Thats right folks its finally that time, the rules are getting a face lift. By tommorow all the rules will be updated. They won't all be updated at the same time obviously but most should be done very soon. Incase you were wondering, i'll put a copy of the 6v6 objective rules in this thread so you may look at them while the rules pages are being worked on. I am sure many of you are going to see alot of changes that you have been looking forward to for a while
Post edited by -Rodimus- at 10/3/2003 9:28:24 PM
General Game Info
- General Game Information
- Team Management
- Squad / Roster Information
- Server Information
- Server Connections and Game Versions
- Server Settings
- Match Details
- Setup Rounds Screenshots
- Match Observers
- Dropped Players
- Cheating and CDC
- Match Results Reporting and Disputes
- General Rules and Information
Type of Gameplay: Team Objective
Number of Maps: 1
Number of Squads: 2
Members per Squad: 6+
Rounds per Map: 14 (1 setup round, 6 match rounds per side)
Time Limit: See Map List
A match consists of 12 match rounds per map.
Winning the match: Matches are played as a 'best of 12' scenario. The squad with the most rounds won will be considered the winner. Rounds are won by completing the assigned objective in the time allotted. If the last players of both teams kill each other in a way that leave no one alive then the round will be considered a tie.
In the event of a tie, MOUT Mckenna will be used as an overtime map. The rules for the Overtime Round will remain the same, but only one round will be played. The team with the most objectives won will be considered the winner of the round. The defending squad will choose whether to play as Honor or Loyalty.
Map Selection is Random
The challanged team will choose which side they play first.
Official Maps:
Bridge
Bridge SE
HQ Raid (shooting the prisoner causes you to lose the round)
Insurgent Camp
JRTC Farm
Mountain Ambush
Pipeline
Swamp Raid
Tunnel
Weapons Cache
Weapons Cache SE
Mountain Pass
River Basin
Radio Tower (shooting the aid worker causes you to lose the round)
All maps are set for 10 minutes.
Due to its unbalanced nature, the FLS map will not available as a map selection choice. Official maps will be added as they become available.
CDC Is mandatory for all ladder play make sure you click here to learn more about it and where to download it
Team Management
Teams have one (1) Founder and any number of Captains. Captains are assigned at a ladder level. Founders are captains on all ladders. The team Founder should determine who should be in charge of issuing challenges per ladder and maintaining the team information. Multiple team captains can be assigned to perform such duties.
You can only issue a challenge by making it in your team's Admin Console on your ladder control panel on any day of the week. Access to the Team Admin Console is available to all Captains NOTE - You must login to the ladder in order to administer your team.
Squad / Roster Information
Ladder members join teams per ladder and may only be a member of one team per ladder. Roster changes may be made on any day. In order for a player to be considered 'eligible' for a match, he must be on either team's roster before the Defender accepts the challenge. Leniency is given for people that sign up on the same day the match is accepted.
Once a team joins a ladder, that team has 2 weeks to bring their roster to the minimum roster requirement for that ladder. Failure to do so will result in immediate removal from that particular ladder.
All squads must have at least 6 members on their rosters. Matches will be played as a default 6v6. If a squad fails to have 6 players 15 minutes after the scheduled start time, that squad may play with 4 or more players without penalty. If you started with fewer than the default 6, you may add players up to 6 at the end of any round. The next round of course will be a Set-up. All players that started the match must play till atleast half. Squads may rotate players only on the changing of sides or prior to overtime round.
In-games names and registered Teamwarfare names must be similar to the point that there is no confusion over that persons eligibility to participate.
In the event that a squad is unable to meet the minimum squad size for the match due to a player not being eligible, they can play with 4 players without penalty.
Exceptions: If squad captains agree a minimum of 24 hours prior to the match, squad sizes may be more than 6. Teams should remain even .if a team agrees to a certain number and shows up short at match time, they will be allowed to play short handed as long as the squad has at least 4 present.
