Battlefield Bad Company 8v8 Open Ladder.
Maps and game mode will be randomly generated.
Rush:
Challenging team are the attackers, defending team are the defenders.
1 Map (Randomly generated)
Conquest:
Best of 3 Rounds, If its a 1-1 draw after 2 rounds then replay the map with the defending team choosing the spawn. If 2-0 affter 2 rounds then the remaining round does not need to be played.
1 Map (Randomly generated)
Health:
All matches are to be played on NORMAL setting.
Kit Restrictions:
Assault : No Restrictions
Engineer: No Restrictions
Medic: M60 Banned
Sniper Rifles: No Restrictions
Specialisations: No Restrictions
Gadgets: No Restrictions
Maps:
Rush:
Valparaiso
Isla Inocentes
Arica Harbor
Nelson Bay
Port Valdez
Conquest:
Panama Canal
Laguna Alta
Atacama Desert
White Pass
Laguna Presa
Match Length:
The match will consist of one map on either conquest or rush, game mode and map will be randomly generated.
Score Entering:
Correct scores must be entered before 11:30 pm AEDT.
For rush the score is to be submitted as 1-0 to the winner.
For conquest the amount of rounds you won e.g. 2-1 or 2-0
Connection Issues:
If a player disconnects, then it is their teams responsibility to get them back into the game as quickly as possible. The game shall not be ended, and must continue, unless dramatic connection issues arise.
Finals:
The McIntyre Final Eight Finals System will be used for all finals.
This is the finals system used by the AFL, if you are not familiar with it you can read about it here.
http://en.wikipedia.org/wiki/McIntyre_Final_Eight_System
The top 8 teams from each ladder will progress into the professional finals. The teams ranked 9 - 16 will progress into the intermediate finals.
Ladder Information
Challenges
• Matches can be played on any night.
• A team can only challenge an opponent half their own rank or four places higher than themselves, whichever is greater. For example: a team ranked 38th can challenge up to a team that is ranked 19th.
• Upon receiving a notice of challenge, the team has TWO days (THREE days if the challenge was issued on a Monday) to accept a time and date provided by the challenger for the match, otherwise it is deemed that the defendant has forfeited.
• A challenge can not be accepted within 12 hours before the scheduled time.
• If a team successfully defends their position, the ladder automatically grants a "protected" status for FORTY-EIGHT hours, awarding immunity from challenges.
• Challenging and winning will leave you with a normal status of "free".
• If you lose a "Challenging" match you will become "vulnerable" for FORTY-EIGHT hours where you will be unable to challenge.
• If you lose a "Defending" match you will become "vulnerable" for TWELVE hours where you will be unable to challenge.
• If you do not accept a challenge or you decline the challenge you will become "vulnerable" for FORTY-EIGHT hours where you will be unable to challenge.
• Following a match, it is crucial that each team must submit the result or select to dispute the match by 11:30PM AEST on the night of the match. Subsequently, the submitted results will be calculated and the teams will be granted either "challengeable" or "protected" statuses. Disputes can be handled among the two teams; otherwise a ladder administrator takes appropriate action.
• A team may not play the same team in two successive matches. 7 days after the first match the ladder will allow you to challenge them again.
• When a challenge is accepted both teams rosters are locked. Any players added to the roster after a challenge has been made will appear in a separate roster list and will be ineligible to participate in the current challenge.
General Rules
Pre Game Lobby
Both teams/captains are expected to send friend requests, messages and game invites to the opposition team. It is NOT just up to the challenging team to organise. Both teams are responsible for the organisation of matches. If any players are having problems connecting to the game lobby then a new players should host the lobby.
Both teams have 20 minutes from the scheduled match time to get their team in the lobby and ready to begin the match. If either team is not ready to begin the match after the 20 minutes has passed then they will forfeit the match.
Teams may leave once one side has won the match, if they choose to do so, the team that leaves first will forfeit all of the remaining rounds/maps. Teams are encouraged to play out matches.
