Tournament Rules
- This is a three stage tournament, with 68 alliances allowed to
enter.
- There will be two pre-qualifying rounds, followed by a 32 team
group stage and a 16 team final day.
- All competing pilots must have been members of the alliance for
which they are competing for from the date that signups close. For
Alliance Tournament 9 this means that pilots must have been a
member of their alliance before downtime on 15/05/11.
- All alliance members are eligible to compete in any match in
which their alliance is taking part, subject to all applicable
rules; teams do not have to remain the same between games.
See here for full format details.
Please note that both the format and match rules are subject to
change. It is strongly advised that participants watch the EVE
Alliance Tournament forum regularly for
announcements.
Match Rules
- Alliances can field up to ten pilots on the battlefield.
- During the pre-qualifying rounds, this will be limited to 5
pilots.
- Fights are limited to 10 minutes in pre-qualifying rounds and
group stage, and to 15 minutes on the final day. If a fight reaches
time, it will be stopped and whichever alliance has the higher
total points value will be declared winner. See "Victory
Conditions", below.
- Intentional pod killing is NOT allowed and may result in the
offender being punished. All podkills will be reimbursed.
Penalties
A player found breaking any rules can be penalized to various
degrees, depending on the severity of the offence. All penalties
are incurred at the tournament organizer's discretion. Decisions
are final. Penalties may be levied against a player or team and may
include but are not limited to:
- Points deduction
- Reducing the offending ship(s) shield / armor / hull /
capacitor to 50%
- Removal from the fight
- Ban from competing for one or more matches.
- Ban from competing for the remainder of the tournament, and/or
any future tournaments.
Place & Tactics
- Participants should be prepared, in their chosen ships and in a
fleet, 30 minutes before their scheduled fight time. Teams will be
brought by a GM to a star system in uncharted space and designated
as Team 1 and Team 2.
- There are eight beacons in the system, which serve as start off
points. Four beacons are marked for Team 1 and four marked for Team
2. The teams must assemble at any of the four beacons designated
for their team.
- Once the word is given, teams warp in to the at a range of
their choosing, up to a maximum of 50 km. Team members are allowed
to warp in at different ranges.
- The arena will measure 125 km radius around the central
beacon.
- Rule removed.
See here for details.
- The host will begin a countdown. When the countdown ends, the
host will break target locks of all ships in the arena
- If a player warps out/leaves the arena, his/her ship will be
destroyed. This includes disconnection emergency warps.
- Warping within the arena is NOT allowed.
- Dropping cargo containers or other anchorable items is NOT
allowed. Dropping regular jettison containers is allowed.
- Locking players before the match starts is NOT allowed.
- Activating aggressive or targeted modules before the match
starts is NOT allowed.
- Launching drones before the match starts is NOT allowed.
- Moving before the match starts is NOT allowed.
- Boarding a ship during the match is not allowed.
Ships & Points
- Each team has 100 points with which to select their ships.
Teams must use a minimum of 50 points.
- During Pre-Qualifying rounds, teams have a total of 50 points
to select ships. There is no minimum number of pilots or points a
team needs to field during the pre-qualifiers.
- Each team may have up to 10 ships on the battlefield.
- During Pre-Qualifying rounds, teams may have up to 5
ships.
- Teams may field no more than 3 of a given ship. This applies to
specifically named ships only, and not ship hulls. For example, 3
Curses, 3 Pilgrims, and 3 Arbitrators would be legal.
- Teams may field no more than 1 logistics ship.
- Unused points will be added to the opponents score.
- Ship points values are as follows. Ship types not listed in the
table are not allowed.
- Battleship, Faction - 21
- Marauder - 18
- Battleship - 18
- Black Ops Battleship - 18
- Command Ship - 16
- Strategic Cruiser - 16
- Cruiser, Faction - 14
- Heavy Assault Cruiser - 13
- Battlecruiser (Tier 2) - 13
- Recon Ship - 13
- Heavy Interdictor - 13
- Logistics Cruiser - 12
- Battlecruiser (Tier 1) - 10
- Cruiser - 8
- Bomber - 6
- Electronic Attack Frigate - 5
- Frigate, Faction - 4
- Assault Frigate - 4
- Interdictor - 3
- Interceptor - 3
- Frigate - 3
- Tech 1 Industrial Ships - 3
- Destroyer - 2
- The definitions of 'Tier 1' and 'Tier 2' Battlecruisers are as
follows: Tier 1 Battlecruisers are: Cyclone, Brutix, Ferox,
Prophecy. Tier 2 Battlecruisers are: Hurricane, Myrmidon, Drake,
Harbinger.
Fitting Restrictions
- All T1 and T2 modules are allowed, with the following
exception:
- All Remote Armor Repair modules and Remote Shield Transfer
modules are NOT allowed, EXCEPT on ONE of EITHER a logistics ship
or a strategic cruiser.
- Faction, COSMOS, deadspace and officer modules are NOT
allowed.
- T1 Rigs are allowed. T2 Rigs are NOT allowed.
- All T1 and T2 ammunition, missiles and charges are allowed.
Faction ammunition, missiles and capacitor boosters are
allowed.
- All drones are allowed, including Logistics drones, with the
following exception:
- Augmented and/or Integrated drones are NOT allowed.
- Attribute Enhancers that give bonuses to anything other than
perception, intelligence, willpower, memory, and charisma are NOT
allowed.
- All Hardwirings are allowed.
- Boosters are NOT allowed.
- Cloaking is NOT allowed.
- Cap Boosters are allowed.
Flagships
- Any standard T1 or Faction battleship hull may be designated as
a flagship.
- Flagships are able to fit faction, officer, cosmos, and
deadspace versions of the following modules, ignoring tournament
rules to the contrary:
- All Highslot Modules (not including remote armour repair
modules, remote shield transfer modules, or cloaking devices)
- Electronic Warfare Modules
- Weapon Upgrade Modules
- ONE Shield Booster or up to TWO Armour Repairers
- All flagships must be given an appropriate name, which must
fall within Eve Online's standard naming policies. It may not be
renamed during the tournament. You may NOT name any ship in your
tournament teams with the same name as your submitted
flagship.
- Flagship ship types must be created in advance and their ship
hull and name submitted to CCP Alliance Tournament via Evemail no
later than 01/06/2011.
- All flagship names and hull types will be published in the
Flagships section of the Eve Online Alliance Tournament site
following the deadline date.
- A flagship may be fielded in any match, and counts as a normal
ship in every way other than the ones defined above.
- A flagship costs the same points value as for a normal ship of
its type.
- You are under no obligation to field your flagship in any given
match.
- If your flagship is destroyed, it may not be fielded again
during the tournament.
- Flagships may not be fielded during pre-qualifying rounds.
Victory Conditions
- During a match, a team scores points for each enemy ship it
kills, equal to the tournament points value of that ship. The team
that has scored the most points at the conclusion of the match, or
that destroys the entire opposing team, is the winner.
- THIS RULE NO LONGER APPLIES: Any enemy ship sent
home prior to the match via banning (Place & Tactics point 5)
will NOT count towards points scored. EG. If you send home a ship
worth 18 points, the most you can score is 82 points (plus 25% if
you win).
- If a team chooses to field less than 100 points, unfielded
points count towards the opponent's score.
- This rule applies to the 50 point limit during Pre-Qualifying,
not 100 points.