Rules for the Tactical Ops Nations Cup V


General
Tournament Layout
Supervisors
Match admins
Clans and Players
Server settings
Client settings
Match rules - general
Match rules - qualifier matches
Match rules - group matches
Group rankings
Match rules - playoff matches
Roster and Scheduling
Wildcards
Before the match
Match proceedings
After the match
Cheating and Anti-cheating
Changes and Exceptions

General

  1. The ClanBase TacOps Nations Cup is an online European tournament for national teams (called 'clans' in the rules). National teams are led by captains who are appointed by ClanBase based on the support they have in their national scene. Only European teams who play in an European country may participate.
  2. Clans and/or players who violate the following rules may be given a card. In serious cases the supervisors may consult with the ClanBase Crew and a decision to impose a temporary or permanent ban from all ClanBase competitions may be taken. A clan can be given 3 types of card:
    • Yellow card: This card is given out for small rule violations. When a yellow card is given in some cases a match result could be changed in favor of the opposing clan. Other then that this card mostly is a warning. A second yellow card is to be considered as one red card.
    • Red card: The match in which they received this card will be changed into a forfeit loss. In some cases this card is handed out together with one or more player bans. A second red card falls in the category 'Two red cards' below.
    • Two red cards: A clan that has been given two red cards will be kicked from the cup. In some cases a second red card is handed out together with player and/or an entire clan ban(s) for 1 or more seasons.
    Only 1 card can be given for each match. In case of several violations only the most severe card will be handed out. However, all extra punishments for each of the rule that was violated are still applied. When a clan is given a red card all previous given yellow cards are removed.
  3. Abusive behaviour towards a ClanBase Crew admin or supervisor, cup admin or opponent, at any time during the cup season, can be punished by the supervisor.
  4. The Clanleader or Teamcaptain is responsible for his own members knowing and following the rules. A Clanleader or Teamcaptain breaking the rules may incur penalties against the whole clan in case of an OpenCup, EuroCup or country in case of a NationsCup.
  5. ClanBase reserves the right to broadcast every match. This can be done with online game broadcast tools for spectating purposes. The recording of such broadcasts can't be refused by the clans. In many cases ClanBase will allow or ask third parties to broadcast the matches. Spectators may never be charged.

Tournament Layout

  1. The clans in each group play each other in consecutive match weeks.
  2. The highest ranked clans of each group advance to the playoffs, which are single elimination.
  3. More precise rules about the tournament layout and about the playoffs will be added when this season's groups are decided.

Supervisors

  1. Any issue that affects a supervisor's own country may not be handled by that supervisor. It must be handled by the other supervisor or by a ClanBase Crew member. For problems that the supervisors can't solve, or for complaints about the supervisors, competitors can mail to . Mails containing abusive language, a case in which the rules have been correctly applied or any issue that has not been discussed with a supervisor first will all be ignored.
  2. The cup is supervised by supervisors who are responsible for enforcing the rules, scheduling matches that aren't scheduled on time by the clans, and recruiting and coaching cup admins. For any problems, contact the supervisors on the cup's IRC channel or through the e-mail address linked below the menu on the frontpage of this cup.
  3. If several admins are signed up the supervisor decides who will admin the match.

