General

Signup via Discord https://discord.gg/n2VXt94EZc The sign-up fee will be 2000 Plex per team. Details will come closer to signups. Signups start January 23rd at 11:00 EVE Major changes from the Alliance Open are highlighted in red

Format

Tournament will feature a non-seeded double elimination bracket with up to 32 teams. The first 24 places in AG:R will be allocated similar to the Alliance Open, with 8 more places drawn live on stream. Details will come closer to signups. If a team loses a game in the main bracket it falls into the losers bracket. The winner of the losers bracket will play against the winner of the regular bracket at the end The finals will be a Best-Of-Five (Bo5), with bans determined by previous matches across the entire Tournament:

  • Finals Match One will ban the top 4 most-banned ships
  • Finals Matches Two and Three have alternate popular bans - Match Two bans the 2nd, 4th, 6th, and 8th most-banned ships, and Match Three bans the 1st, 3rd, 5th, and 7th most-banned ships.
  • Finals Match Four and Five will have NO bans
  • This Bo5 ban cycle is designed to provide a more equal playing field for any potential finalists based on the wider tournament cycle.
  • Bans for matches on the final Sunday do not get counted in the most banned Ships
  • Duplicate bans in any match count as a singular ban for the purposes of counting most-banned ships

Teams

Although only up to 7 pilots are allowed on grid during the match, you can submit up to 20 Characters for access to the Thunderdome Server. You can choose who will play freely, though you have to be done with switching fleet members 15 minutes before the match, with a maximum of 7 pilots in the fleet. All pilots will receive maximum skills on Thunderdome, to provide an equal playing field.

Match rules

  • Matches will take place on Thunderdome (the AT servers)
  • The designated captains will be added to the match as fleet bosses, unless the referee is notified of a different fleet boss no less than 10 minutes before the start of the match.
  • Teams should be docked, in an NPC Station (NOT a Citadel), and in a fleet 15 minutes prior to match time, with a tournament legal setup. The referee will warn the captain of any illegal items or ships found as long as time permits. Teams that are not ready and in legal ships with legal equipment by 5 minutes prior to match start time will be disqualified.
  • Teams will be teleported to the beacon of choice in their match system by a referee. There are 4 beacons for each team, A through D, which forms a cube with the battle Arena in the center.
  • The center of the field will be marked by a beacon called “Battle Arena”
  • Before the start of the match, the teams will be given a 20 second window to initiate warp to the battle arena at a distance between 0 and 50kms. Failing to warp in time may result in a point loss or exclusion from the match. Warping at a higher range may also result in a point loss.
  • The Arena will feature Tournament Micro Jump Units, one at the Arena center, 8 in a cube around the center of the Arena (86.6 km from the center).
  • Each Match lasts 10 minutes, and the 30 second countdown to start the match will be initiated as soon as the teams have settled out of warp. If the match is undecided after 10 minutes, it will go into a 5 minute overtime, with gamespeed increasing incrementally, so called “negative TiDi”.
  • Grid size is 125km from the beacon. Any pilot flying beyond 125km from the Arena beacon will be automatically explodarized by the server and count as a loss towards their team.
  • NO SLASH COMMANDS MAY BE USED BY THE TEAM MEMBERS DURING THE MATCH.
  • Referees will make all possible efforts to prevent any rule violations ahead of matches, however the final responsibility for all rule violations will lie with participating teams.
  • Should any team be found to have violated tournament rules during a match, they will immediately forfeit that match, regardless of the result of match play.

Team Setup

  • A Team can consist of players from different Corporations and Alliances. For now there are no limitations to who can play together
  • Each Player may only be part of 1 team and only participate in the team they have registered with
  • Every team must choose a unique name to be identified by, since we may have multiple teams per Alliance
  • Every team may have up to 20 players rostered for Thunderdome access
  • Each team may field no more than 7 players per match
  • Teams may field no more than 2 of each Hull Class
  • 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. (Etana & Zarmazd count as Logistics cruiser)
  • Teams may field no more than one Triglavian ship per match (Including the Zarmazd as a Logi Cruiser)
  • Special edition ships are banned (EXCEPT ETANA) The current list of banned unique special edition ships is: Apocalypse Imperial Issue, Armageddon Imperial Issue, Megathron Federate Issue, Raven State Issue, Tempest Tribal Issue, Guardian-Vexor, Mimir, Adrestia, Vangel, Moracha, Chameleon, Fiend, Rabisu, Stratios Emergency Responder, Gold Magnate, Silver Magnate, Freki, Utu, Malice, Cambion, Chremoas, Whiptail, Imp, Caedes, Victor, Virtuoso
  • The Pacifier, Enforcer, and Marshal are not allowed.
  • The Nestor and Monitor are not allowed.

