Made some chages to the rules, they are all reflected in in this color.
Extreme Games Base Duel League (EGXC) Rules
1.1 EGXC is an Extreme Games (EG) sponsored event that will consist of two EG squads battling for points in up to the three (3) predefined bases.
1.2 EGXC matches will be played in a sub arena of SSCU Extreme Games.
1.3 If a team drops out during the season, a new team from the waiting list will be added to that team slot. The new team will not inherit the record of the team it is replacing. The new team will finish off the rest of the former teams’ schedule. Depending on how the new team finishes, it is possible for the newly added team to make the playoffs.
1.4 Any of these rules and the following mentioned might be adjusted, added to, or removed if there is a sufficient reason. This will not ever occur without proper notice being given to team captains (at least 24 hours).
PLAYER RIGHTS AND RESPONSIBILITIES
2.1 Any issues regarding match disputes and/or rule violations must be sent to the EGXC Staff by the squad captain for review no later than 24 hours after of the match in question has been played. Any and all decisions made by the EGBDL Staff are final. The decision of the EGBDL Staff will be communicated to the captains of both squads via email, in-game message or forum message.
2.2 Appeals containing questions and disputes, which are clearly resolved by, or dealt within the rules stated here will be denied a review without debate.
2.3 No form of “double squadding” will be permitted. “Double squadding” is defined as a any player having more than one (1) registered alias on the EGBDL squad rosters.
2.4 Players are not permitted to have two (2) or more aliases within the arena they are playing their match in. This includes, but is not limited to, the use of two (2) PCs and/or running the Continuum client twice on one PC or any other forms that results in giving a player an unfair advantage.
2.5 Players are not permitted to share aliases with any other player for any reason.
2.6 Using any form of cheating, which includes but is not limited to “forcing”, “unplugging”, exploiting Continuum in a fashion other than it was intended for and/or using any third-party software, will be dealt with harshly any may result in a ban from the zone.
2.7 Conduct must be appropriate while in a League arena during League play. If a referee or moderator asks someone to stop certain types of messages, they must stop immediately. If a referee or moderator asks a player to cease behavior that is deemed inappropriate, they must stop immediately. If a player is argumentative, belligerent, racist, or rude to the referee, they will be kicked out of the zone. Pending a decision by the EGXC league coordinator, the player may be permanently banned. Referee abuse of any kind is totally unacceptable. Referees should be given proper respect that is commensurate with the responsibilities they have.
2.8 During a match any form of messaging (i.e. private, squad, frequency, etc.) to another player that is actively playing and not on the same squad will not be permitted. This will be considered a form of interference.
2.9 A player may not change names during a season, unless the squad captain updates the player’s squad roster with that name. All name changes will be subject to the same restriction outlined in rule 3.6.
ROSTERS, ELIGIBILITY, AND PLAYER MOVEMENT
3.1 All players who wish to participate must be officially registered and a member of that squad's roster. All squads who wish to participate must be in a register EGXC squad. Their designated EGXC squad captain(s) is/are responsible for performing the above activity.
3.2 In order to be eligible to play, all players must meet the following requirements:
3.2.a Joined to their EGXC registered squad.
3.2.b On the roster for their EGXC registered squad.
3.2.c Not banned from playing in the Extreme Games (EG) zone.
3.3 Squads will not be allowed to change their names during the season unless agreed to by the EGXC Staff.
3.4 A change of a squad’s squad captain will only be allowed if official notice is given to the EGXC Staff by the squad owner.
3.5 Each squad must have a roster minimum of 15, non-fictional players in order to participate as stated in section 3.2. Nicks shared by one of more players will not count toward the minimum roster requirement. Roster size for each squad will have no limit.
3.6 All player additions and name changes must be completed before the Saturday roster lock in order for the player(s) to be eligible for the next game. A permanent roster lock will be introduced after mid-point of main season.
3.7 Each squad can appoint up to 3 team captains to represent the squad. Only one team captain may assume authority over the squad per match. If none of the captains are present at a match, another player may take the leading role, usually with squad consensus.
3.8 EGXC Staff will recognize the squad captain as the owner and administrator of the EGXC squad. Only the existing squad owner, or the like, will have the authority and responsibility to transfer the title of squad captain(s), should the need arise. The EGXC Staff can decide to remove the captain at the request of the squad in extreme situations where the captain is no longer available to perform his or her duties.
4.1 All matches will be pre-scheduled.
4.2 All EGXC matches must be scheduled to occur between 1:00 PM Eastern and 4:00 PM Eastern on Sunday. All teams will have a fixed schedule. Daylight Savings Time will be honored as defined by National Institute of Standards and Technology (http://www.nist.gov).
4.3 There will be a minimum of 1-hour gap between start time of different games.
4.4 Higher seeded team(s) have the right to choose the game time (between 1-4pm est) in playoffs. EGXC Finals will be held at 3pm Eastern.
5.1 Squads may start up to 7 registered players, and have other squad members spectate in a public or a private freq of their choosing. The minimum number of players a team must have to start a match is 4. A team starting with less then 4 players will forfeit the game. If a squad starts less than 7 players, the other squad is not required to match the same number. If a squad drops below 4 players, play will continue.
5.2 If a squad starts the game with less than 7 players, the unused starting slot(s) may be filled by late-arriving eligible squad members, but cannot exceed 7 players.
