progress will start out with a record of (0-x) [wins-losses], with the x representing the number of rounds that have already occurred. TWLD/TWLJ teams will receive a score of 20-50 for each missed game, and TWLB teams will receive a score of 0:00-15:00 for each missed game (for purposes of +/- ranking). Because it is important that the league is not held up, replacement Squads must respond to the invitation as soon as possible or else the next best Squad will be asked and so on. These TWD teams need at least 20 games played in their respective TWD division to qualify.

    2.06 All Trench Wars Leagues divisions will have a full regular season and will feature single-elimination playoffs. The exact structures for these will be determined by the number of participating Squads in Trench Wars Leagues, which will be determined by demand and competitiveness by the League Operators.

    2.07 If any Squad merges with another before the start of the next season, they must at least retain 50% of their roster from the previous season. If they do not meet this requirement, the Squad will need to re-qualify for Trench Wars Leagues through the TWD System.
    Last edited by Pure_Luck; 12-05-2004, 10:01 PM.
    Greets,
    Roger

    Comment


    • #3
      III. Multiple Squad Membership and Cheating

      Note: Assistant captains are considered players on the Squad, and not as co-captains for purposes of cheating. Because captains and co-captains (which are both marked off as 'captains' on the rosters) are expected to be more responsible, their punishment will be harsher and will result in direct punishment for their Squads. Multiple Squad membership, or double-squadding, is defined as one of the following cases:

      a) A player that is rostered with two different participating Squads of Trench Wars League.
      b) A player that is rostered in a participating Trench Wars League Squad and a different Trench Wars Division Squad even if the Squads play in different league divisions.
      c) A player that is rostered more than one time on the same Trench Wars League Squad.
      d) A player that is rostered in a Trench Wars League Squad allowing another player to use their name to play in a League match.
      e) A player that is rostered in a Trench Wars League Squad using another player’s names to play in a League Match.

      Instances of double-squadding will not be tolerated. If a player has someone else who uses their computer for TWL (i.e. a sibling), those players are expected to notify the Trench Wars League staff prior to participating in any League matches.

      3.01 Double-squadding for Players: Any player found to be joined to either two Trench Wars Leagues Squads or a Trench Wars Leagues and a Trench Wars Divisions Squad, will be subject to suspension from Trench Wars Leagues for the remainder of the season. If they played in any games the week of discovery, the Squad that had the double-squadder will forfeit those games.

      3.02 Double-squadding for Squad Captains and Co-Captains: Any Squad captain or co-captain found to be joined to either two Trench Wars Leagues Squads or a Trench Wars Leagues and a Trench Wars Divisions Squad, will be subject to:
      a) Suspension from Trench Wars Leagues for the remainder of the season.
      b) A forfeit of all matches played in for the week the offense was discovered for the Squad(s) which the offending player was a captain or co-captain of regardless of participation in those particular games.
      c) Removal of the Squad(s) from Trench Wars League participation for the Squad(s) of which the offending player was a captain or co-captain of. The other members and co-captain(s) of the Squad may appeal this decision and it will be decided by the League Operators, at which point a new captain may be approved.

      3.03 Any Squad member found to be guilty of cheating to alter game play and to create an unfair advantage, will be subject to:
      a) Permanent suspension from Trench Wars Leagues participation.
      b) Forfeit of all Squad matches played in the week the offense was discovered of which the player participated in.
      c) Referral to League Operators and Trench Wars Moderators for immediate punishment including being banned from Trench Wars.

      3.04 Any Squad Captain or Co-Captain found to be guilty of cheating to alter game play and to create an unfair advantage, will be subject to:
      a) Permanent suspension from Trench Wars Leagues participation.
      b) Forfeit of all Squad matches played in the week the offense was discovered for the Squad(s) of which the player was a captain or co-captain of regardless of participation in those particular games.
      c) Removal of the Squad(s) from Trench Wars League participation for the Squad(s) of which the offending player was a captain or co-captain of. The other members and co-captain(s) of the Squad may appeal this decision and it will be decided by the League Operators, at which point a new captain may be approved.
      d) Referral to League Operators and Trench Wars Moderators for immediate punishment including being banned from Trench Wars.
      Greets,
      Roger

      Comment


      • #4
        IV. Replaying of Interrupted Matches and Postponements

        4.01 If an unpredictable server crash, router failure, TWLBot failure, or other event has a massive impact on a game in progress, the match will be cancelled and all current scores discarded. The game will then be replayed at a later time. (See Rules 4.02, 4.03 and 4.04)

        4.02 In the event that all technical difficulties are resolved within 30 minutes of the next time slot, the match will be played immediately.

