Back to Starwars: Battlefront

Ruleset ! Please read

Historical capture recovered from the Wayback Machine · captured 2005-03-21 · 29 posts
Star Wars Battlefront - 8 man


RULE GUIDELINES


General Gameplay Info


Type of Gameplay: Default (Conquest)
Number of Maps: 1
Number of Rounds: 3 (first to win 2 wins the match)
Number of Squads: 2
Members per Squad: 8
Friendly Fire: On
Mods: None

Map Selection: Random


**Global chat is reserved for founder/captain only.**

* - Please note that the above DOES override the "Ladder Concept" rule in the "General Rules" listed below. The rules are intended to be guidelines for competitive matches. We reserve the right to review any disputes versus the published set of rules and declare something outside the published set of rules.

Server Set Up Information

Server Settings

The required server settings are listed below.

Server Name - Posted in Match Communications
Server IP - Posted in Match Communications
Minimum Players - 0
Map List - The map TWL randomly picks for the match (Both teams may agree to play a different map other than the one randomly selected)
AI Units Per Team - 0
AI Difficulty - N/A
Friendly Fire - On
Player Select Team - Yes
Show Player Names - On
Enable Heroes - No
Use Password - Yes
Private Password - Posted in Match Communications
Spawn Time - 0
Spawn Invincibility - Off
Tickets (Reinforcements) - 300

Map Rotation:

Since the match is played on 1 map, it should be the only map set in the server rotation.

Server Crashes

With the inability to restart a server with exact ticket numbers, server crashes will be handled in the following manner:

Keep the ticket count in mind from before the server crash. Replay the map keeping this number in mind. The first team after restart that loses the number of tickets they had pre-crash, loses the map.

Both captains are to agree to the ticket count upon server restart. They are to make a good faith effort to agree, if they cannot agree the map will be replayed with full tickets.

If the server crashes a second time during a match, the teams are to make note of the ticket count and continue the match on the other clan's server. If this cannot be done, the match is to be post-poned until a suitable server is found or the server problems are resolved. An admin is to be notified of the postponement.

Squad Info

This is a 8 v 8 ladder, each squad is to fill a minimum of 6 positions and a maximum of 8 positions. If a squad is unable to meet this requirement, the offending squad must either forfeit or re-schedule the match at a later date with cooperation from the opposing squad captain. If neither team is able to fill 6 positions at the start of the match, the match will be nullified unless both squads choose to play the match with less than the number of required players. If either team is able to field 8 players and the opposing team can only field 6 then match will be played with uneven numbers unless the teams agree to even the numbers.

Server Info

A server capable of handling up to 18 (8 players per team and 2 slots for admins if necessary) players is necessary for every match. The server should be running in dedicated mode and following all of the necessary rules specified under General Gameplay Info. Teams are to use "Match Communications" to determine the server. If each squad has a server, the defending squad chooses the server. If a squad does not have a server, they should not challenge until they find one that that can be loaned to them at the date of the “to-be-scheduled” match. Please ensure the server's stability and capability to withstand 18 players from across North America before the match begins. In the event of excessive lag, another server may be chosen or the match may be re-scheduled. Screenshots of pings are helpful if this is disputed.

The IP of the server should be provided in "Match Communications." In addition, the server must be listed on the master list. In case of a server crash, the unfinished rounds are to be completed with the past score in mind. Please be sure to pay attention to the score in case of difficulty with the server. It is important to prevent disputes by being aware.

Lan Center players are not allowed to use servers located at thier Lan Center. Additionally, any server that allows one of the teams to ping less than 10 to is not usable for match play. A suitable neutral server should be used instead.


Server Types

Matches must be played on servers running the most current approved version of Star Wars Battlefront and the associated maps. Currently NO gameplay mods are to be installed on the server. The match must be played on a dedicated server connected to at least a T1 connection. Cable, DSL, Satellite or other broadband connections are not acceptable at this time.