Party Chat:
All players are allowed to be in a party chat with their team. To communicate with the opposing teams, captains must communicate through the private chat channel.
Sportsmanship:
Unsportsmanlike behaviour will be dealt with at the discretion of a ladder administrator.
Making false/useless disputes will be dealt with at the discretion of a ladder administrator.
Disputes without evidence will be noted but further action is unlikely to occur.
Rosters:
All players must be on the the team roster in order to compete in a cybergamer match. If a player that is not enrolled on the team, or is ineligible, participates in a match the offending team will forfeit the match.
Ineligible Players Rule:
Before a match if a player is inneligible both teams need to check why, and captains are responsible for making their players eligible if possible. No inneligibles can play from now on regardless of team agreements, if you play an inneligible (ex. Silver ppl) its a match forfeit.
Ineligible statuses:
~ Banned (cannot play)
~ Joined after challenge was made (cannot play)
~ No GT entered (cannot play, can if they add GT before game)
~ Silver Membership, usually a glitch (can play)
Joining a team:
All players must have a valid xbox live gamertag in order to be eligible to play in a match. Until a gamertag is added to a players profile they will remain ineligible to play in ladder matches.
Roster Locks
The rosters will be locked two weeks prior to the commencement of the finals series. After this point no roster changes can be made until after the finals have been completed.
Captains:
Each team can have up to two captains. A captain has the power to:
- Accept and reject challenges
- Create challenges
- Invite, remove or decline members
- Promote or demote members within the team
- Change team profile information
- Report match results
- Add or remove the team from the ladder
If a player takes on the role of captain they will become responsible for the running of the clan on the cybergamer ladders. They are also responsible for the actions of the teams players in clan matches and on the cybergamer forums.
- It is a captains responsibility to ensure their players are aware of the rules.
- It is a captains responsibility to ensure only eligible players compete in cybergamer matches
- It is a captains responsibility to ensure their players do not abuse other players before or after a match.
Additional Captains
A team may be allowed additional captains by request. A detailed request should be forwarded to the relevant ladder administrator. Requests will be dealt with on a case by case basis.
Results Reporting:
It is expected that both teams will record the results of a match and will provide evidence. Results must be recorded at the completion of each part of the match.
For example:
• Screenshot of scoreboard after the match.
Any time when the scoreboard is shown with the final results, record evidence then, as in many games the score is not available again.
Evidence of results can be in the form of a screen capture or digital camera photo of screen. Please view the examples provided. The evidence must be legible, if the results can not be determined from the picture the evidence will not be accepted.
Evidence of results can be uploaded as part of the ladder challenge system. The information will be available publicly through the results section.
Disputes over results will not be accepted if one team has not provided any evidence.
Cheating:
Cheating is defined as, but not limited to, the following activities:
• Deliberately manipulating your connection, as the host or player.
• Using any settings that are restricted by the rulesets. Including perks or incorrectly setting up the game.
• Getting out of the boundaries of any map.
• Using a modified controller
• Playing in more than one team on a single ladder.
• Exploiting ingame mechanics.
If you are unsure if something is classified as cheating or not it is up to you to check with an appropriate referee beforehand.
Jumping within the boundaries of the map is not considered a glitch
If a player is caught cheating in a match their team will forfeit the rounds that were affected. If a player is caught cheating a 2nd time they will forfeit the match. The teams participation in the season will also be reviewed.
In all cases of cheating the burden of evidence falls on the accuser. All reports of cheating should be submitted directly to the appropriate Cybergamer referee with all evidence.
Claims of cheating made in the public forum are not acceptable and will be removed.
Evidence must be provided in the form of digital video or video screen capture. Still captures are not sufficient evidence.
Continual unsubstantiated claims or claims involving falsified evidence will result in action being taken against the player making the claim. Claims made by "aliased" players will be disregarded.
To make a claim post in the results forum after your match.