        4.03 If all technical difficulties are resolved after the 30 minutes before next time slot games, and if the game slots allow it, the match can be replayed immediatly in consent with the Captains.

        4.04 Postponed games may be replayed in an available time slot of the current weekend provided that all technical difficulties have been resolved and both captains agree on the game time.

        4.05 In the event that a match cannot be replayed in the current weekend, it will be postponed until the following weekend. The game time of the match will be decided using the standard scheduling rules. (See Section 7)

        4.06 When replaying a cancelled game, the affected Squads must have the exact same number and type of ships that they had in their line-up prior to the break in the game. Please refer to Rule 5.06 regarding eligibility and postponed games.

        4.07 If the Trench Wars Zone goes down for an inordinate amount of time, all the games for that timeslot will be postponed until the next weekend. If the zone is down for multiple timeslots, all of those games will be postponed. Once the server goes back up, the previously scheduled league games that were scheduled to start after or within 15 minutes of the server being fixed will be played.

        V. Roster Rules and Requirements

        5.01 All registered Trench Wars League Squads may only have a minimum of 10 and a maximum of 35 registered members. Players may only have one name on their Squad's roster, and if they have more they may be found in violation of doublesquadding rules (see section III).

        5.02 Each Squad is allowed to have a total of 3 captains and 8 assistant captains. All captains must be registered as so with Trench Wars Leagues.

        5.03 Squad Captains, Assistant Captains, and members are allowed to only have one name registered to their roster. Any player found in violation of this rule will be subject to the same punishments as Double Squadding.

        5.04 In order to be eligible for Trench Wars League game play, each player must be:
        a) Registered at www.twleagues.org with the appropriate Squad.
        b) Listed for gameplay on the TWL roster.
        c) Eligible to play after the Standard Waiting Period. (See Rule 5.05)
        d) Not be a member of any other registered Trench Wars League Squad (See Rule 3.0).
        e) Not currently serving a suspension from Trench Wars League game play.

        5.05 The Standard Waiting Period for roster eligibility goes as follows: Any player joining a Squad for participation in Trench Wars League, will be subject to a one round cool down period after registration and confirmation by a Squad Captain. Players will not be eligible to participate in official Trench Wars League matches until the round proceeding that player joining the Squad has completed (Example: Players joining before round 3 but after round 2 will not be allowed to play in any games until the round 4 games).

        5.06 If there are postponements, players which were not originally eligible for the round before it was postponed will still not be eligible for the postponed round.

        5.07 All Trench Wars League rosters will experience a soft lock at the start of Round 4 matches. This means that any players that de-roster from a Trench Wars League Squad will no longer be eligible to join another League Squad for the remainder of the season.

        5.08 All Trench Wars League rosters will experience a hard lock at the start of Round 6 matches. This means that no roster additions or substitutions will be allowed after that point.

        5.09 In the event that a player is accidentally de-rostered from a Trench Wars League Squad, an Email must be sent to the Trench Wars League Operators within 24 hours or else they will be subject to all roster lock and waiting period restrictions. (See Rules 5.06, 5.07 and 5.08) If the player becomes rostered on another Trench Wars Leagues or Trench Wars Divisions Squad within the 24-hour period, this offer will not apply.
        Last edited by Pure_Luck; 12-06-2004, 01:51 AM.
        Greets,
        Roger

        Comment


        • #5
          VI. Appeals Process and Guidelines

          6.01 If a Squad feels that such factors as game referee decisions, staff involvement, server or router error, cheating, or other instances have affected the outcome and fairness of a game, that Squad has the right to appeal to the League Operator. It is up to the Squad to ensure that as much information as possible is included in the appeal for the League Operators to make a fair decision.

