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ACG - Rules
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11-04-2014, 02:28 PM #1
DarkEvil AC Guide
Status: Offline Posts:288 Threads:52 Joined:Apr 2014
ACG - 2014 RULES:
These are the current rules in place for ACG 2014. This is not to say there won't/can't be some revisions between now and the beginning of the season. When the ACG Board determines the final draft of this rulebook, we will make sure to let everyone know. It is expected that everyone participating in ACG 2014 be familiar with these rules. Once the season is underway, excuses will not be accepted.

1.1 - The number of teams to participate in ACG is determined by ACG.

1.2 - Teams will be selected in the manner as seen fit by ACG - whether all participating teams will be admitted straight away, or a tournament held for the final spot(s).

1.3 - Any team with a minimum of three and a maximum of six members, may apply.

1.4 - A team is defined as a group of players under one team name with a minimum roster of three and a maximum of six. Clan tags are not required.

1.5 - Teams will be chosen by the ACG Board, whether by consensus or by majority vote in the case of disputes. The primary criteria is stability.

2.1 - The league will consist of a regular season, and a post-season (playoffs). The season structure will be determined on how many clans/teams are admitted into the league, which the post-season will be determined on. Specifications for season and post-season structure and rules will be specified at the time of clan admissions.

2.2 - Teams may choose to play against each other in six maps. These maps are: GO2011, Revolution, Challenge, bubblek2, Joy, and Stank.

2.3 - Standings in the bracket are determined by total points at the end of group play. Points are awarded in the following manner: 2 points for a win, 0 for a regulation loss, -1 for a forfeit.

2.4 - At the end of the regular season, six teams will advance to the playoffs.The top two teams will receive the #1 & #2 seed respectively and will receive a first-round bye.

2.5 - The #1 spot from each division will get the #1 seed in the bracket based on which team has the better record

2.6 - In the event of a tie for a bracket seeding, most wins will determine the standings. In the event of a tie in that, head to head record will be the next criteria, a tie in that, a game in an ACG-board chosen map will be played to determine who receives that playoff position.

2.7 - Home and Away will be assigned evenly for all games.

2.7.1 - Home team has home field advantage in terms of having map selection.

2.7.2 - Away team will be able to choose two maps to ban against the home team, and have color choice.

2.7.3 - In the playoffs, the higher seed will be the Home team in every other game, starting with the first game.

2.8 - All playoff games will be a best of 3 series.

3.1 - A full ACG week starts from Monday, and ends on Sunday

3.2 - Prior to the following week, an ACG representative will contact each team captain to record availabilities for the following week.

3.3 - Game times will be scheduled by the ACG board, depending on the preffered times that both teams have given.

3.4 - If a ACG representative does not approach a team captain, it is the team captains responsibility to send a PM to the board-members via forumns by the Friday at 11:59PM, informing them of the teams availability for the upcomming week.

3.5 - Scheduled games will vary depending on the teams' availability.

3.6 - Scheduled game times do not HAVE to be within both teams time frames, if two teams do not have an overlapping availability, the league will schedule the match at a fair time based on it.

3.7 - Each team must designate a minimum of one and a maximum of two captains, these captains will be in charge of rescheduling their games, adding/removing/changing players on their team

3.8 - Reschedules must be requested 24 hours prior to the match-up. They will be granted if given before this time. If requested after this time, the opposing team may choose to take the forfeit at the scheduled time or reschedule.

3.9 - The Head Referee/Board must approve the time/date for the rescheduled game

3.10 - Teams have an exact week from the original scheduled time, to reschedule their match. If it goes past this time, both teams can be awarded a double forfeit. The consequence for not re-scheduling in time, can be overruled by the Board members of ACG.

3.11 - The board will speak with the team that requested a re-schedule, and the opposing team, to determine an appropriate time for the rescheduled match

4.1 - Players are not permitted to act as a staff member, in any capacity, for any league match that involves their team. Reffing, recording, broadcasting, or anything else is not allowed if one of the Teams participating is your own.

4.2 - Teams are expected to assemble and be organized in the lobby 5 or 10 minutes prior to the scheduled gametime. Before the game starts, both Teams must designate a captain. This will be the player who PMs the ref for the password, and refs will now treat this player and ONLY this player as the captain unless he exits the server, or requests a new captain.

