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Tyrrax Thorrk
Amarr
Habitual Euthanasia
Pandemic Legion
Posted - 2009.01.06 20:52:00 - [331]
 

yes they are

Oregon sinful
The Illuminati.
Pandemic Legion
Posted - 2009.01.08 12:01:00 - [332]
 

Originally by: Goberth Ludwig
Btw perhaps this been answered before but are "named" implants allowed, such as zor hyperlink and akemon modified zet?

- Gob



On page 1 :p

Boma Airaken
Seekers of a Silent Paradise
Posted - 2009.01.10 03:42:00 - [333]
 

So out of curiosity, when the rules are actually 100% finalized can we please get rid of this thread and get a locked and stickied post? This is almost as bad as CAOD.


CCP Claw

Posted - 2009.01.12 10:00:00 - [334]
 

Edited by: CCP Claw on 12/01/2009 09:59:58
Originally by: Boma Airaken
So out of curiosity, when the rules are actually 100% finalized can we please get rid of this thread and get a locked and stickied post? This is almost as bad as CAOD.




The rules post is in the first (few) posts.

I'm not in the business of stifling discussion on the subject. If someone comes up with a massive rules hole at the last minute, it'll still be subject to discussion and the rules subject to change if that is needed, so why would we lock the post? Thousands of players are better at spotting potential issues than I alone could ever be :)

Sobakus
Posted - 2009.01.12 14:34:00 - [335]
 

Originally by: CCP Claw
Edited by: CCP Claw on 12/01/2009 09:59:58
Originally by: Boma Airaken
So out of curiosity, when the rules are actually 100% finalized can we please get rid of this thread and get a locked and stickied post? This is almost as bad as CAOD.




The rules post is in the first (few) posts.

I'm not in the business of stifling discussion on the subject. If someone comes up with a massive rules hole at the last minute, it'll still be subject to discussion and the rules subject to change if that is needed, so why would we lock the post? Thousands of players are better at spotting potential issues than I alone could ever be :)

Now, that's the mentality of an outstanding and quality oriented Dev or QA specialist (Sorry Mr. Claw, I don’t know if you are exactly on Dev or QA team Smile)! I wish some of the other gaming development companies had the same mentality...

MINA123
Posted - 2009.01.12 17:34:00 - [336]
 

4 navythrons and a damnation ? ^^

Pilk
Evolution
IT Alliance
Posted - 2009.01.13 10:45:00 - [337]
 

Originally by: CCP Claw
6. When cameras are ready, the host sets of a powerful ECM burst and warps off. This signals the start of the fight.
(snip)
10. Locking players before the match starts is NOT allowed.
(snip)
12. Launching drones before the match starts is NOT allowed.

So, er... how do we know the ECM burst went off?

--P

CCP Claw

Posted - 2009.01.13 11:16:00 - [338]
 

Originally by: Pilk
Originally by: CCP Claw
6. When cameras are ready, the host sets of a powerful ECM burst and warps off. This signals the start of the fight.
(snip)
10. Locking players before the match starts is NOT allowed.
(snip)
12. Launching drones before the match starts is NOT allowed.

So, er... how do we know the ECM burst went off?

--P


Bit of a holdover from old rules this. There's always a countdown....it just wasnt mentioned :) Clarified.

Khanto Thor
Amarr
Imperial Academy
Posted - 2009.01.13 14:43:00 - [339]
 

Originally by: CCP Claw


We could limit them to one logistics ship per team, limit RR to logistics only, limit total logistics modules on a team and so on, but then we're getting too dictatative (I couldve sworn that's a word, spellchecker disagrees...answers on a postcard please) with setups...


..think the word you want is 'Dictatorial' Smile

...be interesting so see how many falcons and logistic drones get used!

Rip Striker
Posted - 2009.01.13 17:27:00 - [340]
 

Quote:

Fitting Restrictions
...
1.1.   All Remote Armor Repair modules and Remote Shield Transfer modules are NOT allowed.



...but remote HULL repair modules are OK? cool

Pilk
Evolution
IT Alliance
Posted - 2009.01.14 09:25:00 - [341]
 

Originally by: CCP Claw
Originally by: Pilk
Originally by: CCP Claw
6. When cameras are ready, the host sets of a powerful ECM burst and warps off. This signals the start of the fight.
(snip)
10. Locking players before the match starts is NOT allowed.
(snip)
12. Launching drones before the match starts is NOT allowed.

So, er... how do we know the ECM burst went off?

--P


Bit of a holdover from old rules this. There's always a countdown....it just wasnt mentioned :) Clarified.

Since the chat system can sometimes be a bit lagged, or since some people can get itchy trigger fingers, is it okay if we lock the CCP staff member at the start of the fight, so we know for sure when the burst has gone off and the fight has started?

Also, genuine game mechanics question--does an ECM burst break a lock that's not yet formed? In other words, if it takes me four seconds to lock you, if I'm two seconds into locking you, and you successfully jam me with an ECM burst, am I still going to get lock two seconds later?

