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Official Match Rules

5. Pregame Setup

5.1 Min/Max number of starting players per team movement

Squads must start at least 2 squad members and can have up to 4 starters. If less than 2 squad members start it is counted as a no-show (see rule 3.2). A starting player is considered a player who is an eligible squad member, in the game at the start of the match, and has been verified by the host ref.

5.2 Late starters and consequences

There will be no consequences for late entries. The player(s) will join their frequency with a full ship.

5.3 Team frequencies

Squads will be assigned a frequency of either 100 or 200. The starting players must go to that frequency. It is common during important games for a league ref to be present on a squad's frequency.

5.4 Start of game delay timer

At the assigned match time, the ref will set a 10-minute timer. After the match is set up and ready to go a squad may elect to delay the game for the remainder of the 10-minute timer. A game will start no later than 10 minutes past the scheduled time. This time can be adjusted by the referee's decision depending on circumstances. The time will be based after the host refs clock or a senior member of staffs if there are any problems with the host refs clock. Case examples of how this is applied follows below:

Match scheduled for 3pm.
Announced at 2:57pm (standard case)
Team requests 10min delay at 3:03pm
- Ref sets 7min timer for the delay, not 10min!
- Game starts at 3:10pm or as near as possible

Match scheduled for 3pm
Announced at 3:04pm
Team requests 10min delay at 3:05pm
- Ref sets 5min counter for the delay, not 10min!
- Game starts at 3:10pm or as near as possible

Match scheduled for 3pm
Announced at 3:14pm
Team requests 10min delay at 3:14pm
- The request is denied
- The game starts immediately

Match scheduled for 3pm
Announced at 2:56pm
Team requests 10min delay at 2:58pm
- Ref waits until 3pm, then sets the timer for 10min
- Game starts at 3:10pm or as near as possible

5.5 NTS (Non Team Sub) Rule

Non-squad players will not be allowed to start or sub for any team. You must only play players that are on your roster.

5.6 Starter/Sub eligibility check and consequences

Captains will be asked to message the host ref with the starters. The captain must give the names of all starters so they can be verified on the roster. If another player comes in late during the game and is subbed in the captain is responsible for knowing whether or not the player is eligible. If an ineligible player plays in the match it will be an automatic loss, unless the Coordinators decide there is sufficient reason to do otherwise. The score of the match will be determined the same way a no-show loss is determined.

6. Game Play

6.1 Consequences of a TK

Being killed by a squad mate will count as a death to the player/slot who was killed, but the squad mate who got the kill will not get credit for it.

6.2 Allowed actions before player gets to freq upon lagout/sub/etc

A player entering during the game (for subbing, lag outs, etc), must go to his team's freq as soon as possible. If the player spawns near combat (before getting to the team’s freq), the player may ONLY move away from the combat, and may use rockets to do so. Movement into or that interferes with combat, or the use of any other weapons or specials (besides rockets) will result in the player being assigned a death. If a player is unable to get away from combat and dies while not on their team's freq, the death will not be counted.

6.3 Allowed actions after joining match correctly

*This rule is only active in games not reffed by bots that can insert you directly into the game (ex MRBots). Players should use !return, !join commands if applicable. It is also up to the players to not break rules that lead to the loss of such commands (and thus increasing the risk of dying).*

If a player immediately dies after changing frequencies (to the team’s freq) because they are subbing or returning from a lag out, they will not be penalized a death if they did not make any sort of defensive or offensive move. This includes, but is not limited to thrusting in any direction, firing back (bomb or bullets), using a rep, thor, portal, decoy or rocket. It is up to the ref to determine if this condition applies.

6.4 Announcement of killer/victim by ref after kill

When a player dies, the player who died and the player who made the kill will be announced along with the score. Normally a Bot will do this. In the absence of a Bot, the ref will make the announcement. This is to confirm that the ref witnessed the score and has it recorded. If you do not see an announcement after a kill within a reasonable amount of time (multiple scores take longer for the ref to record) please message the host ref with the information. It is the squad captain's responsibility to message the ref AS SOON AS POSSIBLE about "missed" kills, although other squad members may also message the ref if they wish or if the captain is busy playing.

7. Ship Changing

7.1 Period of time after death when you can SC

You may choose to change ships within one minute after a death.

7.2 SC procedure

*With certain bots (ex MRBots) you may - and should - use the bot provided command to SC*

To change ships send a PRIVATE MESSAGE to the host ref informing him of your intent to change. The host ref will spectate you, and will then message you "ok, go" or words to that effect. The host ref will then message the arena in green that you are changing ships (but not what type you are changing to). Typing "sc" in public, while very common in practices, is NOT considered to be notifying the ref.