Server Information
A server capable of handling up to 16 players is necessary for every match.
The challenging team is responsible for providing the match server. But, it is the Defenders choice what server is to be used. Third-party servers are preferred and should be used if possible.
Gaminghost.com has provided Teamwarfare with authorized AA servers. These servers can be utilized for matches if needed. They are available on a first come, first served basis. You may request the use of these servers on the observer request form.
In the event of a server crash, the last round will be replayed with the number of remaining players in mind. After the replayed round begins, those players that were eliminated prior to the crash will immediately use the command console 'suicide'.
If a private server is used, admin control MUST be available, in case of the need to restart the server.
Any server related issues that are not brought up during the setup round will be dismissed.
Unless specifically agreed upon by both sides in match comms, servers MUST be located in North America.
The America's Army ladders work on a +/- ping system:
If the combined average ping of one team, as shown on the F1 screen, is +/- 125 the combined average ping of the other team it is recommended that another server be used, provided there is a viable alternative server open for match use.
Ping issues MUST be addressed during the setup round. Server related disputes WILL NOT be heard once the first match round begins, unless under extreme circumstances as determined by a ladder admin.
Any player with a ping that is +120 the average ping of all other players MAY be asked to not participate until his ping comes within playable limits.
Ping and lag are not the same issue. While pings may be relativly low teams may still experience a large ammount of lag. This is why lag is also an acceptable reason to change to a new server in hopes of fixing the problem.
Authorization isn't required for match play however if you are on a server that will not allow you to turn authorization off and there is a problem, be it Auth being down or more than one player not able to authorize, then the match should be rescheduled to a later date or change servers if one is available. If both teams agree on a reschedule the new date should not be more then 5 days away.
Server Connections and Game Versions
Matches must be played on servers running the most current version of Americas Army: Operations. Currently NO gameplay mods are to be installed on the server. The match should be played on a server with a minimum of a 512kbps upload connection. Slower connection may be used, but only if both teams agree in match comms. If a slower connection is used, any disputes regarding lag and ping will be null and void. TWL staff reserves the right to say which version is the current official version.
Server Settings
AA server setting tools are required for server set up. This will prevent accidental damage of .ini files and allows for multiple configurations to be stored. A current version of Hydra's Army Ops Manager is recommended.
Hydras Army Ops Manager server settings:
SERVER INFO SETTINGS
Max Client Rate= 10,000
Game Type= Public
Allow Gamespy= Unchecked (off)
Require Authorization=Checked (on)
Game Password= Host's choice
Cheats= Unchecked (off)
TEAM/MATCH SETTINGS
Max Team Size= Equal to the agreed squad size
Max Players= Equal to the agreed squad size x2
Max Admin=2
Auto balance= Unchecked (off)
Maximum ROE= 1000
# of minutes per round=10
# of rounds per match= 7
# of Matches before cycling= 1
Minimum number of players to start= Equal to Max Player #
Cycle Maps after match= Unchecked (off)
Minimum Honor=1
Maximum Honor=100
MISC SETTINGS
Spectate from player starts only= Checked (On)
Spectate from team players only= Checked (On)
Spectate from first person only=Checked (on)
Max spectators= 0
MILES= Force_normal
Hide Settings= unchecked (off)
IDLE PLAYER SETTINGS
All Idle player settings will be set to Unchecked (off)
If a third-party server is to be used, it is the challenging teams responsibility to contact the server admin and insure the correct server settings prior to the match.
The server IP address will be made available in Match Communications 24 hrs prior to the match.
Match Details
All members of both squads are responsible for treating each other with respect. Global Game Chat will be kept to a minimum. Rude or abusive language will not be tolerated prior to or during the match
Teams sizes MUST be relayed to the opposing side 24 hrs in advance and be posted in match comms. This is to ensure proper server settings and a minimum of delay in starting the match. If a team shows up at a match with more than the posted amount, the extra players will have to rotate in at side change. If a team shows with less than the posted amount, they may play with 4 or more players or they may forfeit the match, unless the opposing team agrees in match comms to allow them to play with a lesser number.