4.3 - Refs should ask for both teams to have their captain PM him for the password 5 minutes before the scheduled gametime. At this time, the captain may and should designate a co-captain to act as the captain in the case that he pings out or has to leave.

4.4 - If the ref starts this process either too early or too late, Teams are expected to carry out the game under full authority of the ref and the timeframe, and you may file a grievance with the league afterward.

4.5 - The captain is responsible for a) handing out the password to his team. b) saying yes or no when the ref asks if the teams are ready. c) being the team's authority with regard to substitutions. only the captain may request a substitution, or order a substitution for his team. d) calling a timeout for his team.

4.6 - If for any reason a team is having an internal argument over which sub wants to come in, or a player refusing to sub out even if asked to by the ref or captain, the ref may grant the captain's request to remove a player from the game.

4.7 - After the password has been handed out, because of rule 4.3, this gives both Teams 5 minutes to get their players in the server and ready to go. At the time of the scheduled gametime, refs will ask if both Teams are ready. There will be a 10 minute grace period, for both Teams, should EITHER team opt to take it, for any reason. Even if both Teams request grace, it only lasts for 10 minutes.

4.8 - At 10 minutes past the scheduled gametime, if one or both Teams elected to use grace, the ref will now again ask if both teams are ready. By this point Teams are expected to have enough players in the game to play, and whatever players they were waiting for to have arrived. Any team that insists they need more time, risks forfeit and will be at the mercy of the other team.

4.9 - Refs will use their discretion based on how tight things are running on the league staff's end, and how much the opposing team is insistent on starting the game or whether they don't mind waiting, with regard to giving a few more minutes of leeway. However, *except for in the event of spark crashing, or the server crashing*, games *must* be started by 10 minutes after the scheduled gametime. Anything more than that is unacceptable. If Teams do not have enough players, then the ref will call forfeit. If both Teams do not have enough players, the ref will call double-forfeit.

5.1 - All games in ACG must start with a minimum 3v3 matchup. If however, players from both teams join after the game has started, both captains from each team must agree to expand the 3v3 to 4v4/5v5 etc. For example, if Team A & Team B both have 3 players to start with and after 15 minutes, 2 players from each team join the server. If Team A's Captain wants to expand the matchup but Team B refuses, the matchup will remain 3v3. If a player pings out or is forced to sub out due to connection and/or spiking issues, and no sub is available, the player's team may continue playing the remainder of the game. If the opposing team feels that it is unfair, they may request a pause. The pause can not be undone, and may be a maximum of 5 minutes or until the player returns. If the player that left the game isn't back, the match will still continue. If the team feels at any point that they cannot continue, they're allowed to forfeit, and statistics up to that point will be recorded for the forfeiting team will receive -1 point.

5.2 - Each team is allowed to have unlimited subs, with an unlimited number of substitutions/substitutes. Players who enter the server prior to the game and after the game are eligible to play or substitute. A team may have players enter the server who were not present at the time of the game's start.

5.3 - Substitutions must only occur after a player dies or pings-out. When a player is subbing out, he must switch to spectator before the new player may switch in. When a player pings out, it must say (playername) has left the server before the new player may switch in.

5.4 - Any team or player deemed by ACG to be intentionally faking or inducing ping-outs to manually time a substitution instead of waiting for a player's death, risks severe penalty such as: player suspension, game forfeiture, team suspension, team expulsion.

5.5 - All matches will be halves of 15 minutes (30 minutes total). In the event of a tie at the end of the second half, the match will keep going until a winner is declared (Sudden Death)

5.6 - Time continues if a flag is in play when time runs out. Players will no longer be forced to cap their own flags, but -- if time has been extended by the game's flag-in-play feature -- the referee must lock the game once it is determined that both flags are no longer "in play". A flag is "in play" if 1) it is not on a holder, AND 2) players are fighting in the vicinity of the flag for possession of it. A flag is not in play if 1) it is on a holder, OR 2) players are not fighting in its vicinity for possession of it.