7.3 Amount of continuous SC’s allowed

During a ship change, you may then change ships ONCE. If you accidentally change to the wrong ship, you are stuck in that ship. If your ship is deficient in some fashion (no decoys, or only 1 repel), you are still stuck with that ship.

7.4 SC’ing in or near combat requirements

If a player intending to ship change spawns near combat, the player may ONLY move away from the combat, and may use rockets to do so. Movement into or that interferes with combat, or the use of any other weapons or specials (besides rockets) will void the player's option to SC until they die again.

8. SUBBING

*Subbing can be handled through the ref (via him/her marking the sub and the player using !join when requested) or in some instances manually (by jumping in). Please be aware that there is a risk with doing it manually which are not appealable*

8.1 Sub requirement

Squad members may sub in for each other at any time provided the slot is available to be subbed and the host referee approves. The player getting subbed for must first go into spectator mode. Once the player is in spectator mode the legal sub may enter the game.

8.2 Sub request

To make a substitution, a squad player, usually the captain, should message the host ref PRIVATELY to notify him of the player being subbed for, and the player coming in. While it is common in practices to type this in public, the message can be ignored if not sent privately to the ref.

8.3 Sub’s lives

The substitute inherits the lives remaining in that slot.

8.4 Subbing in last 15min of game

*Players must message the ref in GOOD time (suggested 3min) before the 15min left mark. The sub should be in place by the 15min mark. If you do not get any response from the ref you should message him again. ALL SUBS ARE AT YOUR OWN RISK*

 All subs will be burnt in the last 15 minutes of regulation and during the duration of OT.

8.5 Sub in ability of players that have already played

If a player is eliminated (up to 3 deaths) or is subbed out, that player cannot sub into the game for another player. Also, if a squad has a player eliminated, the "slot" the player was in cannot be subbed into. Subs can only fill live slots.

8.6 Subbing without refs permission

Any player subbing without the host ref's explicit permission will be considered an ILLEGAL PLAYER and may be forced into spec.

8.7 Regular subs per slot

Each player slot may only be subbed for once, excluding lag subs. What this means is each squad can have a maximum of 4 subs, one for each slot.

9. LAGSUBS

Note: The terminology "lag sub" no longer refers to substituting a substitute player who has lagged out. It now is generally used to describe anyone who subs in for another substitute.

9.1 Lag sub definition and procedure

If a player subs a sub that player is called a "lag sub". Another "lag sub" may sub the previous one at any time. All "lag subs" must burn everything as if they lagged out and returned to the game as described in rule 10a.

9.2 Appealing lag sub delay during last 15min of game and OT

Squads requesting lag subs during the last 15 minutes of play or during overtime cannot appeal a match based on the time it takes for the ref to allow the "lag sub" to enter the arena.

10. LAG and LAGOUTS

10.1 Max duration of lagout and number of lagouts allowed

If a player disconnects or lags to spectator mode, they have 5 minutes to return and notify the host ref that they are coming back in, as long as they have not lagged out 3 times. If it is the player's third lag out, they cannot return to the game, but may be subbed. If the player does not return and is not subbed within 5 minutes, the player's slot's lives will be converted to deaths.

10.2 Lagouts near end of game

If a player lags out with 5 minutes or less remaining in game time, the player has 5 minutes to show (the 5 minutes can continue after the game time). If the player shows within this time, then their lives are NOT converted (up to host refs judgment if the lag-out was intentional or not, if the host ref deems it was intentional, then the players lives will be converted regardless if he shows within time allowed or not).

10.3 Burning upon return from lagout

A player who returns to the arena after a lag out must use up ("burn") all ITEMS (reps, thors, portals, decoys and rockets) after changing to the right frequency. The ref will most often do this, unless he does not have a Bot to assist him. If a bot is not present the player must use all reps, rockets, decoys, warps, and thors, before rejoining combat. The player must not send decoys or thors in the direction of the battle.

10.4 Confirmation to return to battle after lagout/burn

You must wait to rejoin combat UNTIL it has been confirmed that you have burned all items you started with. The ref will let you know by privately telling you “ok, go” or announcing in green that you have returned and are burned.

10.5 Consequences of engaging before being burned

If you try to engage the enemy before you are burned; you will be assigned a death and given a new ship if you still have lives remaining.

