Alliance Tournament XV Rules

Alliance Tournament XV is a single-stage, double elimination tournament with 64 teams allowed to enter.

As a player, you may only compete for a single alliance, regardless of how many player-accounts you own.

All competing pilots must be members of the alliance for which they are competing, and have been a member of that alliance by 2017-05-16 at 11:00 UTC.

All alliance members are eligible to compete in any match in which their alliance is taking part, subject to all applicable rules; team lineups do not have to remain the same between games.

Please note that both the format and match rules are subject to change. It is strongly advised that participants watch the tournament forum regularly for announcements.

Summary of major changes from the previous Alliance Tournament

  • This tournament is sponsored by the Serpentis Corporation and Serpentis ships have a reduced point cost
  • Point costs have been adjusted for a number of ship groups
  • In the matches during the final two weekends of the tournament each team will have 3 ship bans instead of the previous 2
  • Tech Two mobile combat drones are allowed
  • Strategic Cruisers are not allowed to fit remote repair modules
  • Capacitor transmitter modules are once again allowed with a maximum of one per ship
  • Rules regarding collusion and “B teams” have been clarified and strengthened

Note on changes to ship and module balance

Changes to ship and module balance for EVE will always follow their own schedule independent of the tournament schedule and will never be delayed to avoid the tournament. This means that major changes can occur in the period between the release of tournament rules and the tournament itself, or even during the tournament period. All teams are impacted equally by such changes and the ability to quickly adjust to such changes is part of what separates the best tournament teams from the rest.

This year in particular we expect that there will be major balance changes released on July 11th, a few weeks before the start of the tournament. Teams should keep this in mind when making their plans and keep a close eye on CCP communications for the earliest look at potential changes.

Collusion rules

Each team must be working towards its own victory in each match and in the tournament overall, not the victory of any other team.

“B Teams” and two teams acting as one team are NOT allowed.

Since collusion rules are inherently susceptible to being gamed, the final authority on all issues of potential collusion is the CCP tournament staff. We strongly advise teams not to try to push to the edges of what may be considered appropriate.

Teams are allowed to scrimmage against each other in order to practice for the tournament if they wish.

Setting up “house rules” for matches in the Alliance Tournament will be considered collusion and is NOT allowed.

Shared leadership, shared theorycrafting, shared planning, shared logistics, and free sharing of resources between teams are all NOT allowed.

Making deals with other teams to split prizes if either team wins is NOT allowed.


Match rules

Teams can field up to ten pilots on the battlefield.

Fights are limited to 10 minutes. If a fight reaches time, it will be stopped and whichever team has the higher total points value will be declared the winner. See "Victory Conditions", below.

Intentional pod killing is NOT allowed and may result in the offender being punished. All podkills will be reimbursed.

The match simulation is taken as is. Teams are advised to spend the pre warp-in time to verify that their ships are completely operational.

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 referee'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%
  • Involuntary moving of the offending ship(s)
  • 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
  • Temporary or permanent account bans from EVE Online
  • The referees can call a match null and void or declare a result if they believe that one of the teams is not competing. This tournament is designed to showcase the talents of pilots and should be entertaining.

Format

The format of the tournament will be a modified double-elimination setup which will culminate in a best-of-5 match final. The third place will go to the loser of the final Elimination bracket match.

Feeder round specific rule variations

The feeder round taking place on the weekend of 2017-06-10 will use these ATXV rules with the following exceptions:

  • The feeder round will take place on the Thunderdome test server rather than the Tranquility live server used for the main Alliance Tournament matches
  • The tournament structure of the feeder round will be determined by CCP staff based on the number of teams that apply.
  • Flagships are not allowed in the feeder round
  • All unique special edition ships are banned in the feeder round
  • Each team in the feeder round matches will have 2 bans

Place and Tactics

Captains must be online and available 45 minutes prior to the match to make their ban choices. Further details on bans can be found in the subsection Ships and bans.

Participants should be prepared, in their chosen ships, and in a fleet 20 minutes before their scheduled fight time. Prior to being teleported to the match system all pilots must be docked in a station, not in an Upwell structure or undocked in space. Teams will be brought by a GM to a solar system in uncharted space and designated as Team 1 and Team 2. If you are not ready within this time allocation, you will be disqualified from this match and the opposing team will be given an automatic win.

There are eight entry locations in the system which serve as start off points. Four entry locations are marked for Team 1 and four marked for Team 2. Teams will be moved to the entry location of their captain's choosing. Once the teams are in system, all instructions will be given by the referee in local chat. You must keep an eye on that channel at all times once in system.

Once word is given, teams warp in to the arena beacon specified, at a range of their choosing, up to a maximum of 50 km. Team members are allowed to warp in at different ranges.