Maps

The current maps list includes:

bes1a - Bespin: Platforms (GCW)
bes1r - Bespin: Platforms (CW)
bes2a - Bespin: Cloud city (GCW)
bes2r - Bespin: Cloud city (CW)
end1a - Endor: Bunker (GCW)
hot1i - Hoth: Echo base (GCW)
tat3a - Jabba's Palace (GCW)
kas1i - Kashyyyk: Islands (GCW)
kas1c - Kashyyyk: Islands (CW)
kas2i - Kashyyyk: Docks (GCW)
kas2c - Kashyyyk: Docks (CW)
geo1r - Geonosis: Spires (CW)
kam1c - Kamino: Tipoca city (CW)
nab1i - Naboo: Plains (GCW)
nab1c - Naboo: Plains (CW)
nab2a - Naboo: Theed (GCW)
nab2c - Naboo: Theed (CW)
rhn2a - Rhen Var: Citadel (GCW)
rhn2c - Rhen Var: Citadel (CW)
rhn1i - Rhen var: Harbor (GCW)
tatli - Tatooine: Dune sea (GCW)
tat1r - Tatooine: Dune sea (CW)
tat2i - Tatooine: Mos Eisley (GCW)
tat2r - Tatooine: Mos Eisley (CW)
yav1i - Yavin 4: Temple (GCW)
yav1c - Yavin 4: Temple (CW)
yav2i - Yavin 4: Arena (GCW)

GCW = Galactic Civil War Era
CW = Clone War Era

When starting the server please specify only the maps that will be played in the match. Additional maps will be added and approved as they become available.
Note: More maps may be released either by LucasArts or by individual mappers. When that time occurs, TeamWarfare will review the maps to ensure any issues that exist in the new maps are not ones that will restrict or hamper match play and then either approve/disapprove them.

Match Details (Part 2)

Due to the poor server controls and lack of rcon, the process for playing a match is as follows.

-When both teams gather in the server for the match, they are NOT to kill each other.

-Control points are to be neutralized so as to prevent ticket count-down until both teams are ready to begin the match.

-Both team captains must agree that they are ready to start. At this point, the defending team takes all of the cp's and begins ticket count-down.

-When the server loads the next map, both captains are to make sure that their players are all loaded in and on the correct side as soon as possible.

-Each captain will say "ready," when their team is ready. After both captains say "ready," the defending team's captain says "Go" and the match begins.

-No players are to move from their spawn until the defending captain says "Go."

-No fragging is to take place until the match begins, not only does this speed the count-down when the teams are not yet ready to begin, but it can cause a player's game to freeze if that player dies as the map is about to change.

The above rules are vital. Unfortunately with lack of rcon, this is the most fair way to start the match, and the only way this ladder can even begin on TWL. Any team not following these rules will receive a forfeit. Take screenshots and notify an admin.

It is understood that by agreeing to compete on this ladder, you agree to comply with these rules and make a good faith effort to begin the matches as soon as possible upon final map restart.

All members of all teams are responsible for treating each other with respect during the match. Due to the lack of a language filter in Star Wars Battlefront at this time, please respect those in the server at all times and please don't be careless with your language. The server as well as all members of each squad should be running the latest patch available.

The match is won by the first team to win 2 rounds.

There are no limits on what player classes or how many of player class can be used by a squad. To
To ensure fairness, each team will play one round as Imperial/Clones and one round as Rebels/Droids on each map. The defender will be Imperial/Clones first for the first round, the second round will be played with the teams reversed with the attacker playing Imperial/Clones and the defender being Rebel/Droids.

If the score is 1 - 1 after the first two rounds the third round will be played. For the 3rd round, the team with more tickets after the first two rounds will select side.

Due to the nature of the internet is is possible for players to be disconnected from the internet or dropped from a server. Should this happen you may substitute an eligible player to fill the spot or the dropped player may rejoin. However, upon joining the server the player must rejoin their respective team immediately. Anyone joining the opposing teams side for over 30 seconds will be considered observing and will subject their team to forfeiture of the match or replaying the map.

Due to the sizes of some teams, it is acceptable to rotate players at the beginning of new rounds. However, this should be done in a timely manner that does not hinder the progress of the game. In other words, please have your teammates "waiting in the wings."