--P

csebal
HUN Corp.
HUN Reloaded
Posted - 2009.01.14 12:30:00 - [342]
 

Originally by: Pilk

Also, genuine game mechanics question--does an ECM burst break a lock that's not yet formed? In other words, if it takes me four seconds to lock you, if I'm two seconds into locking you, and you successfully jam me with an ECM burst, am I still going to get lock two seconds later?
--P

Im constantly amazed what the players of this game can come up with. Also looking forward for the answer to this tho.

CCP Claw

Posted - 2009.01.14 12:39:00 - [343]
 

Originally by: Pilk

Also, genuine game mechanics question--does an ECM burst break a lock that's not yet formed? In other words, if it takes me four seconds to lock you, if I'm two seconds into locking you, and you successfully jam me with an ECM burst, am I still going to get lock two seconds later?

--P


The ECM burst breaks the lock attempt, so you will be in a 'not even attempting to lock' state, and you'll have to attempt to lock again.

ShadowMaiden
Amarr
Atrocity.
Posted - 2009.01.14 13:59:00 - [344]
 

Originally by: CCP Claw
We could limit them to one logistics ship per team, limit RR to logistics only, limit total logistics modules on a team and so on, but then we're getting too dictatative (I couldve sworn that's a word, spellchecker disagrees...answers on a postcard please) .


Dictatorial - I'll have my prize now please, or I shall punish you with pictures of me in my mini-skirt.Twisted Evil

Gabbot
Gallente
Thanos and Killjoy Productions
Huzzah Federation
Posted - 2009.01.14 21:17:00 - [345]
 

Welcome to the World Of Space Craft alliance tournement. I think it is a dumb idea to take out the sheild and armor logitics modules. That type of logistics is a big part of the game and it should very well be a big part of the alliance tournement. i am very dissapointed

DancesWithWookies
Posted - 2009.01.15 01:08:00 - [346]
 

Edited by: DancesWithWookies on 15/01/2009 01:11:49
Some tweaking of the rules is needed obviously.
Heres a couple.

No cloaking - ridiculous. Guerilla tactics are out then.
No implants altogether - Aug free clones only.

Tyrrax Thorrk
Amarr
Habitual Euthanasia
Pandemic Legion
Posted - 2009.01.15 02:25:00 - [347]
 

heh if cloaking was allowed you could like kill a frigate on other team then have everyone cloak and wait til time runs out
or if team you're facing only fielded 99 points f.i. and you fielded 100 you wouldn't have to kill anything ;O

VICTORY

regarding implants, i think f.i. the powergrid/cpu implants are awesome to have, make more setups possible, and not being able to have attribute implants would suck for my awseome SP hoarding :(

Elsinaril
CHON
THE R0NIN
Posted - 2009.01.17 08:02:00 - [348]
 

I would like to ask for rule clarification on these issues.


*1*
Quote:
7. If a player warps out/leaves the arena, his/her ship will be destroyed.

Will the point value of the ships destroyed this way be added to the opponent score?


*2*
If a player self-destruct his/her ship is the point value of the ship added to the opponent score?


*3*
Quote:
3.1. The team with the higher number of total point worth of opponents ships destroyed, wins.

Does this number include even points for ships not destroyed by the team directly? (e.g. the cases above)

Elsinaril
CHON
THE R0NIN
Posted - 2009.01.17 08:42:00 - [349]
 

Edited by: Elsinaril on 17/01/2009 08:42:42
And I almost forgot.

*4*
If the final blow upon a ship is delivered by a team mate is the point value of the ship added to the opponent score?

CCP Claw

Posted - 2009.01.19 09:48:00 - [350]
 

Originally by: Elsinaril
Edited by: Elsinaril on 17/01/2009 08:42:42
And I almost forgot.

*4*
If the final blow upon a ship is delivered by a team mate is the point value of the ship added to the opponent score?


To answer all of your questions;

A ship that is destroyed in any way is a score for the opponent.

Nice metagaming attempt, though :)

Tjakka
KIA Corporation
RAZOR Alliance
Posted - 2009.01.19 18:05:00 - [351]
 

Edited by: Tjakka on 19/01/2009 18:05:29
Originally by: CCP Claw
Edited by: CCP Claw on 02/12/2008 18:20:26
Tournament Rules
Match Rules

1. Alliances can field up to ten pilots on the battlefield. A team captain must be announced beforehand. All alliance members are eligible to compete in any match in which their alliance is taking part, subject to all applicable rules; teams do not have to remain the same between games.



Where do I announce that?
If main character [me] ain't fit for the setup we field and i want to use my alt who do i tell to make sure ccp doesnt get confussed? Wink

Thanks

CCP Claw

Posted - 2009.01.19 23:40:00 - [352]
 

Originally by: Tjakka

Where do I announce that?
If main character [me] ain't fit for the setup we field and i want to use my alt who do i tell to make sure ccp doesnt get confussed? Wink

Thanks


As part of the signup process, however if your team captain is going to change in between matches then this will be done in pregame.