Match admins

  1. A cup admin is someone who helps ClanBase during cups, he is not a part of and also not related to the ClanBase Crew and may not call himself a CB Admin. Cup admins are able to enter matchreports and matchresults for cup matches, outside that cup they are regular ClanBase users. Cup admins who abuse their position may be removed from the cup admin lists.
  2. Cup admins are appointed by the supervisor. If you want to become a cup admin, use the Cupadmin link in the cup menu and sign up there. You can also use this link to sign up, or contact the supervisor. Someone who is not (yet) appointed as a cup admin may admin a match only if both clans are made aware of this and agree with it. Anyone who falsely pretends to be a cup admin will be banned from ClanBase, and the maps he adminned do not count unless both teams agree that they should.
  3. A cup admin makes sure the match is played according to the rules, records demos, takes screenshots, enters match results and makes match reports (with screenshots) on ClanBase.
  4. Clans may refuse a cup admin for the following reasons: the clan of the cup admin is playing in the same group, the cup admin's clan is a likely playoff candidate, the cup admin has the same nationality as the majority of players in the other clan or the cup admin is a known friend of the other clan. If a clan wishes to refuse a cup admin they must announce this as soon as the cup admin is known. Once the match procedures (server testing, etc.) have started, a cup admin can no longer be refused.
  5. If a clan breaks a rule without the cup admin noticing, they are still liable for the consequences.
  6. Cup admins are free to chase any player during a match.
  7. Cup admins have the right to kick players who abuse them or their opponents and who continue to do so after one clear warning. A player that has been kicked is banned from the rest of the match and the clan must complete the rest of the map with a player short. No matter how wrong you think a cup admin is, stay polite; being abusive won't ever help. If you think that the cup admin has made the wrong decision, but you can't convince him of it at the time, inform the supervisor(s) of it after the match.
  8. When there are not enough cup admins available for all matches, the matches of clans who have an active cup admin in their ranks will get preference.
  9. If there is no cup admin available to admin your match, please follow these steps:
    • Go through the server testing procedure as explained in these rules. In case of a conflict or disagreement, consult a supervisor or a cup admin on the cup channel or the game channel, not in the #clanbase channel.
    • Keep logs of everything that is said on IRC.
    • Send the match result and the screenshots to the supervisor by email immediately after the match.

Clans and Players

  1. Players are considered to still be members of any clan they've been a member of (no matter how briefly) after 31 January 2004, and any clan that was active after that date is still considered to be an active clan. National captains are expected to know the full clan history of any player they wish to field; not knowing it will not be an excuse to break this rule. If any doubt is possible about the membership of a certain player in a certain clan (e.g. because of a try-out) then the captain must always get permission from the supervisor before using that player. There is no limit on how many members of the same clan can be registered with a national team.
  2. Players must be listed on the nation's corresponding ClanBase page before they are allowed to play (invitation sent by the Captain, invitation accepted by the player). There is no limit to the number of players in a national team, and players can be added to and removed from the team at any time during the season.
  3. Nationality and residence requirements:
    • Captains must have the nationality and be residents of their team's country. The supervisor can make an exception if there is no candidate who meets these requirements.
    • Players who have the nationality of the country they live in are always allowed to play for that country.
    • Players who have the nationality of another country than the one they live in:
      • Can play for their home country without any further requirements. However a national team may never have more than two such players playing at the same time. This means entire teams of ex-pats (players living abroad) are not allowed.
      • Can play for the country they live in if they've lived there for more than 1 year. However a national team may never have more than one such player playing at the same time.
      • May never play for more than one country during the same season.

    • Players with a dual nationality of countries A and B who live in country A can only play for country B under the following circumstances:
      • They must have a valid legal document to prove that they have the nationality of country B (just having the right to obtain such a document is not enough).
      • They may never have played for a national team of country A.

  4. A national team may never have more than 3 members of the same active TacOps clan playing at the same time.

Server settings

  1. Only servers with T.O.S.T (Tactical Ops Server-admin Tool) may be used unless both clans agree otherwise or if they couldn't find an T.O.S.T protected server.
  2. Checking the server settings is also the clans' responsibility. If a certain setting is wrong they should alert the admin immediately. Matches will not be replayed or restarted because of a wrong setting that could have been reported before or in the beginning the match.
  3. NetServerMaxTickrate: 20. Another value can be used only if BOTH clans agree.
  4. All matches are to be played with the following settings:
    • Timelimit: 50
    • Max Connections: 12
    • Max Spectators: Admin dependant (Players will not spectate matches)
    • Force Balance Teams: Off
    • Max Teams:2
    • Weapon Stay: Off
    • Tournament Mode:
    • Friendly Fire Scale: 100%
    • MirrorDamage: Off
    • Friendly Grenade Damage: On
    • Ghostcam: Off
    • Round Duration: 4
    • Pre Round Duration: 10
    • Translocator: Off
    • Ballistics: Off