All agreements and arrangements must be posted in match comms. This is to protect you incase the other team denies having made any arrangements with you.
The match will proceed in this manner:
1 setup round
6 match rounds
side change
1 setup round
6 match rounds
(Additional Setup rounds may be needed due to a player disconnecting during the battle.)
The server may start the round while the last player has not had an opportunity to join a side. In this case all players should suicide using the console command and the next round will be the first setup.
During each setup round all players will again select the correct side and make any weapon adjustments as needed. Screenshots will also be taken during the setup round. Once both sides are satisfied that selections have been made all players will use the console command to 'suicide'. Unless the teams are still 'mixed', the following round will be live. Both sides MUST confirm that they understand that the round is live. Only in the event that sides are still mixed will the round not be considered live. Not having a weapon you want is not grounds for a live round to be halted. In the event that at anytime teams become mixed, ALL players will disconnect then reconnect and the process will start over.
Shooting an OpFor during a setup round is grounds for forfeiting the match.
No team will fire any weapon for the first 5 seconds of ANY live round. Pulling the pin on a grenade IS considered firing a weapon.
Any player issues that arise after the start of a live round will be considered 'casualties of war' and the round will proceed.
After 6 live rounds have been played ALL players will exit the server then reconnect, using the same procedure noted above, except they will switch sides. There is a 15 minute limit to have your players rejoin for side change. Player substitutions may be made at this time.
Set Up Round Instructions
During each set up round ALL players will raise the F1 screen and take a screenshot.
Screenshot requests will only be made by an admin and must be presented immediately upon an admins request. Screenshots WILL NOT be provided to anyone other than an admin unless approved by both teams.
Screenshots will be held by the player for a minimum of 72 hours. Failure or refusal to take or provide a screenshot when requested will result in the forfeiture of that match by the offending team and possible action taken against the player himself, at the discretion of the admins.
During Setup it is each teams responsibility to check and make sure that all players are on CDC. If a player is not on CDC then he must drop and rejoin the game server with CDC and another setup round will take place. If a team finds out later that a player is not on CDC, but didn't bring it up during a setup round, they cannot dispute this.
Teams must also take this time to make sure that the players on the opfor are on the roster and eliegible to play the match. Once the match goes live this issue cannot be disputed.
Match Observers
Match Observers are individuals who act as the in-game eyes and ears of the admins. They spectate the matches and provide information to the admins in the event of a dispute.
Match Observers may be requested by either team, but are not a requirement at this time. To request one please visit http://www.twlobservers.com
If an observer is requested the team that provided the server must provide the admin password to the observer through the observer request page. If either team asks for a Match Observer in match coms it is the responsibility of the team providing the server to request a Match Observer from the website. If the team does not request a MO by the deadline (24 hours prior to the match) then the team that asked for the MO to be requested can have the match rescheduled. If the team fails to request the MO for this rescheduled match they may forfeit the match.
While Match Observers are not admins and cannot rule on disputes, they are highly knowledgeable in regards to ladder rules and act as in-game referees to ensure proper procedures are followed.
MATCH OBSERVERS CANNOT HALT A MATCH UNLESS UNDER EXTREME CIRCUMSTANCES. IF A TEAM DOES NOT FOLLOW PROCEDURES AS GIVEN BY A MATCH OBSERVER, THE MATCH WILL CONTINUE.IT IS UP TO THE OTHER TEAM TO LODGE A DISPUTE.
MATCH OBSERVERS CANNOT DISPUTE A MATCH. ONLY THE TEAMS PLAYING CAN DISPUTE A MATCH.
Disrespect (of any kind) towards a Match Obserever will be treated as though it was unsportsmanlike conduct and a proper penalty imposed on the team that commited the infraction.