          6.02 All appeals must be made within 24 hours of the completion of the game in question. No appeals will be accepted that are outside of the 24-hour period.

          6.03 All appeals are to be sent to twleagues@gmail.com. Appeals sent to any other location or by any other means will not be heard.

          6.04 The League Operators will answer all appeals as soon as possible. If server logs are needed to verify information, the process may take an additional length of time.

          6.05 If a League Operator's Squad is directly involved with an appeal in question, the League Operator will be prohibited from controlling, influencing, or mediating the appeal and the rest of the League staff will deal with the issue.

          6.06 All judgments and decisions made by the Trench Wars League Staff are final. There is no appealing a final judgment.

          VII. Scheduling Rules and Procedures

          7.01 All three leagues will have a total of ten (10) time slots to choose from each week. There are five (5) slots on Saturday which begin from 1pm to 5pm EST (1800 - 2200 GMT), and five (5) slots on Sunday which begin from 1pm to 5pm EST (1800 - 2200 GMT).

          7.02 There will be a total of five (5) available games per time slot. If a time slot is filled, another must be negotiated and chosen. Only 3 games of one league devision are allowed in one slot.

          7.03 Only designated Squad Captains and Co-Captains may negotiate for available time slots. No other Squad member is allowed to negotiate for available time slots.

          7.04 All Squads will be given a chance to negotiate and mutually agree upon an acceptable time for their games. Scheduling for games will begin on Mondays at 12am EST (500 GMT) and conclude on Thursday at 6pm EST (2300 GMT).

          7.05 If neither Squad enters a time into negotiation on the website, the League Operator will assign it. The League Operator will choose a time slot starting between 2pm and 4pm EST (1900 - 2100 GMT) on either Saturday or Sunday by order of first availability. Timeslots of starting times of 1pm and 5pm EST (1800, 2200 GMT) may be chosen if no other slots are available.

          7.06 If one Squad Captain fails to enter or agree to a proposed time in negotiation, the other's proposed time will be automatically accepted.

          7.07 If the second Captain replies to an offered time more than 48 hours after the initial proposal, the first Captain is automatically rewarded the proposed time.

          7.08 If the second Captain replies to the proposed time within the 48 hour time period, but no time was agreed to, the League Operator will choose a time slot in between the two suggested times. If the Squads agree to times on different days, the League Operators will chose a time based on rule 7.05.

          7.09 If both Squads agree to a time after the deadline, they may petition the League Operator to alter the assigned time. There is no guarantee this time slot will be granted.
          Last edited by Rodge_Rabbit; 02-13-2005, 09:17 AM.
          Greets,
          Roger

          Comment


          • #6
            VIII. Pre-Game Rules

            8.01 All Trench Wars League games will be held in designated TWLB, TWLD, and TWLJ arenas. In the regular season, games will be played on the designated Home maps of the squads if avaible.

            8.02 An appointed moderator will referee all league games. All persons in the arena, game players and spectators must obey the appointed referee and Trench Wars League rules. Some games may have multiple referees, but will be announced before the game begins.

            8.03 All participating members of Trench Wars Leagues must be registered at www.twleagues.org in order to play.

            8.04 All league games and their assigned arenas will be announced by a zone wide advertisement at the beginning of every hour.

            8.05 Immediately following the game's announcement, Squad Captains or an appointed representative have 5 minutes to submit a valid line-up to the referee. An additional 2 minutes may be requested if a Squad is experiencing difficulty gathering eligible players. No additional time will be granted after the additional 2-minute period. After the submition time, the referee has a 3 minute make up time to enter and set up the squad members. The referee must acknowledge the receivement of the lineup to avoid confusion.

            8.06 If a Squad is unable to submit a valid line-up within the allotted time, that Squad will automatically forfeit the match.

            8.07 If a Squad fails to show up for their scheduled match, the Squad will automatically forfeit the match.

            8.08 The game referee and the TWLBots will verify game time roster eligibility. All Squad members must be Squadjoined to the Squad they are participating with in TWL during league games and be selected for gameplay on the TWL website.