Client settings

  1. ConfiguredInternetSpeed / Netspeed: min. 2500, max 20000. Any change of netspeed during the match is forbidden and will result in a forfeit loss of the round the violation occured in.
  2. Bonuspack models, custom models and skins are not allowed, these include models that have been 'tampered' with.
  3. Excessive use of voice taunts are not allowed.
  4. Excessive use of say binds is not allowed (eg after a flag capture).
  5. Taunt/Fire and/or Taunt/Movement binds are not allowed.

Match rules - general

  1. Matches are played 6 on 6. Showing up with less than 5 players is equivalent to a no show and therefore a forfeit loss. Clans short of 1 player may forfeit the first map. They get until 30' after the scheduled starting time of the match to get a full team then.
  2. Games are scored using the Max Rounds(MR) system. 12 rounds are played on each map as both SWAT and terrorist sides. When a total of 12 rounds have been played the match stops and each team changes sides. Then another 12 rounds are played.
  3. Each round lasts 4 minutes. Within those 4 minutes each team is to accomplish their objectives (objectives depend on which maps are played).
  4. The time limit for each map is set to 48 minutes (Maximum possible time that could be played 12x4minutes).
  5. The match is scored on the total number of rounds each side scores. If 2 maps are played (ie, play-offs) then the total number of rounds for both maps is counted.

Match rules - qualifier matches

  1. A player may only play a qualifier with 1 clan.
  2. Players who played for the winning clan in a qualifier will not be allowed to play for any other team in the cup (EuroCup + Open Cup) during the first 3 match weeks. This rule seeks to discourage players who do not intend to compete with the clan from 'helping' it qualify.
  3. Players who played for the losing clan in a qualifier must first go through the new member procedure before they can play for another clan.

Match rules - group matches

  1. A group match is played on 1 map with each clan playing each side (SWAT and terrorist) once. The map to be played is determined by the schedule.
  2. Before the match each clan will tell the admin in private what team they want to play as first. If they want to start as different sides then the match is played like that, otherwise a coin flip by the admin decides.
  3. Max Round wins (MR) are added to determine the score. Ties are allowed.

Group rankings

  1. A forfeit loss corresponds to a loss of all maps. No map scores will be entered.
  2. A clan that forfeits a group match for the second time will be removed from the Cup.
  3. If a clan leaves the cup with only one match to go, then the last match will be considered a forfeit loss and all the clan's matches will count for the ranking. This rule does not apply however to clans that had already forfeited a match or that had won or lost all their previous matches.
  4. If a clan leaves the cup after having qualified for the playoffs, it can be replaced by the clan ranked below it in its group.
  5. Clans receive 2 ranking points for a victory and 1 ranking point for a tie.
  6. Clans are ranked by their ranking points. If two clans have an equal amount of points, the outcome of the match between the tied clans determines the rank. When necessary, net round wins (rounds won minus rounds lost) will be used to break ties. In case one of the tied clans has a match or map win by forfeit, rounds against the clan that forfeited do not count for any of the tied clans. In case one of the tied clans has forfeited one or more maps (or whole matches) during the cup, it automatically loses the net rounds count.

Match rules - playoff matches

  1. A playoff match is played on two maps. Both clans select a map from the maplist when making the challenge. A clan has to choose a different map in every playoff round.
  2. Each clan plays each side once (both SWAT and terrorist)
  3. Each clan can choose which side to start as on their opponent's map.
  4. Max Rounds (MR) are added to determine the score. If the match ends in a draw (both clans won the same amount of rounds) it will go into 'overtime': both maps will be played again, with 2x3 rounds on each map. This will be repeated until there is a winner.
  5. The map list is: Blister, Forge, Getaway, IcyBreeze, Monastery, Oilrig, RapidWaters, Resurrection, Scope, Spynet, TrainStation, Verdon, WinterRansom

