TWL Rules
1- Harassment/Spamming from TWL players during a match will result in an 8-day ban covering 1 week of TWL
2- Max number of players on TWL Roster: 20 (1-league), 25 (2-league), 30 (3-league)
3- 6 squads make playoffs, top 2 get byes.
Playoff tiebreakers:
i) winner of regular season match between each other
ii) total kills or most time
iii) plus-minus
4- Forfeits: team receives 0-50 or 0:00-15:00
i) no limit to amount of players you can start with
ii) if you add an ineligible player, you forfeit the match
iii) Forfeit 2 games and you're squad will be replaced in that league
5- Soft Lock starts after Round 1. You can de-roster from a TWL squad and join another TWL squad before rosters on Friday for Round 2.
6- Hard Lock occurs after Round 3. Non-TWL players can join until the Friday before Round 4.
7- Waiting period. You have to wait 7 days from the time you're added to TWD roster to play in a TWL match (e.g., join Tuesday after Round 3, you can't play until Round 5).
8- Double-squadding, Playing on another player's name, or Cheating will result in a season ban. The week you're caught results in a forfeit of any match you played. Captains found doing this also get their squad removed from TWL.
9- Uncontrollable Lag. If your lag is within limits but excessively jittery or blinking in and out, but not suspected of cheating, the player will be asked to reconnect or substituted. If he fails to comply, he can be specced until he complies.
If the squad has used up all their substitutions after reconnect fails, they must play 1 man down.
10- If the server crashes, bots fail, there is excessive server lag, or anything else that
impacts the game in progress, the result is cancelled and will be replayed from scratch at a later time.
11- All appeals must be handed in within 24 hours of the incident. Flag jupes will not be accepted. Appeals will be handled by TWL Ops collectively. Ops who are members of squads involved will recuse themselves. All decisions are final.
12- Scheduling. If captains can't agree to a time, TWL Ops will try to schedule as close as possible to both squads requests, while avoiding conflicts with times in their other leagues.
If one captain fails to propose a time or reply to negotiated time within 48 hours, the other captain's time will be accepted.
If both squads agree to a new time after the deadline, TWL Ops may grant the new time (no guarantees, though.)
13- Lagouts and subs. 3 per player in TWLJ/TWLD. Infinite in TWLB, with a 15 second delay. Two substitutions allowed per game in TWLJ/TWLD, three in TWLB.
14- Refusing to fight will be tolerated to a certain degree. However, if a player is adding rounds of overtime such that the game infringes on the start time of new games in the next time slot, the player will be warned. If the player does not comply within 60 seconds, the player will be specced with their current score and 10 losses.
15- Basing ship limits. Maximum 1 terr, 2 sharks (no levs, weasels). 6 ship changes per game, 3 ship switches per game.
These rules are the basic guidelines for TWL, but may not cover every specific situation. The spirit of the rules, competition, fair play, and -- most importantly -- who deserved to win any game being reviewed, will take precedence.
1- Harassment/Spamming from TWL players during a match will result in an 8-day ban covering 1 week of TWL
2- Max number of players on TWL Roster: 20 (1-league), 25 (2-league), 30 (3-league)
3- 6 squads make playoffs, top 2 get byes.
Playoff tiebreakers:
i) winner of regular season match between each other
ii) total kills or most time
iii) plus-minus
4- Forfeits: team receives 0-50 or 0:00-15:00
i) no limit to amount of players you can start with
ii) if you add an ineligible player, you forfeit the match
iii) Forfeit 2 games and you're squad will be replaced in that league
5- Soft Lock starts after Round 1. You can de-roster from a TWL squad and join another TWL squad before rosters on Friday for Round 2.
6- Hard Lock occurs after Round 3. Non-TWL players can join until the Friday before Round 4.
7- Waiting period. You have to wait 7 days from the time you're added to TWD roster to play in a TWL match (e.g., join Tuesday after Round 3, you can't play until Round 5).
8- Double-squadding, Playing on another player's name, or Cheating will result in a season ban. The week you're caught results in a forfeit of any match you played. Captains found doing this also get their squad removed from TWL.
9- Uncontrollable Lag. If your lag is within limits but excessively jittery or blinking in and out, but not suspected of cheating, the player will be asked to reconnect or substituted. If he fails to comply, he can be specced until he complies.
If the squad has used up all their substitutions after reconnect fails, they must play 1 man down.
10- If the server crashes, bots fail, there is excessive server lag, or anything else that
impacts the game in progress, the result is cancelled and will be replayed from scratch at a later time.
11- All appeals must be handed in within 24 hours of the incident. Flag jupes will not be accepted. Appeals will be handled by TWL Ops collectively. Ops who are members of squads involved will recuse themselves. All decisions are final.
12- Scheduling. If captains can't agree to a time, TWL Ops will try to schedule as close as possible to both squads requests, while avoiding conflicts with times in their other leagues.
If one captain fails to propose a time or reply to negotiated time within 48 hours, the other captain's time will be accepted.
If both squads agree to a new time after the deadline, TWL Ops may grant the new time (no guarantees, though.)
13- Lagouts and subs. 3 per player in TWLJ/TWLD. Infinite in TWLB, with a 15 second delay. Two substitutions allowed per game in TWLJ/TWLD, three in TWLB.
14- Refusing to fight will be tolerated to a certain degree. However, if a player is adding rounds of overtime such that the game infringes on the start time of new games in the next time slot, the player will be warned. If the player does not comply within 60 seconds, the player will be specced with their current score and 10 losses.
15- Basing ship limits. Maximum 1 terr, 2 sharks (no levs, weasels). 6 ship changes per game, 3 ship switches per game.
These rules are the basic guidelines for TWL, but may not cover every specific situation. The spirit of the rules, competition, fair play, and -- most importantly -- who deserved to win any game being reviewed, will take precedence.
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