5.3 Squads will be assigned a “playing” private frequency before the match (100 & 200). The starting 14, or less, players must go to that frequency unless set by the referee or the bot. Spectating squad members may also go to their squad’s private playing frequency. Non-squad members are not permitted on playing private frequencies. Referees are allowed to be present on each squad’s frequency for the purpose of monitoring or setting up the game.
5.4 There will be no time limits on any of the games.
5.5 Only the active captain can speak for the squad. The referee will not receive instructions from any other squad member unless the captain gives responsibility to said player. If the captain lags out during play, the backup captain will be consulted until the primary captain returns. If both captains become unavailable, the ref will use his/her discretion in determining who will be the acting captain.
5.6 All matches will be played with a no-blue public chat.
5.7 All matches will have a host referee. All messages regarding the match must be sent to the host referee. Any disputes that arise during the match must be sent either to the host referee, or emailed to the EGXC League Coordinators after the game has been completed. During the game, the decisions made by the host referee are final. Any changes in hosting referees will be announced to the arena. If for any reason, all referees are disconnected, use the ?help command to request a moderator to aid in finishing the match. If no referees and/or moderator are available the match must be stopped and rescheduled at a later day/time.
5.8 If requested by either of the two captains, a 10-minute delay can be granted to allow a squad additional time before the start of a match. Only one (1) 10-minute delay will be granted per game regardless of which squad requests the delay. The referee will have discretion to extend any delay to ensure proper game setup. The referee delay only applies to non-squad related setup issues (i.e. zone spikes, bot issues, roster verification, etc.). At no time can the referee delay a game based on squad related issues.
5.9 The Host referee will adequately message both teams before the match with their game-time and the arena they will be playing in. The game will start at the scheduled time, giving the players and the referees 10 minutes to get set up.
5.10 The referee will private-message the designated captain of each squad to verify his or her squad is ready to start the match. If a timely response is not received to either start the match or request a 10-minute delay, the referee will start the match immediately. If the game is delayed, the referee will private-message the designated captain of each squad again to verify his or her squad is ready to start the match. If a timely response is not received to start the match, the referee will start the match immediately.
6.1 All teams will earn a win or a loss during each round. There will be no ties. Standings will be updated after every match. There will be no deadline extensions except when approved for a holiday, in which case the entire match will be extended. Teams that do not show up for a scheduled match will lose by default.
6.2 Spectators are not permitted to spam any players that are playing in a match or any EGXC Staff in an effort to disrupt game play. This may result in the offender being silenced and/or kicked from the arena.
6.3 If the server recycles, which disrupts the match, then the game must continue from the current score.
6.4 If the server recycles and results in the inability to continue play due to sever instability or unavailability of the zone, then the game will be rescheduled at a later time. All reschedule games will be restarted as a new game similar to that if the game was never played. The EGXC Staff have final say in determining if a match cannot be played due to server issues.
6.5 All of the rules that apply in the main arenas of Extreme Games also apply in EGXC.
6.6 All players in EGXC will use the current, approved Continuum subspace client.
6.7 The latency limits that are defined for the bot will apply to EGXC matches and will be enforced by a bot and/or referee. Players will not be allowed to play while in violation of the latency (lag) limits. If a player should have a quick burst of invincible lag and use it to his/her advantage, by deliberately by rushing past a considerable amount of players, absorbing bombs and/or bullets, he will be spectated for ten (10) minutes. This penalty only applies to extremely severe occurrences. Normally any player exceeding the limit will only be spectated until it subsides and a replacement player will be allowed during this time. The referee also has the authority to spec any player they deem lagging unfairly.
6.8 If a player is disconnected, forced into spectator mode or spectated by the referee for high lag three (3) times during a single match, and fault is found with the player and not zone, the player in no longer permitted to play for the remainder of that match. The player must be substituted out with another eligible player.
6.9 It is the responsibility of the captain to manage his/her substitutes.
6.10 Players can change ships as often as they prefer during a league match.
6.11 As stated in section 3.2, all active players in a match must be squad-joined to their respective squad. This squad name must be evident in the F2 squad-view list. At no time will a referee verify a player has joined his/her squad by using the ?squad command. If a player is joined to their squad but the name does not show up on the F2 list, that player must exit the zone and re-enter so that the squad name correctly appears on the F2 list in order to be eligible to play.
WINNING CONDITIONS AND GAME RULES
7.1 - A match will consist of 2 teams.
7.2 - Any abusing of the bot's warp glitch will result in immediate disqualification in that base. Meaning the other team will automatically get a 5-0 win by default. If unintentional warp glitch happens, you shall instantly re-attach back to your teammate. Refs have the authority to use their judgement and restart the round if the bot glitches.
7.3 - If both teams die out in a duel at the same time, that point will not be counted and the score will remain the same.
7.4 - In case of bots leaving the arena, the referee is obligated to memorize the score and restart the game as soon as possible with the remaining points to be played out.
7.5 - In the main league a match will consist of three games. Each game will be played in a different base, to win the game a team must win the base by reaching three (3) points before their opponent. The referee will decide whether those points were fairly rewarded. Each game won will be rewarded one (1) point. There will be three (3) points rewarded for each match. No ties.
7.6 - During playoffs matches will be played in three (3) bases. A team must win two (2) of those bases to win the match. If a team wins the first two bases, the third base will not be played.
7.7 - The team must x-clear to win the round, there are no safes to reach.
8.1 A win will earn the squad 1 point. A no-show will earn the squad 0 points.
8.2 If head-to-head results cannot determine the league position, the squad with the highest points difference (PD) will be placed above the other squad(s).