Roster and Scheduling

  1. A predefined roster determines which match must be played in which week. Group matches are to be played in the week specified in the roster. However if both clans request it, a match can also be scheduled on the monday of the next week.
  2. The exact match date and time must be arranged by the clans before the Sunday that precedes the match week. The exact scheduling deadline is Saturday midnight CET.
  3. To challenge another clan, use the Roster page. To accept a challenge or make a counter challenge, use the Pending page. A challenge that was accepted can still be rescheduled until the scheduling deadline.
  4. If by Saturday midnight CET the clans still haven't succeeded in scheduling the match, the following procedure is to be followed:
    • Both clans have to send an email to the supervisor before Sunday 22h CET, in which they explain what the problem is and specify all the dates and times (during the match week) on which they can play.
    • After 22h CET on Sunday, the supervisor will force any matches not scheduled by the clans themselves without further consulting them.
    • If both clans mailed the supervisor then he will pick a date on which both clans can play if there is one. If there isn't then the supervisor will favour the more flexible clan; i.e. the clan that can play on the most dates. If there is doubt about which clan is more flexible then the supervisor divides the week in 9 slots (7 evenings + Saturday afternoon + Sunday afternoon = 9) and counts the number of slots in which each clan is available. Therefore a clan that can provide 5 or more evenings/weekend afternoons on which it can play can be certain that the match will be scheduled on one of them.
    • If only one of the two clans mailed the supervisor then he will always pick a date/time that suits that clan.
    • If neither clan sent a mail then he will schedule the match as he sees fit.
    • During the match week, any scheduled match, be it scheduled by the clans themselves or by the supervisor, can only be rescheduled if both clans agree on a new date/time in the same match week and if both inform the supervisor of this by email at least 1 day before the original date of the match.

Wildcards

  1. There are no wildcards in the Nations Cups; the teams can not postpone any matches by themselves.
  2. Only the supervisor can decide to postpone a match, and only in the following circumstance: There is an exceptional internet infrastructure problem in one of the countries (e.g. a major ISP failure) that is beyond the control of the players, and this problem affects several starting players.

Before the match

  1. Meeting on IRC before the match:
    • Meeting time = 1 hour before starting time.
      Deadline time = 30 minutes before starting time.
      Starting time = the scheduled starting time of the match.
    • The clans and the admins gather on the match channel (Quakenet IRC) that is named on the roster page and in the reminder e-mail. No other channel name may be used. Channel logs will be used to keep track of the players' arrival times.
    • All players must be present before the meeting time (i.e. not 1 minute or 5 minutes after but before the meeting time). Being present means being in the match channel and using a nickname and tag that clearly matches the nickname and tag registered on ClanBase. Once players have shown their presence, they are free to reboot (but must return to the match channel within 5 minutes). Faking a players presence by making someone else pose as him will result in a forfeit loss.
    • A clan is fully present at the time all of its players who will play in the match are present. This time changes if another player who will play joins later.
    • If one clan is not fully present at meeting time, it is assigned the disadvantage in the admin's server decision (cfr. below). If neither clan is fully present at meeting time, the last clan to be fully present is assigned that disadvantage. If both clans are fully present at meeting time, neither is assigned the disadvantage. The cup admin announces which clan has the disadvantage in the channel topic (if any).
    • Players who are not present before the deadline time (repeat, before) are not allowed to participate in server testing (assuming a server hasn't been decided upon already) But are instead considered to have ping 0 on all servers. They have to wait on IRC until the server is decided.
    • If one clan has not a single player (someone who will actually play in the match) present before the deadline time, then the other clan may immediately decide on the server. It is free to change its server decision later on when the other clan shows up.
    • If one clan has not a single player present before the starting time, then it forfeits the match (or its wildcard is used on its behalf, if still available). The same happens if a clan is still not fully present 10 minutes after the starting time.

