Ladder Rules – Star Wars Battlefront
Host Setup: Server Options
1. Name of Server: ER Ladder
2. Dedicated server: On or Off depending on server used
3. Max Players: 32
4. AI Units per team: 0 (None)
5. Team Damage: On
6. Show Player Names: Off
7. Heroes: OFF
8. Teams: Player Select
9. AI Difficulty: Any Choice
10. Min Players to Start: To equal the exact number of the Human players
11. Matches need to be Password Protected and the Host will decide the password to prevent unintended players from joining.
12. Auto Aim set to 0 (OFF).
13. Spawn Invincibility set to 1 second.
14. Hosting Bandwidth: This should be set to allow the allocated number of players in a game
Rules:
1. All unscheduled matches can be setup in the Ecliptical Realms Battle Room, X-Fire, Ventrilio, or a TeamSpeak server. These are used to setup and coordinate matches. Matches setup through the challenge system can use either of the above listed as well to coordinate final match setups.
2. All Clubs Must be Registered with Ecliptical Realms (ER): http://www.eclipticalrealms.com/ . Club commanders (Captains) must have all participating members registered with ER and affiliated with their Club including the Captain approving themselves.
3. All players must be affiliated with an ER registered Squad/Clan and each player must also be registered at ER:
4. http://www.eclipticalrealms.com/
5. Club and Player Membership should be verified prior to each event.
6. Teams will play 2 maps, one that each team chooses and each team will play both factions in each map. Teams must agree on maps before match start unless map designation was determined through the challenge system. Matches can take up to 2 hours to play, so ensure the players have allowed enough time to complete the match.
7. Each team will host one side of each map unless both teams agree prior to start of the matches to allow only one host.
8. Game play authorized (team configuration) can be 4vs.4 up to 16vs.16. No uneven games will be permitted/authorized or reported. Matches must contain same club on each team (i.e. no mixing of clubs on a team). Larger point awards are giving for larger sided matches.
9. Starting factions will be agreed upon prior to game host launching game.
10. The game reported will consist of totals for all four sides being played (i.e. 2 maps, 2 factions each map). The match winner is determined by the highest total number of remaining “ticks” of the four sides.
11. The host is responsible for taking screenshot of Scores/recording Kills, deaths, and Command Post Captures for both teams (sides). All players are encouraged to take their own screenshot of the results. (Reporter is responsible for assigning the correct point values to kills, deaths, command posts, and winning team as described in the event information and report the number of “ticks” left of winning team)
Player Disconnects Durning Game Event
1. If a player disconnects from the game and the tick count is greater than 150 for BOTH teams, the match will be restarted. If the tick count is less than 150 for either team, it will be the players responsibility to reconnect to the game as fast as possible.
2. Even though all points are lost when disconnects occur; players returning will contribute to their team score. If the player does not return this person will still be recorded when game results are submitted, with all Zeros (0s) except the total “ticks” number the team scored.
3. If the Host crashes and ticks are greater than 150 for both teams, the side of the map will be replayed. If the Host crashes after either team has less than 150 “ticks”, then the match will be replayed on another host, unless teams agree to retry the same host.
Using the Challenge System
1. A club captain can challenge another club in a formal means by clicking on the “Issue a Challenge” link in the event. The captain will select the team to challenge, the time of the proposed match, and in the notes field, enter the map name they want to play and the size of the match (i.e. team size). Emails will be sent to each captain notifying them the challenge has been officially issued.
2. The challengee (i.e. the club being challenged) captain has the choice to accept the proposed time and match size by clicking the “Accept” link from the “Challenge Control” area. The challengee can also click the “Reschedule a Match” link if the date/time or match size is not suitable for the challenge. Map selection cannot be changed through the challenge system.
3. Once the details are worked out with date/time, match size, and map selections, the challengee will click “Accept” and a “Report Match?” link will appear. Once the match is played, the challengee captain will click this link to close out the challenge.
4. Challenges must be completed within four (4) weeks of the initial challenge date. The moderator team will investigate open challenges after the four weeks. If a match resolution cannot be resolve by either team, the moderator team will determine the match details and the match will take place. If the moderator-determined match has not taken place in a one-week timeframe, a forfeit will be issued to the resisting team.
5. The captain of the challenging team has the ability to cancel a challenge except if the challenge has be open for four weeks and/or a moderator has become involved to closeout the challenge.
6. All challenges are viewable by all competitors by clicking on the “View Challenges” link.
Ladder Point System Explained
1. The Ladder System foundation is based off the Sonas rating system used for chess players. However, this system is adapted to online gaming and also for Star Wars: Battlefront.
2. A prediction is calculated based on each teams historical performance and a comparison between each team to determine the expected difficulty of the match. Once the actual results are submitted, the actual outcome is compared to the prediction and points are determined. This is the foundation of the Sonas rating system.
3. Winning matches is still the precursor of the event to attain the most points.
4. Teams that play in larger-sided matches will gain more points per match over smaller-sided matches. This allows smaller clubs to participate in the ladder while larger clubs are not compromised to play smaller matches.
5. Initial matches are weighted to prevent large swings in points awarded in the case of large differences in match outcome. This allows the formation of a credible trend of historical stats to further the accuracy of the prediction. As a team completes more matches, the weighting is reduced and more points are awarded.
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