5.7 - Each team is allowed 1 timeout per game. Timeouts can only be taken after a flag cap occurs. A captain must say "timeout" following the flag cap, in which the ref will set a timeout for 120 seconds. This will stop the game clock. Only the captain may call a timeout - anyone else saying this must be disregarded. During timeouts, teams may perform substitutions. After the timeout is over, the game time will begin again where it left off. The 2 minutes of timeout-time is separate from the game time.

6.1 - Teams are expected to stay in the server until the ref has all the stats he needs and tells you that you may go. Any team or player that does not do this will receive 0 for any stat that was not recorded by the ref.

6.2 - ACG's policy with regard to sportsmanship and in-game behavior is the following.

* 6.2.1 - Anything you are not allowed to say in spark generically, you are not allowed to say in a league game. Players who violate this risk penalty.

DISCLAIMER: with the /ignore feature that has been implemented, the following rules have been adjusted from previous seasons.

* 6.2.2 - Any kind of moderate trash talk that would be accepted in a normal public game, is acceptable from the players (not spectators). To whatever extent a team wishes to damage its credibility with other teams is its own prerogative. Given that any team or player has the ability to ignore the opposing team's players, ACG's view is that any chatter from a team can only serve to hurt them by taking their focus off of the game, and that anything excessive or bothersome to an opposing team simply renders the opposing team expected to ignore the offenders.

* 6.2.3 - If you know a team talks trash, or rather, if you don't know that they don't talk trash, and it is a problem for you, then you are advised to ignore them at the start of the game.

* 6.2.4 - Spectators may not speak out of team chat while the game is in play unless the reasoning is extremely important.

* 6.2.5 - Journalists/Video Recorders/Broadcasters may not speak out of team-chat while the game is in play.

6.3 - In the event that a player is deemed to be misbehaving/disrupting the game and that players team has only four players in the game, with no available substitutes, the following actions will occur: The first violation will result in a referee warning that outlines the consequences of a second offense. The second offense will result in that player being removed from the server and their team forfeiting the match, their stats, and receiving a -1 point.

6.4 - Any player from either team who is asked to leave the server by the ref, must do so. If you feel it is a wrongful request, a grievance with the league may be filed afterward.

6.5 - Even spectator chat must be kept in check, since chat flooding will hinder the ability of the ref(s) to communicate with the teams/players. It is the ref's discretion as to whether someone is being excessive with their chat, and all players must adhere to the ref's requests or demands to minimize or eliminate their chatting.

7.1 - After the game, the ref(s) is able to choose an MVP if he/she feels that it is deserved. At the end of a game, if there is a player who stands out as having played a notch above everyone else in the game, he will be awarded an MVP for that game. Further, the ref(s) will not come to an impulsive decision and announce this in the server after a game, but will think about it for 5 minutes and mark it on the scoresheet that they submit.

7.2 - Refs will upload stats recorded from replay files. These stats will also be recorded for individuals as well as the teams themselves.

7.3 - At the end of the regular season, ACG will give out numerous awards to be announced later.

8.1 - Teams must maintain a minimum 3-man roster to be eligible to play during the season. Rosters may have up to 5 people maximum. Only the listed aliases on the roster are eligible to play for that specific week.

8.2 - Each week there will be a roster update thread in which Teams may post roster changes. This would include adding players, removing players, changing captains, and any alias changes.

* 8.2.1 - Only captains may post any roster updates/changes. Any posts made by non-captains will be ignored.

* 8.2.2 - Roster changes should be kept to a reasonable minimum. Any Team deemed by ACG to be abusing the lack of limit on roster updates purely for the sake of antics risks having their roster frozen for that week or longer.

* 8.2.3 - Individual players may have up to 3 alias changes per season. Use these sparingly, because once they are used up, that player will be stuck with that name.

8.3 - One week before the playoffs will be the last week any roster updates may be made. No changes can be made beyond this week.