  2. Announcing maps (not applicable if maps are predetermined by the schedule):
    • Both clans should tell the cup admin their choice of map(s) at meeting time.
    • If at deadline time a clan has still not informed the admin of its map(s), he should remind them and give them one more minute. After that minute he picks their map(s) if they still haven't, taking the leftmost map(s) in the map list that were not picked by the other clan.
    • The admin publically announces the maps as soon as he knows them all.

  3. Server negotiations:
    • Server testing begins at meeting time, even when a cup admin is not yet present.
    • The topic of the match channel must always contain the IP being tested, the proposed IP of clan A, the proposed IP of clan B and the tag of the clan (if any) that has been assigned the disadvantage. Example: 'Testing: [IP] | A: [IP] | B: [IP] | Disadv: B'. The proposed IP of clan x should be the IP where it has the smallest advantage over the other clan, or, if it has been assigned the disadvantage, the IP where it has the smallest disadvantage. As both clans have an interest in proposing the server with the smallest (dis)advantage (cfr. the procedures below) they can decide on their own proposed IP freely.
    • The clans take turns suggesting a server. Suggesting a server does not create the obligation to accept it. The IP and password of the suggested server are put in the topic.
    • All players of both clans (except those not allowed to participate in server testing) join the suggested server immediately and without any discussion, and on the server join their team and make sure they have the proper settings for server testing.
    • If a clan has more players available than are needed to fill a team, the players that join the team during server testing will be considered to be the intended lineup. If a clan intends to use different lineups on different maps, it must make this clear to the admin and the opponent as soon as the maps have been announced. Any changes to the clans' assumed lineups can be forbidden or be reason to change the server decision if they would cause an advantage. In simple language: letting a high-pinger test the servers and then replacing him by a low-pinger during the match is forbidden.
    • Clans that are caught artificially worsening the quality of their connections during server testing will be removed from the cup.
    • All players stay on the server until the cup admin has made notes and given them permission to quit.
    • On IRC either clan can update the topic if it wants to make this server its proposed IP.
    • The other clan now proposes a server and the procedure is repeated. The procedure is repeated until the clans agree on a server, until all possible servers have been tested or until the scheduled starting time of the match - whichever comes first.
    • If a clan does not cooperate during server testing (typically by not joining the server being tested or by leaving it before the cup admin allows it) it will be assigned the disadvantage (once a clan has been assigned the disadvantage it has an interest in cooperating fully; the more servers get tested properly the more chance to find one with a smaller disadvantage).

  4. Server decision: if by starting time the clans still haven't agreed on a server, the cup admin can decide on the server himself based on the following considerations (in the order they're listed):
    • Only visible aspects of the connection quality are considered. These aspects are: ping, stability of ping, smoothness of movement, pl indicator value (if available).
    • Any player not present before the deadline time is considered to have ping 0 on all servers in all comparisons of the clans' connections as well as in all calculations of average pings.
    • If one clan has been assigned the disadvantage then the admin picks the IP where it has the smallest disadvantage.
    • When neither clan has been assigned the disadvantage, the admin picks an equal server if one is available. Average pings are considered to be equal when they differ less than 20% of the lower average ping.
    • When neither clan has been assigned the disadvantage and no equal server is available, then the admin will pick the least unequal of the IPs the clans proposed in the topic, with the following restrictions:
    • If a clan has better connections than its opponent on servers in its own country, and worse connections on servers in all other countries, then the match may not be played on a server in that clan's own country. If a clan has members playing from different countries then this rule applies for all these countries.
    • If a clan has members playing from several countries, and it is the connection of its foreign member(s) that makes it impossible to pick a fair server, then the admin can decide (but only as a last resort) to not further consider the connections of those members.
    • The admin can decide on a two-server match only if the advantages on the two servers even out to overall more equal circumstances than can be found on any single server.