Dropped Players
If a player drops from the server during a setup round, the setup round will be replayed. Once a round goes 'live' any dropped players will be considered a casualty and the round will continue. Dropped players may ONLY rejoin at the completion of the round they dropped. If a dropped player rejoins during the live portion of the round, his team may have to forfeit the round. Squads may rotate players between side changes or prior to an 'overtime' round, but not between rounds. A player who drops during a live round will need a setup round to ensure he spawns with his team for the next live round and to allow him to select his weapon.
Players rejoining after dropping from the server MUST reverify with CDS. The opposing team MUST verify his connection through CDS before continuing.
Cheating and CDC
Hydra's Cheat Deterrent System is a requirement for all ladder play. A player must use this program in order to play in any match unless otherwise agreed on by both teams. What the previous statement means is that you must use CDC to connect to the AA server. It is a fairly straight forward program and very easy to use and you should not encounter any difficulties. You may download the CDC from the download section on the Teamwarfare website.
CDC has a built in autoupdating system, if you are unable to use it manual updates can be downloaded from: http://www.x8668k.com/cdc/
If for any reason you are unable to use CDC due to a bug or need help using it please use the CDC Support forum located at the Teamwarfare site to get help. Please make sure to look through all threads to make sure your question hasn't been answered already. If you are submitting a bug please provide all usefull information in the thread or we will not be able to help you as efficiently as possible.
You are allowed to test CDC at any time to make sure it is working perfectly when match time comes. However if you are found to be using/testing a cheat on CDC even when not in a match you will be permanently banned from TeamWarfare. There will be no exceptions to this rule.
The following are NOT permitted at anytime
-Using STAT ANIM or STAT ALL at any poing during the match.
-The use of any map exploits (This includes map holes or the ability to leave the normal boundaries of the map.).
-Built-in game cheats.
-Keybinds that causes any variation in the normal speed of an action. An example of an illegal keybind would be one that allowed you to crawl at the pace of a run.
-The use of Aimbots.
-Use of game mods or the modification of any game file, other than modifications to .ini files as required by the ladder.
-dead players communicating with live players via the console during match play.
-removing the other team's players by means of kicking or vote kicking.
-accessing the server admin console once the match has started.
-the use of 3rd person view.
-intentionally blocking doors to prevent access.
ALL squads are expected to demonstrate honesty and good sportsmanship in regards to gameplay.
Not all bugs\exploits are considered cheats. The Teamwarfare Staff acknowledges some unintended effects of bugs are an acceptable part of the game. We will take this into consideration when determining if a bug is so extreme that it warrants banning (disciplinary action will be taken against teams that use a banned bug\exploit).
All cheating is considered a violation of the spirit of fair team play and will be dealt with severely. Punishment for cheating is at the sole discretion of the TeamWarfare staff.
Disputes regarding cheating will not be heard unless a Match Observer is present for the match or Hydra's CDS has been used.
Match Results Reporting and Disputes
Once a match has started, it is understood that both teams agree to the terms of the match (number of players, time limit, rosters, etc). If there is a disagreement of match terms AFTER match completion, the disagreement will be thrown out.
Match results are to be reported as a loss in your team admin panel or if you are disputing the loss you must login to your team admin panel and select the "Dispute Match Results" link within 1 hour of match end. This will send an automatic email to your ladder admin. Failure to do either within 1 hour of match end will result in:
1. First Offense: Dropped a percentage of total rungs on ladder.
2. Second Offense: Removed from ladder.
By reporting the results, teams waive their rights to protest (ultimately decided by TeamWarfare Staff). It is also to be known that once a challenge has been issued, the teams cannot attack each other for 7 days.
If match results are being protested, a ladder admin and the opposing team captains must be made aware of the protest within one hour from the completion of the match via the "Dispute Results" link in your admin panel AS WELL AS through match comms. Failure to do BOTH may result in an admin reporting the match or the dispute being thrown out.
After a protest has been initiated, both teams have 24 hours to gather evidence. In this time the team being protested against may issue a counter-protest.