Cheating

The following are NOT permitted in Star Wars Battlefront gameplay while participating in a ladder match for the TWL:
- switching teams after being killed in order to observe the other team's players
- running a server-side mod without the permission from the other captain
- removing the other team's players by means of kicking or vote kicking
- changing the map
- dead players communicating with live players via the console during match play
- use of any client-side modification that enhances your aim (including aimbots but not including custom crosshairs).
- exploiting map bugs, including but not limited to going under the map and moving through or shooting from places where flaws in the textures allow you to see through walls.
- any client side mod that changes the skins to aid in friendly/enemy difference i.e. red/green/pink helmets

- not following any of the specific rules above (it is a great idea to be aware of all these rule and to have them at hand before starting a server and during the match)

Violation of ANY of these will result in an automatic forfeit and potentially expulsion from the TWL ladders.

Conduct, Punctuality, and Report Match Results

Players are expected to conduct themselves in match play with a professional and courteous attitude towards other players and admins at all times. Unsportsmanlike behavior consists of constant global spamming, taunting and direct insulting. Any unsportsmanlike conduct reported to the ladder admins and verified can lead to disciplinary action against said player(s) or even the team itself if severe and blatant enough to warrant such actions. Severe and gross misconduct may even lead to more severe repercussions such as dismissal from a team, ladder or TeamWarfare. Said resolutions will be at the discretion of the ladder admins as well as TeamWarfare SysAdmins.

Matches are to start at the agreed time and a 15 minute grace period will be allowed should a team run late or have a problem rounding up members. After this grace period, the team with members present and waiting on the designated server should contact an admin immediately in IRC. Please supply both clans invovled in the match and ladder should that apply. Please have either demos or screenshots available if requested for verification. Please make use of the match communications system in place for captains and founders to use to reinforce attempts to set up match details.

Match results will be reported no later than 1 HOUR after the conclusion of a match. Failure to do so on the first infraction will result in a drop of 10 rungs down the ladder. A 2nd infraction may result in a team being dropped from the ladder. Teams will have the opportunity to rejoin if removed, but will have to start at the bottom. Infractions of this rule are left at the discretion of the admins and may vary depending on the circumstances. Map scores are to be reported by TICKET COUNT not by # of rounds

IRC Channel

Server 1: http://irc.gamesurge.net
Channels: #twl_sw, #teamwarfare,
Server 2: http://irc.enterthegame.com
Channels: #teamwarfare
Server 3: http://irc.dynamix.com
Channels: #teamwarfare

This channel is available if you wish to use it in order to meet up with your clan members and the opposing clan before the match. We suggest you using this in order to ensure nobody has any problems joining the server, etc.

Disputes

All disputes will be handled by the ladder admin. Each and every dispute inevitably involves different aspects and will be dealt with individually. (until a demo feature is supported or confirmed to be present in the game screenshots will have to suffice).

Questions, Comments, Concerns, etc.

Any questions or concerns in regards to match play by other teams, players or questions in general can be directed to the Star Wars Battlefront Staff.

Good Luck

Remember: Please handle all situations such as server difficulties with a mature, responsible, and reasonable attitude, good luck.
Post edited by Discip1e at 1/30/2005 6:29:55 PM
Please ask any questions you may have or clarifications you may need. As you all know, this is the first time this ruleset will be tested in match play so we may need to tweak it and change it as we go. But for now I feel this is the best way to allow competition in Battlefront.

As for when the ladder will go live, first I want all clans to get a chance to read and understand the rules.

Thanks
So we must rent an 18 man server to be part of this ladder? Or at least have access to one running on a T1 connection? If so, we are out before we get started as our server (rented server) only holds twelve people.
You can get away with a 16 player server as the ladder is 8v8. Ideally the server should hold 18 in case admins need to join the server for a match.

But a 12 player server won't do for an 8v8 ladder. Can you up your server by 4 players ?
Sorry this didn't get included before, but what does this mean and how is it accomplished? Maybe I'm not reading it right...

" At this point, the defending team takes all of the cp's and begins ticket count-down."

2.There are clans involved who don't play anything but Imp/Clones or just Imp as in our case...I am guessing we now must play rebel/droid? I disagree with this rule in principle although I do not have a solution, however there are many clans who only play one theme or the other. Not too mention...the maps are set up for bias for certain factions depending on the map and yes you have declared that the maps be random but it does present a problem or two.
Post edited by =DtR=DarthPerilous at 1/25/2005 5:54:16 PM
PS: Are you paying the difference? In other words, I guess I have no choice.
Originally posted by: =DtR=DarthPerilous
Sorry this didn't get included before, but what does this mean and how is it accomplished? Maybe I'm not reading it right...




