The BFC staff reserves the right to add, amend or remove any and all competition rules at any point during the season. The regular season will start May 24th, and end August 4th. The playoffs will begin immediately after. The trade deadline will be July 14th. Playoff format TBD. Changes to last season's ruleset are underlined.
a. Server Rules
i. Server must be a paid-for (no downloaded servers).
ii. Team Damage set to On.
iii. Awards on.
iv. 2 second spawn invincibility.
v. Galactic Civil War Conquest/CTF maps only.
vi. Conquest timer set to 60 minutes, reinforcement limit set to 300-450 (200 in server manager is 300 in game).
vii. CTF timer set to 30 minutes, capture limit set to 3. Only Tantive is 5 flags. Death Star, Tantive, and Hoth CTF maps may be picked, but not any other CTF maps unless agreed upon by both clans. Death Star is 1 hour in the playoffs, and if tied, goes to sudden death 30 minutes. If still tied, the team that picked the 4th map picks another map as the tiebreaker.
viii. 30 host simulation rate.
ix. Max bandwidth.
x. Warm-up timer to 60 seconds.
xi. Server must have Polis Massa base mod, Death Star reinforcement fix mod, Hoth CTF turrets disabled mod.
xii. Stats logging must be enabled.
i. Non CTF/Conquest game modes
ii. Wall glitching (projectile spots are allowed)
iii. Detpack glitching
iv. Spawn-jumping the warm-up timer
v. Swapping to another class (including engy to heal yourself)
vi. Swapping on CP light (to negate reload)
vii. Map feature award-farming (like Tantive turbine)
viii. Specials (unless agreed upon)
ix. Clone Wars (unless agreed upon)
xi. Turrets (auto-turrets are allowed)
xiv. Glitching, hacking, cheating. If a player is suspected of cheating, the BFC staff will fully investigate with whatever means necessary
c. Gameplay Situation Rules
i. In the case that a CTF map ties, the battle moves on to the next map. If the rest of the battle is played out and the score remains 2-2-1 or 2-1-2 (or the CTF map was the 5th map), the map(s) is/are replayed as no timer first to 1 sudden death. Additionally, a 6th (and 7th, if necessary) map can be chosen in continuing alternating fashion (whoever picked map 4, picks map 6) to break the tie.
ii. Minimum size for a battle is 3v3, preferable is 4v4. If your clan has 4 members available - they must make it a 4v4. Any higher than a 4v4 is optional, even if it is planned as higher than a 4v4, the default is 4v4. There must be at least one of each non-special class, and in the event of a 5v5 or higher, the doubled up class(es) (or special(s)) and their flexibility must be specified beforehand.
iii. If at any point someone lags out, only the player that lagged out may come back during the map. Both sides play on unless it is before the first spawn of the map (requiring a replayed map). Your team must somehow communicate (through chat, admin, or respawning) within the first 15 second spawn cycle that you need to restart the map. Otherwise, the map must be played through. If a player drops mid match (after a map ends) and no replacement can be found, the team that did NOT lose the player chooses which class to drop. Even if the battle is a 5v5, 2 snipers, the clan that still has 5 members can choose to drop the engineer, grunt, or rocket if they prefer and keep the 2 snipers. You can only sub in players in-between maps.
iv. Room should be provided for one spectator (or two, if they are commentating together) who can stream the match if desired. This spectator cannot be refused. One player in the match must stream or record the battle. Streamers must export their vods to Youtube within 2 weeks, as Twitch deletes vods after 2 weeks.
v. If a team is unable to field enough players for a battle, they may ask the opposing team if they will allow a ringer. Maximum amount of 1 ringer per team. Once a team agrees to allow a ringer, they can specify what class(es) they can play.
vi. If a player leaves before the stat screen, his score will be recorded in that stat sheet as 0-0-10 for that map. If a player repeatedly leaves before the end screen, a stiffer punishment may be issued. This is up to the discretion of the statistician.
vii. Space-walking on Polis Massa is currently allowed.