ALL match issues should be resolved within 48 hours from match completion.
Teamwarfare allows Game Administrators full discretion regarding decisions and punishment. Rule infractions are handled on a case-by-case basis.
Appeals MUST be filed with the regional Lead Administrator within 48 hours of the original decision.
The fastest way to contact an admin is through IRC or email. On IRC we are located on the gamesnet network and in the channel #twl_aa. If you do not know how to use IRC and need some help reaching us you can use this tutorial here.
General Rules and Information
Ladder Movement
You can challenge anyone above you 10 slots or 50% of the remaining ladder from your current rank - whichever is higher. (Ex: Rung 100 can challenge rung 50. Rung 48 can challenge to rung 24. Rung 15 can challenge to rung 5).
Challenge and Match Date Acceptance
There is a time limitation for match responses. This includes Acceptance of a Challenge and/or Date Acceptance. The Present time frame is 48 hours. At that time a "Flag" is created for the Ladder Admins to address the next time they login to their Admin Console. If the problem is resolved by that team prior to the Admin logging in then the match continues as before. If the Admin logs in first the appropriate action will be taken. In this case forfeits will be granted and rungs dropped.
It is the each team's responsibility before the match starts to see that all players are legally registered on each teams roster. After match start or completion, roster disputes are not valid justification for forfeiture or admin intervention. Substitute players, brought in during match, that are not eligible players by the above criteria, will force an immediate forfeiture on the part of the team they were playing for.
Inactivity
Teams of the TWL are expected to remain active while on the ladder. Any team showing inactivity for a period of three weeks will be deleted from the appropriate ladder. This time frame of course does not include "Rest" time taken.
Sportsmanship
Un-sportsmanlike conduct during matches will not be tolerated by the TWL. If an admin is called in to resolve an issue regarding un-sportsmanlike conduct the judgment/punishment will be swift, efficient and final. We here at the TWL suggest you conduct yourselves accordingly. See the specific ladder areas by this name for the specifics for that ladder and game.
Racist or sexist remarks will not be tolerated.
Simple, straight forward... Play nice.
Rescheduling
Should a match require rescheduling, the new match time should be within 3 days of the original match time. Matches can only be rescheduled once. Mutual consent via match comms between opponents is required.
Resting
Teams in the "Top 20" are not eligible for Rest. Teams may rest for a total of 7 days per 3-month period (13 weeks). Teams may start and stop rest by their own doing so in their Team Admin Console. Rest is counted in whole day amounts. Understand that if a team places themselves on rest to cover time waiting to challenge a soon to be free team they will be "Docked" a complete day for any partial time. (1 hour = 1 day; 4 hours = 1 day; 36 hrs = 2 days)
Recruiting in game forum
Recruiting is to be done here:
Recruiting Forums
Recruiting threads in the game forums will be either locked or moved to the above mentioned forum.
Smurf Policy
Smurfing is signing up for more than one team (or the same team) on the same ladder, either under the same name, or a different name. It is also the act of playing for a team you are not registered to play for, under a false identity.
Playing for a team you are not registered to play for is prohibited. Playing on more than one team per ladder is also prohibited, as is registering multiple accounts for use on the same team or ladder.
Minimum punishment for the violation of this paragraph is as follows but not limited to: (It will ultimately remain sole discretion of Teamwarfare Staff)
1.The team that the smurf joined or played for most recently will be deleted.
2.The smurf's original team will be dropped 33% of the ladder.
3.The smurf's account(s) on, and possibly access rights to, TWL will be revoked.
Additionally, team captains and founders can contact the America's Army System Admin listed on the Staff Page in the America's Army section. The admins will cooperate fully with team captains and founders in order to combat and prevent smurfing. We will NOT hand out IP's so don't ask but we will be more than happy to check a certain player on your team.
Remember, these rules can be adjusted by teams if both teams agree to the change in the Match Comms.
Post edited by -Rodimus- at 10/3/2003 9:28:24 PM