-Both team captains must agree that they are ready to start. At this point, the defending team takes all of the cp's and begins ticket count-down.


Basically what this means is that you are in a warmup map until both teams are ready to begin. When both teams are ready you will want 1 team to take all of the CP's to speed up the ticket count down and let the map end as soon as possible so that the real match round can begin when the new map reloads.

And no, I can't pay for your clan's server. My clan pays for its server through donations by the members. Since they want to compete they are glad and happy to chip in for a server large enough to host a TWL 8v8 match.

If you cannot provide a 16 slot server than I will have to remove your clan from the ladder.
It will be provided.
Originally posted by: =DtR=DarthPerilous

2.There are clans involved who don't play anything but Imp/Clones or just Imp as in our case...I am guessing we now must play rebel/droid? I disagree with this rule in principle although I do not have a solution, however there are many clans who only play one theme or the other. Not too mention...the maps are set up for bias for certain factions depending on the map and yes you have declared that the maps be random but it does present a problem or two.


You did not answer this.

LT Smooth
SAF DtR
2nd Squad Commander
Post edited by =DtR=Smooth at 1/25/2005 8:18:47 PM
I missed that part of your question.

Ok, the rules are set up so that both clans must play as both sides during a match. It's only fair. Since you are correct and every map is biased towards 1 side, this is the only way that the match can be fair to both teams.

If the round score is 1 - 1 after the first 2 rounds, the team with the most tickets chooses side for round 3.

Teams that specialize in 1 side or the other still have a good shot at winning since theoretically, they should come out with a higher ticket count after the 1st 2 rounds even if it goes 1 - 1 . But I definitely don't think it's fair to allow any clan to play only 1 side since clones would win just about every map.
Hi there, so what is the maximum number you can have in your team's roster? And can clans field more than one team in the ladder?

Setting up the server to have a warm up map is a good way to ensure everyone is in game and ready at the start of a match. A better way however is to set the minimum number of players to the number you expect to play. That'll ensure the game does not commence until everyone is in, and prevents ticket drain. Then you can start straight away. We use this method in Battleweek and it works a treat.

We also play just two games and have the ticket count decide the victor if it ends up as a 1-1 round. As some maps give an advantage to one faction over the other this seemed fairer than having one team get to play the favoured faction twice. Still I suppose if the team who gets the higher ticket count in the first rounds gets to choose, that's not so bad, as they've earned the right to choose I guess.

Good looking rules so far.
I have a problem with Geonoisis as a map. It is horribly, horribly biased to clones. The clones have 2 respawnable tanks spawn points that respawn roughly every 3 minutes.

I also have a problem with any map which gives one side vehicles but not the other. Kashyyyck Docks, Endor Bunker, and Yavin Temple.
What's the problem? If both teams get to play both factions in a map then you both get the advantage.
Belzac has a point about Geonosis...but, the droids do have 4 vehicles, plus the fighters to use...if they choose to. Granted, they are no where near as powerful as the ATTE's. All in all, i think Geonosis is ok.

About every map has it's advantages towards one faction. You just have to make sure you get the higher ticket count if it's 1-1 after two rounds to ensure that you get to choose the faction you want...I think thats more than fair.

Originally posted by: TALON_TAW
Hi there, so what is the maximum number you can have in your team's roster? And can clans field more than one team in the ladder?

Setting up the server to have a warm up map is a good way to ensure everyone is in game and ready at the start of a match. A better way however is to set the minimum number of players to the number you expect to play. That'll ensure the game does not commence until everyone is in, and prevents ticket drain. Then you can start straight away. We use this method in Battleweek and it works a treat.

We also play just two games and have the ticket count decide the victor if it ends up as a 1-1 round. As some maps give an advantage to one faction over the other this seemed fairer than having one team get to play the favoured faction twice. Still I suppose if the team who gets the higher ticket count in the first rounds gets to choose, that's not so bad, as they've earned the right to choose I guess.

Good looking rules so far.


Good suggestions - the problem I have with setting minimum players to 16 is that it takes away the warmup. It also takes away the ability for the captains to discuss things in game before the match starts. For example "I have a player running late, can we wait 10 minutes?" Or what if 1 team cannot field 8 and wishes to play with 7 players rather than forfeit ? It would require a server restart and I want to avoid server restarts at all costs because we all know what a pain it can be when something goes wrong, or the server doesn't come back up, or people can't find the server or can't join the server on restart.