            8.09 The TWLBot will place all Squads on a frequency once the game has begun. Only Squad members are allowed on the chosen frequency, and referees may join that frequency if the need arises. Squad members who are not playing and wish to join their teams private frequency, can do so by private messaging the attending TWLBot with !myfreq.

            8.10 Lag and Lagouts

            a) TWLD/TWLJ - Players are allowed a maximum of 3 lag-outs per game. Lag-out handling is done automatically, and a player who has lagged can reenter the game by private messaging the attending TWLBot with !lagout. Players who lag-out of a game will be forced to wait for a period of 30-seconds before the attending TWLBot will allow re-entry. Once a player has reached the maximum lag-out amount, the player will be replaced by a substitute if one is available. If none is available, the player will be placed on their Squads frequency and they will keep their personal score as is, but their slot will be automatically assigned 10 deaths as if they died out. (see rule 9.04)

            b) TWLB - Players are allowed a maximum of 5 lag-outs per game. Lag-out handling is done automatically, and a player who has lagged can reenter the game by private messaging the attending TWLBot with !lagout. Players who lag-out of a game will be forced to wait for a period of 15-seconds before the attending TWLBot will allow re-entry. The player will be entered into the game in the same ship they left in and with the same score. Once a player has reached the maximum lag out amount, the player will be replaced by an assigned substitute if one is available. The substitute will be placed in the same ship as the person they are replacing, and are not allowed to change. If none is available, the player will be placed on their Squad's frequency and their score counted as is. (see rule 10.04)

            8.11 Players have 3 minutes to return from a lagout. If they do not return the ref will ask for a substitute if one is available, if not, the slot will be assigned 10 deaths in TWLD/TWLJ. There is no time limit to return after a lagout in TWLB.

            8.12 If a participating player is, in the view of the ref, excessively jittery, blinking in and out, or otherwise showing signs of lagging that might be the result of an attempt to cheat the person will be immediately reported to the upper staff. Further action may be taken in game by upper staff. Suspicion of cheating will be followed up and the consequences will be harsh.

            8.13 If a player who lags out returns and immediately lags out before they can change to their frequency, this will not be deemed a lagout.

            8.14 If a player lags out when in a very deadly situation (about to run into a situation that looks to have a small chance of staying alive), then the host ref may assign the player a death. The league coordinators will review the incident and determine if the disconnect was intentional. If it was determined to be intentional further punishment may come to the player.
            Last edited by Rodge_Rabbit; 12-05-2004, 09:54 PM. Reason: Changed Rule 8.10
            Greets,
            Roger

            Comment


            • #7
              IX. Game Play Rules for Dueling and Javelins

              9.0 Starting the Game

              9.01 Squads will be allowed to submit a maximum starting line-up of 5 eligible players. In order for a game to commence each Squad must have a minimum of 4 eligible players submitted to the game referee within the allotted time for line-up submission. If a Squad is unable to meet the minimum line-up requirements of 4 players, that Squad will be given a forfeit loss.

              9.02 Once a player have been found over the lag limits or other non eligible reasons, the player may not participate or be reconsidered for that game to play unless specific approval has been given by a league operator. This includes substitutions.

              9.03 Once both Squads have met the minimum starting roster requirement of 4 eligible players within the allotted 5-minutes for line-up submission, the game will begin. Squads will have an additional 2-minutes to submit an eligible player to the referee for entrance into the game. No additional players will be allowed to enter once the 2-minute period has expired.

              9.04 Players who are actively participating in the game must be in a Warbird (Ship #1) for Dueling matches and in a Javelin (Ship #2) for Javelin matches.

              9.05 Each squad will be allowed to have two (2) substitutes for each game. Substitutes must be registered and eligible members of that Squad. . A substitute may only be put in the game: as a replacement for a player who has exceeded the maximum lag out allotment, by Squad Captain or Assistant Captain request, or as a replacement for a player whose lag prohibits them from playing. The substitute will be placed in the game with the amount of lives left for the slot that they substituted. No substitute may replace a player who was removed for violating allotments or other league rules. Registered Squad Captains and assistant captains can substitute players by private messaging the attending TWLBot with !sub <player out>:<player in>. (see rule 8.10a)

              9.06 Once a game commences, Squad captains may request a spec chat only blueout, by asking the game referee. One captain must agree to this in order for the blueout to take effect. TWL will feature a spec chat only blueout, with no other blueout level enforced. Staff is prohibited from use of public chat during any blue out conditions unless they are actively participating in a non-total blue out game. Violating this may result in disciplinary action for the offending staff member (see rule 1.06).