Once instructed to warp by CCP staff all team members must warp promptly to the arena. Soon after allowing teams to warp the referee will once again lock warp functions and any team members that have not yet initiated warp will be subject to penalties at the referee’s discretion. This rule is enforced to prevent teams from scouting out the opposing team with some of their pilots before deciding on the warpin distance for other team members.

The arena will measure 125 km radius around the central beacon.

The arena contains nine Mobile Micro Jump Unit structures, one placed in the center and eight placed 87km away from the center in the direction of each of the eight team beacons. These outer structures form a cube around the center of the arena with sides approximately 100km in length. These Mobile Micro Jump Units are indestructible and usable by all.

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. This rule is in effect before and during the match.

Warping within the arena is NOT allowed.

Boarding a ship during the match is NOT allowed.

Deploying cargo containers, anchorable items, upwell structures or mobile structures into space is NOT allowed. Dropping regular jettison containers is allowed.

The following restrictions are in place after teams have warped to the arena beacon, until the match begins:

  • 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.
  • Beginning the activation cycle of a Micro Jump Drive or Mobile Micro Jump Unit before the match starts is NOT allowed.

Ships and Points

Each team has 100 points with which to select their ships.

Each team may have up to 10 ships on the battlefield.

Teams may field no more than 2 of a given ship. This applies to specifically named ships only and not ship hulls. For example, 2 Merlins, 2 Hawks, and 1 Harpy would be legal.

Teams may field no more than 1 logistics cruiser, or 1 tech one support cruiser, or 2 T1/T2 logistics/support frigates in each match.

Teams may field no more than one unique special edition ship at any given time.

The current list of unique special edition ships includes: Apocalypse Imperial Issue, Armageddon Imperial Issue, Megathron Federate Issue, Raven State Issue, Tempest Tribal Issue, Guardian-Vexor, Mimir, Adrestia, Vangel, Etana, Moracha, Chameleon, Fiend, Rabisu, Stratios Emergency Responder, Gold Magnate, Silver Magnate, Freki, Utu, Malice, Cambion, Chremoas, Whiptail, Imp, Caedes

Ship point values are as follows. Ship types not listed in the table are not allowed.

The Nestor, Marshal, Enforcer, and Pacifier are NOT allowed.

Previous Alliance Tournament prize ships that have both T2 and Faction status fall under their T2 classes for point values.

  • Battleship, Pirate Faction (other than the Vindicator) - 23
  • Marauder - 22
  • Battleship, Navy Faction - 21
  • Vindicator - 20
  • Black Ops Battleship - 20
  • Battleship - 19
  • Command Ship - 18
  • Strategic Cruiser - 18
  • Logistics Cruiser - 17
  • Battlecruiser, Navy Faction – 13
  • Heavy Interdictor - 13
  • Recon Ship - 12
  • Tech 1 Support Cruiser - 12
  • Battlecruiser (including the Gnosis) - 11
  • Heavy Assault Cruiser - 11
  • Cruiser, Pirate Faction (other than the Vigilant) - 11
  • Cruiser, Navy Faction - 9
  • Vigilant - 8
  • Tactical Destroyer - 6
  • Command Destroyer - 6
  • Tech 1 Disruption Cruiser - 6
  • Electronic Attack Frigate - 5
  • Logistics Frigate - 5
  • Cruiser - 4
  • Frigate, Pirate Faction (other than the Daredevil) - 4
  • Assault Frigate - 4
  • Covert Ops Ship - 4
  • Interdictor - 4
  • Frigate, Navy Faction (including Navy Disruption Frigates) - 3
  • Tech 1 Disruption Frigate - 3
  • Stealth Bomber - 3
  • Interceptor - 3
  • Destroyer (including the Sunesis) - 3
  • Tech 1 Industrial Ships - 2
  • Daredevil - 2
  • Frigate - 2
  • Rookie Ship, Pirate Faction - 2
  • Rookie Ship - 1

Fitting restrictions

All T1 and T2 modules are allowed, with the following exceptions:

  • All Remote Armor Repair modules and Remote Shield Transfer modules are NOT allowed, EXCEPT on ONE of: A Logistics Ship, a Tech 1 Support Cruiser; or on up to TWO Tech 2 Logistics Frigates or Tech 1 Support Frigates
    • A combination of T1 and T2 repair frigates is allowed if desired (so ONE T2 logistics frigate alongside ONE T1 support frigate is allowed)
    • Note that Strategic Cruisers are NOT allowed to fit remote repair modules in this tournament.
  • Only ONE Remote Capacitor Transmitter module is allowed per ship.
  • The Ancillary Shield Boost module will be restricted to a maximum of one per ship.
  • Warp Disruption Field Generators are restricted to a maximum of one per ship
  • Micro-jump field generators are NOT allowed
  • The Bastion Module is NOT allowed
  • Cloaking devices are NOT allowed
  • Target Spectrum Breakers are NOT allowed
  • Faction, COSMOS, deadspace and officer modules are NOT allowed
  • T1 Rigs are allowed. T2 Rigs are NOT allowed

Cap Boosters are allowed.