As far as the suggestion to go by tickets after 2 rounds to declare the victor, I think the 3 round format gives clans a chance to come back if they have a poor round. The 1 concern I do have is that the match may take too long. But like I said before these rules are untested and they can always be changed if things don't work out or we have problems with a particular format.

Disicple, it's not about coming back or time constraints. It's that the maps are biased, how do you decide which team gets the better race for the third map?
The one with the highest ticket count total after the first 2 rounds decides on which side.

You know, since we're reporting by tickets, and not # of rounds won, theoretically you could win a game, but have a lower number of tickets.
Example: You win round 1 10-0. You lose round 2 50-0. You win the tiebreaking round 20-0.
You win the match, but report the ticket count as 30 to 50.
Well every1 can just blame it on the maps. Many can believe the maps were created to be biased to one faction because most of us have seen the movies and know how these battles end and assume that. I have seen droids win alot of times on Geonosis, Imps winning on Endor, and Rebs winning on Hoth. If you and your team is good enough and you got a good strategy in play, you should win no matter what the map is. So instead of worrying about those mean ol devs did, that focus should be put into creating a forumula to win.

I can't believe I read every word of that book u posted D. But now the rules are more clear to me and I really appreciate all the time your putting into this man. They're fair rules and I think everyone will grow to accept them.
Discip1e, when are you planning to give the go ahead? I'm not sure how often the forums get visited by the various clan leaders.....
That only goes for pubs. In an environment where both teams are extremely good then the map inadequacies stand out. To let one team play the better side twice as much as the other is broken. Best of 3 is impossible. If you want to make it so that one team can do poorly and still come back, make it a 4 map rotation. Otherwise 2 maps, play to win, or play to lose but only barely.
Please start the ladder man, we all are ready and want to play.

LT Smooth
SAF DtR
2nd Squad Commander
We are gonna give these rules a shot. Playing 2 maps accomplishes nothing that playing 3 doesn't also accomplish. Since if we played 2 the clan with more tickets would be the winner, since we are playing 3 the clan with more tickets chooses side so in both cases the advantage goes to the clan with more tickets after 2. Playing 3 gives the clan with less the chance to come back, playing 2 doesn't.

Playing 4 would mean it would be decided by ticket count, not rounds, in which case playing 2 also accomplishes that but in half the time. Plus it would probably go too long, I have that concern as it is with playing 3.

So basically we're gonna give these rules a try and see how it goes. If it's an utter failure we'll change it, but we won't know until we try.

The ladder will go live as soon as Icred gives the go-ahead.
Lets get this party started

LT Smooth
SAF DtR
2nd Squad Commander
No kiddin', let's get it on all ready!
Please not I've added Rhen Var Harbor GCW to the maplist
I've made a slight change to the reporting match results rule.

"Map scores are to be reported by ticket count, NOT by # of rounds."

Has been changed to :

"Map scores are to be reported by # of rounds, NOT by ticket count. Round 3 is considered Overtime."

By the way, this does NOT change the scoring system. It only changes how the losing team fills in the information when they go to report their loss. That's all this deals with.
Well, that certainly simplifies things.
-When both teams gather in the server for the match, they are NOT to kill each other.

-Control points are to be neutralized so as to prevent ticket count-down until both teams are ready to begin the match.

-Both team captains must agree that they are ready to start. At this point, the defending team takes all of the cp's and begins ticket count-down.

-When the server loads the next map, both captains are to make sure that their players are all loaded in and on the correct side as soon as possible.

-Each captain will say "ready," when their team is ready. After both captains say "ready," the defending team's captain says "Go" and the match begins.

-No players are to move from their spawn until the defending captain says "Go."

-No fragging is to take place until the match begins, not only does this speed the count-down when the teams are not yet ready to begin, but it can cause a player's game to freeze if that player dies as the map is about to change.

All teams must check these rules again and make sure you understand them.

"-No players are to move from their spawn until the defending captain says "Go."

----This means do NOT move once you spawn, it's simple, do not take 1 step in any direction from your spawn point.

If anyone has any questions about how this works or needs clarification feel free to ask.

29 posts recovered