9.1 - ACG's policy with regard to smurfing:

* 9.1.1 - Smurfing of *any* nature is absolutely prohibited. This includes playing for more than one clan, players playing under more than one alias, playing on someone else's alias, the switching of aliases between established identities, or any action with regard to deceit or multitude of identity. ACG will review any incidents or accusations of smurfing on a case-by-case basis. Also, even though refs should check to make sure all players in game are aliases listed on the clan roster, clans are also accountable for their players playing on the correct names. Anyone caught smurfing will be banned for that season and also the entire next GO/Gladiator season.

9.2 - ACG's policy with regard to cheating:

* 9.2.1 - Cheating is prohibited, and ACG classifies cheating under two categories - intentional game-altering behavior, and non-intentional game altering. Anyone caught cheating will be subject to a ban for the next Gladiators/Go league (not including the current cycle)

* 9.2.2 - Game-altering behavior includes but is not limited to: extreme lag, constant spikes, a series of spikes or a prominent spike during a critical play, or godmode-like behavior (damage immunity).

9.3 - Any player or clan found to be exhibiting game-altering behavior is subject to protest.

* 9.3.1 - ACG will review accusations of game-altering behavior on a case-by-case basis. The only difference between intentional and non-intentional game-altering behavior is, obviously, if the league has sufficient reason to believe a player or clan (or both) had intent behind the exhibited behavior.

* 9.3.2 - *Sufficient reason can exist without concrete proof*. Things such as behavior, patterns, circumstantial evidence, player credibility, testimony as to the nature of the occurrences, etc., will all be examined and the league will decide whether or not there is enough reasonable doubt as to A) whether significant game-altering behavior in fact occurred B) whether there is strong enough likelihood that there was intent behind it.

9.4 - If a player is exhibiting any kind of game-altering behavior, he is expected to sub out immediately. One of the refs should notice it and ask the player to sub out immediately, and if not the opposing clan may urge the ref(s) to observe said player and request he sub-out. A clan's captain is also expected to urge his teammate to sub out if he starts spiking or exhibiting game-altering behavior, because his clan will be held accountable for this player's game-altering behavior, and clans are expected to have any players sub-out if the majority of other players in game including the refs notice this (sometimes a player is smooth on his own screen, but everyone else sees them spiking).

9.5 - Purposely and/or intentionally disrupting the gameplay of another player will be subject to disciplinary action from the league that may or may not include punishment outside the league.

9.6 - ACG reserves the right to modify these rules if there is revealed to be a flaw or a differently desired policy on an issue. Obviously, clans will be judged based on the rules as they exist at the time of their actions.

9.7 - ACG reserves the right to take whatever action necessary to preserve the integrity of the league. By participating in this league, you agree to adhere to all rules and suffer whatever consequences deemed appropriate should your clan or a player in your clan violate the rules.

9.8 - ACG Generally, what the referee says goes. You may politely correct a ref if he is not following rules or procedure, but ultimately he is the authority of the game and must be obeyed; grievance may be filed afterward.

9.9 - In the event of a protest, submit your case via private message to ACG-board (DarkEvil and Odoacer) to be reviewed by the board of representatives. All decisions are majority vote/consensus after careful and sufficient discussion and argument. If a case is strong, the player/clan will be contacted and have the opportunity to give a defense/counter-case. By participating in ACG, you agree to abide by whatever decision the board comes to.

9.10 - In the event of a server crash, the following principles govern how to proceed:

* 9.10.1 - The game will restart/resume with whatever amount of time was remaining. The score will be as it was at the time of the crash.

* 9.10.2 - If there was a flag run in progress, but the other team had a possibility of stopping the flag run, regardless of how unlikely, the flag run is considered dead. An example would be if the enemy team had a player in front who had a chance of killing or delaying the flagger for his team to arrive and possibly recover the flag.

* 9.10.3 - If there was a flag run in progress that was a virtual inevitability, i.e. both flags were in or coming into base and no enemies were close enough to even have a chance to make the flagger drop, and it would have 99.9999% been a successful flag run had the server not crashed…then this flag cap will be counted.

* - The reason the flag run is to be counted in the aforementioned scenario is because this might affect things such as overtime, extending play if a flag attempt is in progress and the game is a 1 cap margin, etc. If it was a near-certain cap, the safe thing to do is to play the game assuming the cap counted (since in all likelihood the ruling will end up being that the cap was indeed achieved) so that in the event of a tied or 1-cap margin game, the clan does not get robbed of the opportunity for OT or for play extending while a flag is in play.