  5. If no cup admin is available for the match, then the clans are still expected to show up on time, follow the above procedures and keep a channel log. If by starting time they still haven't agreed on a server, they should propose one IP each in the topic and then ask the supervisor or a cup admin who is available on IRC to decide. When requested the channel log can be used to assign the disadvantage to one of the clans. Both proposed IPs will be tested again before a decision is made based on the principles described above.
  6. If two clans have agreed on a server beforehand and have reserved it, they can skip the server testing procedure if they both inform the supervisor and/or the cup admin beforehand. Once this is done, another server can only be used if both clans agree.
  7. Once a server has been decided upon, this decision stands for the entire match, except in the following circumstances: both clans agree on a server change, the connections to the server have changed drastically for several players, or the server decision was based on information that was false or has changed. Only the admin can judge whether the latter conditions apply to a sufficient degree to warrant a server change.
  8. The IP of the server(s) being used must always be put in the topic of the match channel, so the supervisor always knows where the match is being played.

Match proceedings

  1. Spectators are not allowed.
  2. The match may not begin before the admin is ready.
  3. The match admin will pause the match whenever a player overflows or crashes. The pause may last no longer than 5 minutes (enough time to reboot and reconnect). The maximum total pause time is 10 minutes per map per team. A map can be paused no more than 5 times for the same problem of the same player (i.e. repeating lag bursts) in the entire match. After that, the player has to play with his problem or be replaced.
  4. Players are allowed to pause themselves in case of visible technical problems of a player. Tactical time outs are not allowed. Problems with a voice communication program being used are no valid reasons to pause a match. The admin will immediately unpause if there is no valid reason to pause.
  5. The break between maps will be exactly 10 minutes unless the clans ready up themselves. The cup admin may force the map start if players don't ready up in time.
  6. If the server crashes during a match, the map will be restarted only if the crash occurred less than 1 minute after the start, or during the 1st round for round-based games. In all other cases the remaining time (rounded to the closest minute and with a minimum of 2 minutes) or rounds will be played, after which the scores will be added to determine the map win.

After the match

  1. The matchresults are entered in ClanBase by the cup admin.
  2. If no cup admin was present for your match, screenshots of all maps played must be sent to the supervisor(s) immediately.
  3. Players are encouraged to submit their demos of the match. Demos have to be uploaded to ftp.clanbase.com/incoming after being zipped and named according to the convention ('warid_clan1_clan2_map_ineyes_player.zip') - otherwise they will be automatically deleted. You can find full instructions on uploading demos here.

Cheating and Anti-cheating

  1. ClanBase's cheating and abuse policy applies to this cup.
  2. All programs or files, be they changed UT files or new files, that change or edit UT or add to its functionality, or that interact with UT in any way, are strictly forbidden. The use of any forbidden program or file by any clan member during a cup match will lead to the exclusion of the clan from the Cup. The use of such program or file outside the cup may lead to the same sanction.
  3. Programs that do not interact with UT in any way are allowed, even if they can be used simultaneously with UT. Voice communication programs are examples of such programs.
  4. It is not allowed to run any programs that change the original nature of the game (for example timers). In case other cheats/exploits are found being used by a clan after the cup has started the Cup admins decide on the penalty to the clan for the matches the cheat has been used. Please keep UT clean.
  5. The use of timing programs and timing aids is strictly forbidden, as is any other form of powerup timing. Only the ingame clock, which can be accessed through the ShowScores screen, may be used.
  6. It is not allowed to take advantage of or abuse bugs. Any kind of bug abuse is considered cheating and will lead to a forfeit loss. The severity of those sanctions will be decided by the supervisors.

Changes and Exceptions

  1. These rules are subject to change at any time. Changes made after the start of the season will always be reported on the cup page. All clans are expected to know all the rules; not knowing them is no valid excuse for not following them.
  2. It is impossible to cover every possible situation in these rules without writing them in judicial language and making them a 1000 pages long. For situations not covered by the rules, the supervisors will consult with ClanBase's chief cup supervisor and together they will make decisions based on the spirit of the existing rules and in the interests of justice.