              9.1 Game Play

              9.11 Each game will consist of one 30 minute round, and each player will be given a maximum of 10 deaths. In Javelin games, teamkills do count as deaths. The Squad with the least deaths at the end of 30 minutes will be declared the winner.

              9.12 There will be no greens available in Trench Wars League Dueling or Javelin arenas except from player deaths. Full charge greens have been eliminated completely from these arenas.

              9. Once a referee begins a game all players will be warped into a TWLBot assigned safety zone. The game itself will commence after a 30-second waiting period, and all players will be warped to a starting point just outside the safety zone. In TWLJ, if the person continues to stay out of the base, they will be penalized with one death for every 30 seconds out of the base. In TWLD, if the player continues to refuse after the 60 second time period, that player will be specced and given a score of 0 wins, 10 losses, unless a substitute can be appointed.

              9.14 Warping is allowed in all Trench Wars League Dueling matches. All ships are automatically equipped with anti-warp, which can be used by pressing the SHIFT + END keys. Players who continuously warp to avoid conflict will be considered refusing to fight and warned. If the behavior continues the player will be specced and given a score of 0 wins, 10 losses.

              9.15 Hiding in an arena or refusing to fight will not be tolerated. If a player is found to be hiding or refusing to fight, that player will be warned. If the player does not comply within 60 seconds, the player will be specced and given a score of 0 wins, 10 losses.

              9.16 Fighting outside of base in Trench Wars League Javelin matches is strongly discouraged. Players will not be able to spend more than 30 seconds outside of base, as it will penalize that player with a spec from the game, and your deaths up to 10 losses. If you enter the base, then leave, you will also be specced and have 10 losses.
              Last edited by Rodge_Rabbit; 02-21-2005, 06:14 PM.
              Greets,
              Roger

              Comment


              • #8
                9.2 Game Scoring and Results

                9.21 If a game ends by result of a forfeit, the losing team will be given a score of 0 wins and 50 losses. The winning team will receive a score of 50 wins and 25 losses.

                9.22 If a game results in a tie in score, a 5-minute overtime period will be played, and will continue directly from the end of regular time with no intermission. If any Squad has 50 deaths before the overtime is complete, the other Squad will be declared the winner. Else, after the 5-minute overtime, the Squad with the least deaths will be declared the winner. If the teams are still tied after the 5-minute overtime, another overtime will be played and so on until a winner is declared.

                9.23 The Most Valuable Player (MVP) of a game is the player on the winning team with the best kills minus deaths (kills - deaths) at the end of the regulation game period. If two players have the same number for this, the player with the more kills is MVP. If two players are completely tied, then they are declared Co-MVPs.

                9.24 All scores and player statistics will be reported automatically to www.twleagues.org upon completion of the match. If there is a bot error, the referee will manually input the scores.


                X. Game Play Rules for Basing

                10.0 Starting the Game

                10.01 Squads will be allowed to submit a maximum starting line-up of 8 eligible players. In order for a game to commence each Squad must have a minimum of 6 eligible players submitted to the game referee within the allotted time for line-up submission. Squads will be given a period of 5-minutes from the start of the match to submit a starting line-up to the referee. If a Squad is unable to meet the line-up requirements of 6 players, that Squad will be given a forfeit loss.

                10.02 Once a player have been found over the lag limits or other non eligible reasons, the player may not participate or be reconsidered for that game to play unless specific approval has been given by a league operator. This includes substitutions.

                10.03 Once both Squads have met the minimum starting roster requirement of 6 eligible players within the allotted 5-minutes for line-up submission, the game will begin. Squads will have an additional 2-minutes to submit an eligible player to the referee for entrance into the game. No additional players will be allowed to enter once the 2-minute period has expired.

                10.04 Each Squad can only have a maximum of one Terrier (ship #5) and two Sharks (ship #8) per team. The remaining line-up can be compiled with any combination of ships. Use of Leviathans and Weasels is prohibited.

