Forza 3 1 v 1 Drift Ladder
Challenge Description:
Challenges will consist of 3 tracks, winner is first to top score on 2 tracks. All 3 tracks are chosen at random and are 1 long track, 1 short track and 1 P2P.
Refer track list below.
Each race is to be played out as follows.
Match Setup
The following game setup is to be applied before the race. Items in bold are different from the default setup. Headings are as they appear in game.
Rules
~ Game Type:
Drift
~ Environment:
As per challenge
~ Track:
As per challenge
~ Max Players:
2
~ Max AI Players: 0
~ Laps:
As per challenge
~ Damage Difficulty: Cosmetic
~ Collision Mode: Default
~ Number of Teams: None
~ End Race Timer: 30 Seconds
Advanced Rules
~ Scoring: Drift Points
~ Bigger is better: Yes
~ Compare best lap scores: No
~ End condition: Number of laps
~ Laps:
As per challenge
~ Grid ordering:
Random
~ Per car roll off delay:
5's
~ Number of player groups: 1
~ Tag enabled: No
~ Number of heats: 1
Overides
~ Force stock car upgrades and tuning: No
~ Force off suggested line:
Yes
~ Force off auto brake:
Yes
~ Force off ABS: No
~ Force off STM:
Yes
~ Force off TCS:
Yes
~ Force manual transmission: No
~ Force camera view: No
~ Disable wrong way indicator: No
Car Restrictions
~ Allow upgrades: Yes
~ Car class:
Challenge Option
~ Performance index >=: Any
~ Performance index <=: Any
~ Power >=: Any
~ Power <=: Any
~ Curb weight >: Any
~ Curb weight <: Any
~ Year >: Any
~ Year <: Any
~ Body style family: Any
~ Car type: Any
~ Region: Any
~ Country: Any
~ Make: Any
~ Model Family: Any
~ Model: Any
~ Drive Type:
RWD
~ Engine Placement: Any
~ Engine Configuration: Any
~ Cylinders: Any
~ Aspiration: Any
~ Power handicap: 0%
~ Front grip handicap: 0%
~ Rear grip handicap: 0%
Tracks List
The following tracks are being used to create the challenge. The number after each track is the number of laps to be chosen.
Long track (Defending chooses 1 of the following)
Fujimi Kaido Full Circuit [1]
Fujimi Kaido Full Circuit Reverse [1]
Maple Valley Raceway Full Circuit [2]
Maple Valley Raceway Full Circuit Reverse [2]
Mugelllo Full Circuit [2]
Nurburgring Nordschleife Full Circuit [1]
Road America Full Circuit [2]
Sedona Raceway Park Full Circuit [2]
Sedona Raceway Park Full Circuit Reverse [2]
Silverstone Grand Prix Circuit [2]
Silverstone International Circuit [2]
Sunset Peninsula Full Circuit [2]
Sunset Peninsula Full Circuit Reverse [2]
Suzuka Circuit Full Circuit [2]
Suzuka Circuit East Circuit [2]
Short track (Challenger chooses 1 of the following)
Mugelllo Club Circuit [3]
Road America Club Circuit [3]
Sedona Raceway Club Circuit [3]
Sedona Raceway Park Club Circuit Reverse [3]
Silverstone National Circuit [3]
Sunset Peninsula Club Circuit [3]
Sunset Peninsula Club Circuit Reverse [3]
Suzuka Circuit West Circuit [3]
Tsukuba Circuit Full Circuit [3]
Tsukuba Circuit Short Circuit [3]
P2P track (Defender chooses 1 of the following)
Fujimi Kaido Old Down Hill [P2P]
Fujimi Kaido Old Hill Climb [P2P]
Fujimi Kaido New Down Hill [P2P]
Fujimi Kaido New Hill Climb [P2P]
Fujimi Kaido Stage A [P2P]
Fujimi Kaido Stage A Reverse [P2P]
Fujimi Kaido Stage B [P2P]
Fujimi Kaido Stage B Reverse [P2P]
Fujimi Kaido Stage C [P2P]
Fujimi Kaido Stage C Reverse [P2P]
Fujimi Kaido Stage D [P2P]
Fujimi Kaido Stage D Reverse [P2P]
Nordschleife Stage A [P2P]
Nordschleife Stage B [P2P]
Nordschleife Stage C [P2P]
Nordschleife Stage D [P2P]
Hosting:
The defending drifter team hosts and sets up the game. The entire match will be hosted by the same team unless connection is unsuitable.
Connection Issues:
If a player has connection issues during the match that cause them to be dropped from the game the match should be ended at the next available opportunity.
The dropped player then has 5 minutes to get back into the lobby. If the original player can not get back into the match it is a forfeit.
Ladder Information
Challenges:
- When making a challenge the challenger provides the defender with 3 times. The defender chooses a time and the match is scheduled. 3 tracks are randomly generated for this ladder.
- 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 and game invites to the opposition team. 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.
Racers may leave after the result is decided, 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.
Sportsmanship:
Unsportsmanlike behavior 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.
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.
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. It is good practice to save replays, and if needed notify ladder admin to your storefront to view.
For example:
* At the end of each race.
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.