Micro-jump drives are allowed.

Polarized weapons are allowed.

Stasis Grapplers are allowed.

Command Bursts are allowed.

All T1 and T2 ammunition, missiles and charges are allowed, with the following exceptions:

  • Remote Sensor Dampener and Weapon Disruptor Scripts are NOT allowed
  • Pirate Faction ammunition is NOT allowed.

Navy Faction ammunition, missiles and capacitor boosters are allowed.

T1 (Tech One) and T2 (Tech Two) mobile combat drones (light, medium, and heavy drones) are allowed. Faction, augmented and integrated drones are NOT allowed. The Gecko is NOT allowed.

Only T1 sentry drones are allowed. Faction and T2 sentry drones are NOT allowed.

Only T1 logistics drones are allowed. T2 logistics drones are NOT allowed.

All electronic warfare drones are allowed.

Attribute Enhancers that give bonuses to anything other than perception, intelligence, willpower, memory, and charisma are NOT allowed.

Genolution "CA-" implants are NOT allowed.

With the exception of Leadership Mindlinks, ONLY Hardwirings that have a name ending in "1", "2" or "3" are allowed.

All Leadership Mindlinks (including navy mindlinks) are allowed.

Boosters (drugs) are NOT allowed.

Flagships

Any standard T1 or Faction battleship hull may be designated as a flagship.

Team captains must indicate to the GM managing their match if they intend to use their flagship in any given match, and which pilot is flying the flagship.

Flagships may ignore meta level restrictions for the following module types (this means they may fit faction, officer, cosmos, and deadspace versions):

  • All Legal Highslot Modules (not including remote armor repair modules or remote shield transfer modules)
  • Electronic Warfare Modules
  • Weapon Upgrade Modules
  • ONE Shield Booster or up to TWO Armor Repairers

Flagship ship types must be decided in advance and their ship type submitted to "CCP Alliance Tournament" character via EVEmail no later than 2017-06-13. The fittings for a flagship do not have to be disclosed. The names of flagships do not have to be disclosed or remain constant. Fittings may also be changed from match to match.

All flagship 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, even if its ship type has been banned, and counts as a normal ship in every way other than the ones defined above.

Flagships must still follow all non-metalevel based fitting restrictions, including any restrictions that ban module types or limit the number of a certain module that can be fitted.

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.

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.

If a team chooses to field less than 100 points, non-fielded points count towards the opponent's score.

If a fight is tied after 10 minutes, time dilation will be used to progressively speed up the tournament solar system and encourage a prompt end to the match.

In the very unlikely case that a fight is tied after 15 minutes, the victory will be awarded to the team that had more collective potential team DPS at the beginning of the match, as measured by the tournament automated “attack bar”.

Ships and Bans

Banning of ships will occur before all matches.

Team captains must be online and available to conduct ship bans 45 minutes before the start of each match. At 44 minutes before each match if the captain is unavailable their team’s bans are forfeit.

In the feeder rounds and first two weekends of the tournament each team gets two bans.

In the last two weekends of the tournament each team gets three bans.

The way the banning phase works is as follows:

The team which starts the banning phase is decided randomly.

All ships that are eligible for competition are eligible for banning.

In the feeder rounds and first two weekends of the tournament bans are done in 1 – 2 – 1 order. For example: Team A will take the first ban, Team B will take the second and third ban, and Team A will finish the banning phase with the fourth ban.

In the last two weekends of the tournament bans are done in a 1 – 2 – 2 – 1 order.

Each ban has a time limit of one minute; if no ship is selected within that timeframe the ban is forfeit.

Once the bans start, a drop down menu will appear where you select the ship to ban. You can type the name of the ship to speed up the process.

Please be aware that banning a ship will not remove it from the list. Selecting the same ship type twice is a wasted ban.

Each ban targets a specific ship type and not a ship class or other hull. For example, banning the Harpy would not exclude the Hawk or frigates in general.

Teams should endeavor to have multiple ship setups available as bans may impact your primary team setup. No additional time will be given if teams do not have eligible ships available.

During the final day of competition, some matches will require teams to be ready within 15 minutes after the completion of banning. We expect that many teams will find this time limit challenging. The best teams in New Eden will be the ones that can adapt quickly.

All bans apply to both teams equally.