viii. Teams can make gentleman's agreements for pretty much anything. Check with a BFC staff member to confirm per instance.
d. Player Movement
i. Players cannot be traded or join different teams past the deadline. If traded, players must agree to play with that team until at least the deadline.
ii. Players who haven’t played in a battle during the season land on waivers. If a player is cut by a team after the deadline, they land on waivers.
iii. Rosters lock for playoffs.
iv. Captains must approve all player transactions. If a captain approves of a player quitting the clan, the player lands on waivers. To dissuade quitting, the captain may restrict a quitting player from playing for 7 days.
e. Point System
i. +1 for win
ii. -2 for loss
iii. +1 for every map won
iv. -3 for refusal to play/forfeit (subject to suspension from ladder)
v. +x (variable points based on conditions of forfeit) for 'winner' of a forfeit
f. Clan Challenging
i. Clans may not play the same clan again more than 2 times in a row within 24 hours.
ii. Once the battle starts, you cannot change map picks or faction picks. You cannot choose the same map twice. You cannot pick more than 2 CTF maps.
iii. If a clan has a long outstanding challenge with another clan, they must play that clan as soon as they are available to play rather than playing other opponents. If a clan does have the members available to play, and then chooses to play other opponents, this is considered an act of battle dodging. If this act of dodging occurs 3 times against the same team, the clan will incur -3 points from a forfeit. Subsequent acts of dodging will result in the penalty being doubled to -6 points, -12 points and so on.
iv. Clans should not attempt to game the system by purposefully playing matches against only specific opponents or even intentionally throwing individual maps or whole battles.
v. Winning team must report matches through the site, and make the battle topic specifying maps, factions, and a link to the video of the match. The match does not count if it was not streamed or recorded, AND does not have a forum topic within 24 hours, AND is not reported within 24 hours. Statistics can be retrieved through the server manager's .csv file. Times must be noted either through messages to the statistician or in the report.
vi. In the event that a match can’t be finished, teams must reschedule to finish the match another time rather than request a forfeit. Completing the match is prioritized over other matches.
vii. Challenge Format:
Map 1 (Clan A) -> Faction 1 (Clan B) ->
Map 2 (Clan B) -> Faction 2 (Clan A) ->
Map 3 (Clan A) -> Faction 3 (Clan B) ->
Map 4 (Clan B) -> Faction 4 (Clan A) ->
Map 5 (Clan A) -> Faction 5 (Clan B)
Maps and factions are picked one at a time. The challenging clan determines whether they are Clan A or Clan B. The winner is the team that wins 3 maps first.
viii. When faced with a challenge from multiple teams at once, clans should battle the team they have faced less often first, unless the clan involved is scheduled to battle a different team at the time of the dispute. Teams that schedule a match in advance have the utmost priority. Challenges must have a day and time if one of the teams involved requests it be specified.
vix. Once the server is set up and the password is exchanged between teams, whichever team backs out receives a forfeit loss.
i. The higher seed will have the choice of 3 maps or 3 factions, and whether they want to pick their maps first or second. In this case, maps are not picked one at a time - Clan A picks 3 maps, Clan B picks 2 maps and 3 factions on Clan A's maps, Clan A picks 2 factions on Clan B's maps. The higher seed can also decide the server they want to play in.
ii. If teams cannot settle on a date and time by the end of the week, it defaults to 8 pm est on Sunday (date subject to change). Playoffs should finish before labor day.
iii. Tie Breakers
1. Head-to-Head Record
2. Win %
3. Map Win %
4. Play-in Game
iv. Tie Breakers (3-way+)
1. Win %
2. Map Win %
3. Play-in Game(s)
h. Draft Rules
Four predetermined captains draft players from a pool in snake order. All players who join the season after it begins are placed on the waiver wire. Captains have waiver wire priority in reverse draft order, which changes sequentially every time someone is claimed (with former first claim going to last). If players clear waivers (go unclaimed), they can join any team they want without captains sacrificing their waiver claim priority. Trades are allowed up until the deadline.