10.6 Timely near-death lagout consequences

If a player lags out when in a very deadly situation (close to death, or 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.

10.7 Instantaneous lagouts and consequences

*Players must always be aware of their lag stats before trying to enter a game. If you instantaneously lagout upon entering your teams freq it will be counted as a normal lagout.*

If a player returns from a lag out but lags again before changing to their team frequency, it does not count as another lag out. If the player changed to their frequency and then lagged out, it counts as another lag out. In the case where a ref automatically puts the player into the correct frequency the lag out will not count if it happens inside the first 5 seconds of being put into the game.

10.8 Excessive-lag/jittery/potentially-cheating players

If a player playing the match 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 ref may force the player to be subbed. Such a sub should be treated as outlined above, depending on the league. Suspicion of cheating will be followed up and the consequences will be harsh.

11. WINNING CONDITIONS

11.1 Win by elimination

If one squad is completely eliminated, the other squad wins regardless of the current match score. (e.g. squad A starts 2 players, scores 7 kills, and squad B starts 4 players and eliminates squad A (6 kills). Squad B wins.)

- If both squads successfully eliminate each other (a mutual kill when the score is 11-11, for example), the game will be called a TIE.

11.2 Victory by score

If the regulation time period expires, the squad with more kills shall be victorious, PROVIDED they have satisfied the minimum kill requirements determined by number of players starting for the OTHER team:

- 4 Players starting on the other team: 6 kills minimum. 2/3 players starting on the other team: 4 kills minimum. (e.g., squad A starts 3 players, squad B starts 4. Squad A scores 4 kills, squad B scores 5. Squad B wins. Squad A needed 6 minimum kills since Squad B started 4 players. Squad B needed 4 kills minimum since squad A started less than 4 players.)

11.3 Margin of victory necessary if min kills not reached

If the squad with more kills has not satisfied the minimum kill requirements at the end of regulation, they will still be victorious if they have 2 more kills than the opponent. A one-kill lead is not sufficient to win if the victory conditions under rule 11b are not met. (e.g. squad A and B both start 4 players. Squad A scores 4 kills, squad B scores 5. Neither squad wins. If squad A had only scored 3 kills, squad B would win.)

11.4 Overtime

If neither squad has won in regulation, a ten-minute overtime period begin immediately at the end of regulation time. Game play does not stop.  

11.5 Definition of TK pertaining to winning conditions

When satisfying victory conditions a "kill" does NOT include squad kills. You do not get points for killing your own squad; however, the OTHER squad does get points and your squad mate’s death and will count as a "kill" for the other squad.

11.6 Player requirements at end of game time

All players with lives remaining must be present, NOT in spectator mode, AND on the right frequency at the end of regulation time. If a player fails to satisfy these conditions, all the lives remaining to that player's slot will be converted to deaths. These conditions ALSO apply to the end of any possible overtime period. The only exception to this is if the player falls under rule 10.2.

12. OVERTIME

12.1 Match and Overtime length

A match will have a 45 minute time limit. If the winning conditions as defined above are not satisfied after the original 45 minutes has expired, a 10 minute overtime period will be played and will begin IMMEDIATELY upon conclusion of the regular time period with no break in between.

12.2 Win requirements for a tied game

If the score is TIED when entering overtime, the next kill to be made shall decide the match, regardless of the minimum kill numbers listed in the winning conditions section.

12.3 Win requirements for a non-tied game

If a squad has a one-kill advantage but has failed to satisfy the minimum kill count numbers listed in rule 11.2, the squad with the higher score will need to make one kill to win, and the squad with the lower score will need to make TWO kills in order to win. If the team with the lower score only manages to get one of the required two kills by the end of OT then the match will still be recorded as a TIE for both squads.

12.4 Criteria for a tied final result

If NO kills are made in the overtime period by EITHER squad, the match shall be recorded as a TIE for both squads, regardless of the current score at the end of the overtime period.

12.5 Mutual kill occurrence

If a MUTUAL KILL occurs in overtime and both squads had required only one kill to win, overtime will CONTINUE! The deaths will count for both players, and any players who are "out" as a result will spec, and the game will continue as before. If a mutual kill occurs and one squad had required 2 kills in order to win, the game is over and the squad who was ahead entering overtime shall win. A mutual kill is defined as any 2 deaths (one from each team) that occur within moments (about 2 seconds) of each other. If no bot is present it will be up to the host ref to decide if the deaths occur near enough to each other to be considered a mutual kill.


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