* 9.10.4 - In the event of a flag run being in progress at the time of a server crash, clans may protest the game either to get the cap counted, not counted, or have the entire game replayed, and the board will make a decision.
This post was last modified: 11-29-2014, 03:38 PM by DarkEvil.

11-11-2014, 05:41 PM #2
DarkEvil AC Guide
Status: Offline Posts:288 Threads:52 Joined:Apr 2014
Rule Change

Previous Rule:
Quote:5.5 - All matches will last 30 minutes long. In the event of a tie, the match will keep going until a winner is declared (Sudden Death)

New Rule:
Quote:5.5 - All matches will be halves of 15 minutes (30 minutes total). In the event of a tie at the end of the second half, the match will keep going until a winner is declared (Sudden Death)

The rule was changed for a more competitive, and balanced league play. Rule effective immediately.

11-12-2014, 02:54 AM #3
Bone Veteran
Status: Offline Posts:253 Threads:37 Joined:Apr 2014
Not to argue or expect to make any sort of change, but just curious if I'm in the minority or what on this.

Half time is such a potentially harmful thing. It disrupts any sort of flow to a game and momentum. 15 minutes on Stank perhaps isn't as big a deal, because several flag caps can happen in that amount of time. The maps like mlarev and go, 15 minutes is nothing. It can take well over that to establish a real flag run. You, as a team, should have 30 minutes to complete a flag run. Not be hurried because you must beat the 15 minute timer, or your flag run will be negated.

Halves, to me, also negates the whole Home and Away aspect. Away team can ban 2 maps, yes, but it is still Home's option for map choice. As Away team, we are "given" color choice. Not really a factor if we are playing halves and will be both colors anyways.

One more thing I'd like to point out. So, if halves is meant to make things fair by allowing both teams the opportunity on both colors, then isn't it UNFAIR at the same time regarding OT? If it is tied after the 2nd half and continuous OT begins, then the team with the "better" color maintains that better side for the remainder of OT.

11-12-2014, 03:55 AM #4
Odoacer AC Operations Team
Status: Offline Posts:154 Threads:16 Joined:Apr 2014
Halves are being implemented so that all the maps in the set remain playable. Without halves there is almost no chance that a map like Joy (a map with a clear bias in favor of red), for example, would ever get used. The home team would not choose it knowing that the away team would get red for the entire game.

The away team being given color choice still matters, but only in the event that the game goes into overtime. They get to choose which side they will be on for a potentially extended second half.

As for killing flag runs, I agree, and we discussed implementing the flag-in-play rule. However, it is not something we feel comfortable leaving up to refs to do correctly, and it is more complicated to automate than it might seem. I am still trying to find a good way to code it; if I can have it ready before the next game then we will likely use it.

11-12-2014, 11:26 AM #5
DarkEvil AC Guide
Status: Offline Posts:288 Threads:52 Joined:Apr 2014
Rule Addition

Reflecting our 15 minute halves rule, we're going to add another rule:

Quote:5.6 - Time continues if a flag is in play when time runs out. In example, if a team is flagging, and time runs out, then the game will continue until: A) The flag is brought to their base and capped or B) The team that isn't flagging kills the flag and brings it back to their base and caps it. But also, holding the flag and not capping it for the purpose of extending the length of the match is NOT ALLOWED. Anyone caught doing this will forfeit their stats and the game will end despite the flag not being capped.
This post was last modified: 11-16-2014, 07:42 AM by DarkEvil.

11-17-2014, 11:02 AM #6
DarkEvil AC Guide
Status: Offline Posts:288 Threads:52 Joined:Apr 2014
New Clarification of Rule 5.6:

Quote:Players will no longer be forced to cap their own flags, but -- if time has been extended by the game's flag-in-play feature -- the referee must lock the game once it is determined that both flags are no longer "in play". A flag is "in play" if 1) it is not on a holder, AND 2) players are fighting in the vicinity of the flag for possession of it. A flag is not in play if 1) it is on a holder, OR 2) players are not fighting in its vicinity for possession of it.

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