Hammering Hank
Caldari
Posted - 2009.01.20 08:53:00 - [353]
 

Originally by: CCP Claw
Place & Tactics

1. All T1 and T2 modules are allowed, with the following exception:

-snip-

3. All T1 and T2 ammunition and missiles are allowed. Faction ammunition and missiles are allowed.

-snip-

9. Cap Boosters are allowed.




Cap Boosters are T1 and T2 modules, right? Why are they specifically called out? Are you referring to Cap Booster Charges? But wouldn't they be included in ammunition? What am I missing? If they need to be called out, then wouldn't scrips and crystals also need to be called out?



CCP Claw

Posted - 2009.01.20 09:23:00 - [354]
 

Originally by: Hammering Hank
Originally by: CCP Claw
Place & Tactics

1. All T1 and T2 modules are allowed, with the following exception:

-snip-

3. All T1 and T2 ammunition and missiles are allowed. Faction ammunition and missiles are allowed.

-snip-

9. Cap Boosters are allowed.




Cap Boosters are T1 and T2 modules, right? Why are they specifically called out? Are you referring to Cap Booster Charges? But wouldn't they be included in ammunition? What am I missing? If they need to be called out, then wouldn't scrips and crystals also need to be called out?





If I was writing the rules in a proper technical style, then none of the 'are allowed' stuff would be there because its all covered by other rules as you correctly state.

However, the nature of these tournaments means that clarifications needs to be in there, and it's simpler to understand to have these rules written in there than have an extra section called 'clarifications' (which would be the next technically best thing to do).

So basically you're not missing anything, its just a clarification to preempt a common question.

Pilk
Evolution
IT Alliance
Posted - 2009.01.21 14:43:00 - [355]
 

Originally by: Pilk
Originally by: CCP Claw
Originally by: Pilk
Originally by: CCP Claw
6. When cameras are ready, the host sets of a powerful ECM burst and warps off. This signals the start of the fight.
(snip)
10. Locking players before the match starts is NOT allowed.
(snip)
12. Launching drones before the match starts is NOT allowed.

So, er... how do we know the ECM burst went off?

--P


Bit of a holdover from old rules this. There's always a countdown....it just wasnt mentioned :) Clarified.

Since the chat system can sometimes be a bit lagged, or since some people can get itchy trigger fingers, is it okay if we lock the CCP staff member at the start of the fight, so we know for sure when the burst has gone off and the fight has started?
--P

Reposting the unanswered half of this question, as it'd make a lot of things easier if a game mechanic designed to be synchronized to server state on the same server where we'll be fighting were the unambiguous start of the match, as opposed to an event originating in an entirely-separate chat server.*

--P

*: Yes, that sentence is probably needlessly complex. Normally, I'd fix it, but I need to get back to work right now. Evil or Very Mad

CCP Claw

Posted - 2009.01.21 23:38:00 - [356]
 

That in fact sounds like a great idea.

I will play with this tomorrow and get back to you.

Jodie Amille
Knighthood of the Merciful Crown
Posted - 2009.01.22 05:42:00 - [357]
 

Edited by: Jodie Amille on 22/01/2009 05:43:58
I know that they aren't mentioned in the first few post, but is ECM allowed or no? If it is this is gonna be kind of annoying :/ (please forgive me for not reading through the whole thread)

XFreedomX
Posted - 2009.01.22 06:12:00 - [358]
 

Originally by: Jodie Amille
Edited by: Jodie Amille on 22/01/2009 05:43:58
I know that they aren't mentioned in the first few post, but is ECM allowed or no? If it is this is gonna be kind of annoying :/ (please forgive me for not reading through the whole thread)


Fitting Restrictions

1. All T1 and T2 modules are allowed, with the following exception:
1.1. All Remote Armor Repair modules and Remote Shield Transfer modules are NOT allowed.
1.2. Faction, COSMOS, deadspace and officer modules are NOT allowed.

CCP Mindstar

Posted - 2009.01.22 15:28:00 - [359]
 

Originally by: CCP Claw
Originally by: Tjakka

Where do I announce that?
If main character [me] ain't fit for the setup we field and i want to use my alt who do i tell to make sure ccp doesnt get confussed? Wink

Thanks


As part of the signup process, however if your team captain is going to change in between matches then this will be done in pregame.


Further to this, it should be clarified that the team captain does not need to fight every time. They need to be there primarily as a point of contact for the GM team who will be transferring your fleet to/from the tournament. If this captain is not fighting, they can point the GM to the right fleet commander at the time.



CCP Claw

Posted - 2009.01.23 00:21:00 - [360]
 

Originally by: CCP Claw
That in fact sounds like a great idea.

I will play with this tomorrow and get back to you.


A minor oversight in this otherwise great idea is that, of course, Polaris Frigates cannot be locked and they are needed to set off the ECM burst :P

The countdown should be sufficient anyways.


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