                10.05 Each squad will be allowed to have two (2) ship changes for each game. A change should be consistant with rule 10.04. Registered Squad Captains and assistant captains can change players by private messaging the attending TWLBot with !change <player>:<shipnumber>.

                10.06 Each squad will be allowed to have three (3) substitutes for each game. Substitutes must be registered and eligible members of that Squad. A substitute may only be put in the game: as a replacement for a player who has exceeded the maximum lag out allotment, by Squad Captain or assistant captain request, or as a replacement for a player whose lag prohibits them from playing. The substitute will be placed in the game with a score of 0 points and in the same ship as the person they are replacing. The removed player will be placed on his/her Squads frequency with their score intact and valid for final calculation. Players who are substituted are strongly encouraged to stay in the arena until the end of the game or else their score may not be reported accurately. No substitute may replace a player who was removed for violating allotments or other league rules. Registered Squad Captains and assistant captains can substitute players by private messaging the attending TWLBot with !sub <player out>:<player in>. (see rule 8.10b)

                10.07 Once a game commences, Squad captains may request a spec chat only blueout, by asking the game referee. One captain must agree to this in order for the blueout to take effect. TWL will feature a spec chat only blueout, with no other blueout level enforced. Staff is prohibited from use of public chat, unless they are participating players and are not under total blue out conditions. Violating this may result in disciplinary action for the offending staff member (see rule 1.06).
                Greets,
                Roger

                Comment


                • #9
                  10.1 Game Play

                  10.11 Each game will consist of a single round, with the winner being determined as the first Squad to hold the flag for a combined total of 15-minutes.

                  10.12 Once a referee begins a game all players will be warped into a TWLBot assigned safety zone. The game itself will commence after a 30-second waiting period, and all players will be warped to a starting point just inside the main base flagroom. Frequency 1 will be warped to the center of the upper-left flagroom chamber, and Frequency 2 will be warped to the center of the upper-right flagroom chamber.

                  10.13 Hiding in an arena or refusing to fight, will not be tolerated. If a player is found to be hiding or refusing to fight, that player will be warned. If the player does not comply within 60 seconds, the player will be specced and given a score of 0 points and may be substituted if one is available.

                  10.14 Players in the game can switch ships if the Squad Captain deems it necessary. Registered Squad Captains and assistant captains can switch players by private messaging the attending TWLBot with !witch <player A>:<player B>. , and will be allowed a maximum of 3 per game.

                  10.2 Game Scoring and Results

                  10.21 If a game ends by result of a forfeit, the losing team will be given a score of 7-minutes, 30 seconds for and 15-minutes against (7:30-15:00), and the winning Squad will receive a score of 15-minutes for and 0-minutes against (15:00 - 0:00). Squads will be allowed to have a total of 2 forfeits per season. If that amount is exceeded, the Squad will be removed from participation in their respective league.

                  10.22 The Most Valuable Player will be given out to the player who collected the most points.

                  10.23 All scores and player statistics will be reported automatically to www.twleagues.org, upon completion of the match.
                  Last edited by Rodge_Rabbit; 12-05-2004, 09:53 PM. Reason: Correcting rule 10.14
                  Greets,
                  Roger

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                  • #10
                    6-12-04> Changed Rule 9.03 to start with 4 eligible players instead of 3
                    Greets,
                    Roger

                    Comment


                    • #11
                      6-12-04> Changed rule 10.14 to correct error about ship changes.
                      Greets,
                      Roger

                      Comment


                      • #12
                        6-12-04> Changed Rule 8.10 to display correct lagout times, 15 (LB) and 30 (LD/LJ). Also extra clarification on switch rule 10.14.
                        Greets,
                        Roger

                        Comment


                        • #13
                          Changed Rule 9.16


                          9.16 Fighting outside of base in Trench Wars League Javelin matches is strongly discouraged. Players will not be able to spend more than 30 seconds outside of base, as it will penalize that player one life for every 30 seconds outside the base. If you enter the base, then leave, you will also be penalized one life. This includes warping.

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                          • #14
                            Changed rule 9.16 after appeal week 1
                            Greets,
                            Roger

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