Spring 2017 Rules

Global Rules

EVE_NT Championship Rules (Season 2)

 

Team Composition

Team Captains must submit rosters of a minimum of 8 pilots and maximum of 15.

First important rule! – Yes, players can come from any alliance/corp in EVE. This includes NPC organisations. You don’t have to like each other or even know eachother that well but we advise team captains to pick carefully so that you trust that your team members will show up on time and not let you down. Also note, you will need an active TQ omega clone.

Second important rule! – Your team cannot match a corporation or alliance name from TQ, come up with something original. You are welcome to pick a name that implies you are from a certain alliance, with permission from that Alliances executor. All names will need approval on application.

Third important rule! - Players from the previous Minor/Major league season may not compete in the subsequent Cup unless they are relegated from the previous season. This is to encourage new blood to come into the leagues.

Location

This tournament will be run on the Thunderdome community server. Accounts of registered players will be given access by CCP for the duration of the tournament. You will be able to spawn items, ships, implants etc. at no cost. The organisers cannot guarantee time to practice on Thunderdome prior to the tournament.

Characters

Your accounts on Thunderdome will be clean so you will have to create new characters. To help the commentators and staff involved, please use exact character names precisely as they are registered. Characters will have ‘all level 5 skills’ commands given to them on the Thunderdome server where the tournament will take place, this is to create a level playing field for all players.

When on Thunderdome, your team will need to be all in the same corporation or

The Ships

Ship fittings will be supplied on a google-docs document for teams to inspect and train with. Current fittings are found here. All fittings will be finalised before the start of the league, after which they are fixed for the whole tournament. It is intended that the ships are re-balanced between each season in response to the meta to mix things up.

It will be up to the team captains and their assistants to figure out which ships work together best and what the best reserves are when they are picked/banned away from them. We expect a meta to develop and there be a commonly picked set of ships – this is due to the fact eve online ships are not balanced for tournament play whereas others suit it very well. The true eve online PVP masters will be quickly able to identify which ships are good and which are not!

Barring a couple of exceptions, the ships will be fit using the following guidelines:

  • Destroyers & Frigates will be allowed Tech 2 rigs, other hulls just Tech 1.
  • Ships will only have weapon systems that their hulls have bonuses for (no autocannon Merlins for example)
  • Ships will have some kind of active or buffer tank, if the hulls have tanking bonuses they should match those
  • Ships will have some kind of propulsion module

Players have to use the precise ship fittings provided. Players may use only 3% powergrid or 3% CPU implants as necessary, and no other implants (including mindlinks).

Players are allowed to pick drones and ammunition (including pirate ammo) at their leisure however the following are banned;

  • T2 Damage drones
  • Faction & Pirate drones
  • ECM drones (web, damp, neut & paint drones are allowed)
  • Any dampener or tracking disruption scripts

For clarification T1 & T2 logistics drones ARE allowed.

Note: teams are permitted to re-arrange modules on ships for maximum heat optimization.

The Banning system

The banning system we have designed is based on a pick-ban system used in many MOBAS. We have researched many types and designed a pick/ban order we feel works best based on the functions of the classes of the eve online T1 ship line.

Pick/bans will be scheduled before matches, then we give you approximately 20-30 min to fit and ready check your ships before moving you to the arena. Not being ready for the pick/ban phase, means a random set of ships will be picked for you, so be ready and on time for your scheduled bans!

Team captains will be given a link to our custom built web-based pick/ban tool specific to the upcoming match by your match referee. You simply open the link in your browser (not on a phone) and be ready for the pick/bans to start at the scheduled time. You will be randomly selected Red or Blue for each match, so have a pick/ban strategy for both.

See below for the order in which ships are picked. Please note that if a ship is picked by Team A, Team B may not pick that hull, so there will always be 10 different hulls on grid.

Please note, only one ship with bonuses to remote repair is allowed per team. For clarification the list of these ships is as follows;

Bantam
Burst
Navitas
Inquisitor
Scythe
Osprey
Auguror
Exequror

In addition only one ship with bonuses to any electronic warfare is allowed per team. For clarification the list of these ships is as follows;

Vigil
Griffin
Maulus
Crucifier
Bellicose
Blackbird
Celestis
Arbitrator
Scorpion
Armageddon

The pick/ban tool does not currently accommodate the above two rules so be mindful to pick a legal set up, the referees will replace any illegal ships with their own picks!

The pick ban system is as follows –

Red

Blue

Max Time (seconds)

Ban Any Hull

  45

  Ban Any Hull

45

Ban Any Hull

  45

  Ban Any Hull

45

Pick Frigate

  45

  Pick Frigate

45

  Pick Destroyer

45

Pick Destroyer

  45

  Pick Cruiser

45

Pick Cruiser

  45

  Ban Any Hull

45

Ban Any Hull

  45

  Pick Battlecruiser

45

Pick Battlecruiser

  45

Pick Battleship

  45

  Pick Battleship

45


Please note that for our first season, you will be assigned red/blue at random for each match.

The Arena

The arena will be tournament standard – 125k radius. Players will pick one of four beacons to warp from and enter the arena at anywhere between 0k and 50k. Any player that crosses the 125k boundary will be auto-exploded and count as a kill for the other team.

Please note the arena will not feature AT-style MJD beacons.

Victory conditions

The maximum length of a match is 10 minutes. The winning team is the one that has scored the most match points. Match points are scored for killing enemy ships as follows:

Battleship – 5 points
Battlecruiser – 4 points
Cruiser – 3 points
Destroyer – 2 points
Frigate – 1 point

The team that scores highest wins the match. Equal match points scored results in a draw.

The League

There will be two leagues of 8 teams in each, Minor League & Major League. The leagues are a round-robin format. Each team will fight every other team in the league once. Points are accrued depending on their success in matches, and teams ranked 1st to 8th in each league accordingly.

Result

Conditions

League Points

Total domination

Winning a match 15-0

4

Victory

Winning a match

3

Draw

Drawing a match

1

Loss

Losing a match

0

Please note, in the case of teams tied on league points, the team that has scored the highest total number of match points during the season will be ranked higher. If that number is tied, the team with the least match points conceded will be ranked higher.

Prize Structure

Major League

Position

Prize Skins

Qualification

1st

60

Remain in Major League

2nd

50

Remain in Major League

3rd

40

Remain in Major League

4th

30

Remain in Major League

5th

28

Relegation to Minor League

6th

26

Relegation to Minor League

7th

24

Relegation to Minor League

8th

22

Relegation to Minor League

Minor League

Position

Prize Skins

Qualification

1st

30

Promotion to Major League

2nd

25

Promotion to Major League

3rd

20

Promotion to Major League

4th

19

Promotion to Major League

5th

18

Relegation from Championship

6th

17

Relegation from Championship

7th

16

Relegation from Championship

8th

15

Relegation from Championship

Prize skins are the limited edition never to be seen again IGC Raven.


Invitations to the subsequent EVE_NT Championship Season will be offered as above. Invitations go to Team Captains, who may choose to pass that invitation to a co-captain should they choose to step down. If the Co-Captain also chooses not to accept the invitation the team will be withdrawn.