Ship Points

Each team has 100 points with which to select their ships. Ship point values are as follows. Ship types not listed in the table are not allowed. https://docs.google.com/spreadsheets/d/1-bqeCt2OXN0nl3fiLQtBW-w_h72YDa6KRopTxsiSsEQ/edit#gid=1634462350

Fitting restrictions

All T1 and T2 modules are allowed, with the following exceptions: All Remote Armor Repair modules and Remote Shield Transfer modules are expressly forbidden, 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. ECM modules (Electronic Counter Measures) are ONLY allowed to be fitted to ships which give them bonuses. Therefore ECM Modules are only allowed to be fitted to the following ships; Ibis, Griffin, Griffin Navy Issue, Kitsune, Blackbird, Rook, Falcon, Tengu, Scorpion, Widow. 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 Remote Capacitor Transmitters are only allowed on Logistics Ships and Tech 1 Support Cruisers, and only 1 RCT is allowed per ship The Bastion Module is NOT allowed Cloaking devices are NOT allowed Target Spectrum Breakers are NOT allowed Faction, COSMOS, Deadspace, Abyssal and Officer modules are NOT allowed Abyssal Modules are NOT allowed Only T1 rigs are allowed Stasis webification probes are allowed The use of Frigate Escape Bays on all ships is prohibited

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 exception: Remote Sensor Dampener and Weapon Disruptor Scripts are NOT allowed Pirate Faction ammunition and missiles are allowed. Navy Faction ammunition, missiles and capacitor boosters are allowed.

Drones

T1 and T2 damage drones are allowed. Logistic drones are limited to T1 ECM drones are allowed. Gecko is not allowed

Implants

All Implants ending in -01, -02 and -03 (1, 2, 3% implants) are allowed. All other implants are banned. Mindlinks are NOT allowed.

Boosters(drugs)

NOT allowed.

Flagship/Wildcard

Wildcards/Flagships do not exist in this Tournament!

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. If someone other than the team captain is to perform ship bans, the referee managing their match has to be made aware at least 45 minutes before their game is set. Each team gets three bans. Banning of ships will occur before all matches. Each captain has three (3) blind bans which must be submitted to the referee 45 minutes before the scheduled match time. The referee will exchange them to the opposing captain once he has received both sets. Teams are then allowed an additional 2 minutes to declare an additional number of bans equal to the number of duplicate bans originally submitted. E.g. If both teams ban Leshak and Guardian they both get an additional 2 bans. Further duplicate bans are discarded, so if both teams ban the same ships in the second round, no extra bans occur. 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. All bans apply to both teams equally.

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.

Thunderdome Match Procedure

Ship Bans will happen 45 minutes before the match starts. See section “Bans” for details Referees will begin setting up the match 15 minutes prior to the start of the match - if the team captain does not take part of the match he has to provide the character ID of the fleet Boss. Referee will alert the fleet bosses to any illegal items/ships and allow the opportunity for it to be corrected up to the 5 minute deadline. (The tournament tool is designed such that it automatically enforces the rules of the tournament, providing comprehensive screening of ships, fittings, ammo, drones, cargo, implants, boosters, and fleet composition, Officials are warned of any anomalies as part of the setup process - all such errors have to be corrected before the teams can be teleported to the arena, so it is to your advantage to be ready as early as possible.). Teams must be completely ready 5 minutes prior to the start of the match, in a fleet, in their legal ships, with legal fitting and cargo, docked in a station of their choosing. Any changes, even the most trivial of changes such as changing Ammo between this point and the start of the match may introduce delays as the tournament tool is designed to screen for, and require manual referee review of last-second changes. Teams will be teleported to a beacon of their choice (A through D) ~make picture of beacon setup~ At the start of the match, warping will be unlocked and teams will then be instructed to warp themselves to the BATTLE ARENA beacon on their overview at range of 0-50km. The referee will then disable warping 20 seconds after the command to warp is given to the captains. As soon as all ships have settled out of warp, the 30 second autostart sequence will be initiated, and the fight will begin automatically. The timer will count down in local chat.