Article II: Scheduling And Game Night Procedures

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  1. Tiddus

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    Article II : Scheduling And Game Night Procedures


    ------------- : Section One : Scheduling Process


    -------- : 1.1 : Challenges

    -------- : 1.2 : Matches

    -------- : 1.3 : Match Settings

    -------- : 1.4 : Match Map Settings


    ------------- : Section Two : Game Night Procedures


    -------- : 2.1 : Game Night Session Set Up

    -------- : 2.2 : Additional Time

    -------- : 2.3 : Inputting Stats

    -------- : 2.3.1. Responsibility

    -------- : 2.3.2 : Deadline

    -------- : 2.3.3 : Inputting Options

    -------- : 2.3.4 : Required Stats and Pictures

    -------- : 2.3.5 : Forfeit Games Stats


    ------------- : Section Three : Disconnection Procedures


    -------- : 3.1 : A Player Loses Connection

    -------- : 3.1.1 : Player Loses Connection Prior to the Match Start

    -------- : 3.1.2 : Host Disconnection Round Based

    -------- : 3.1.3 : Player Disconnection Round Based

    -------- : 3.1.4 : Player Disconnection Map Based


    Section One : Weekly Scheduling Procedures and Restrictions


    1.1 Challenges


    A blind challenge system is utilized for match creation. The challenge will be open for any team to accept.

    The team will create a challenge and select the game types for the 3 matches involved. The game types are not able to be the same for all three matches (unable to create a challenge with three slayer matches).


    1.2 Matches


    All matches must be played in their entirety unless both teams agree to postpone or cancel the match.

    Randomized maps MUST be used. Verbal agreements will not receive staff support.
    The lower ranked team at match time will host the first map. The higher ranked team at match time will host the second map. third/final map will be hosted by the team that hosted the first map. The host may not force launch the game.


    A "Lag Test" must be completed prior to starting the match. This is a test round that doesn't count and uses the standard game settings that will be used during the match. For the lag test, a map that is not scheduled for play must be used. If the game lags during this test, a new host must be chosen. If both teams cannot agree on an acceptable host, a ticket must be submitted by both teams to cancel the match.


    Teams may not delay the match for more than 5 minutes between each round/map. A round is defined as a stopping point during the match when match settings may be altered, and/or players may switch sides or change equipment.



    1.3 Match Settings


    The default settings specified in these rules can be changed, but only if an option is available in the challenge. The staff will support no other agreements, (i.e. verbal, AIM, email). So unless specified otherwise in the match details, these default rules will be followed. All matches will start with a BR as the Primary Weapon.


    1.4 Match Map Settings


    Breakout
    Rounds to Win: 5
    Match Length: 2:00
    Lives: 1
    Rounds: Unlimited


    Capture the Flag
    Score to Win: 3
    Match Length: 15:00
    Lives: Unlimited
    Rounds: 1


    Slayer
    Rounds: 1
    Score to Win: 50
    Match Length: 12:00
    Lives: Unlimited
    Rounds: 1


    Strongholds
    Score to Win: 100
    Match Length: 12:00
    Lives: Unlimited
    Rounds: 1


    Swat
    Score to Win: 50
    Match Length: 12:00
    Lives: Unlimited
    Rounds: 1


    Section Two : Game Night Procedures


    2.1 : Game Night Session Set Up


    The lower ranked team at match time will host the first map. The higher ranked team at match time will host the second map. third/final map will be hosted by the team that hosted the first map. The host may not force launch the game.


    A "Lag Test" must be completed prior to starting the match. This is a test round that doesn't count and uses the standard game settings that will be used during the match. For the lag test, a map that is not scheduled for play must be used. If the game lags during this test, a new host must be chosen. If both teams cannot agree on an acceptable host, a ticket must be submitted by both teams to cancel the match.


    Teams may not delay the match for more than 5 minutes between each round/map. A round is defined as a stopping point during the match when match settings may be altered, and/or players may switch sides or change equipment.



    2.2 : Additional Time


    Additional time can be requested either at the "five minutes past official game time",


    Additional time is requested for players whom are experience any connection issue, or any last minute lag out, disconnection, power failure, or any other unforeseen issues that may have prevented that player from being able to join the game session during the allotted time listed above.


    Additional time is considered a maximum of ten minutes.


    2.3 : Inputting Stats


    After the conclusion to each game, stats and a set of required OCR pictures are to be inputted into the stat system on LeagueGaming.


    Below are the requirements and restrictions in regards to the stat system.


    2.3.1 Responsibility


    The MOC and or designated stat/picture member on the winning team is the members required to ensure the pictures and stats are inputted on time.


    Each team is eligible to assign a Player to ensure the photos are taken in the situation where a Team Captain is not in the game.


    2.3.2 : Deadline


    The deadline for pictures to be uploaded are one hour after the original game time.


    2.3.3 : Inputting Options


    Xbox Live Screenshots are required for Match Reporting


    2.3.4 : Required Stats and Pictures


    There are certain pictures, two total, that are required to be uploaded after each game.


    - Winning team's Player stats (all four Players, all stats listed)

    - Losing team's Player stats (all four Players, all stats listed)


    2.4.5 : Forfeit Games Stats


    Forfeit game stats consist of a picture of the opposing team saying they won’t be playing or a picture of your team waiting for the game along with a time stamp.



    Section Three : Disconnection Procedure


    3.1 : A Player Loses Connection


    This sections outlines what is to occur when a single Player loses connection during a game, or prior to a game starting.


    3.1.1 : Player Loses Connection Prior to the Game's Start


    If a player/host disconnects during the initial launch of a map, the map will be restarted. The initial launch is defined as within the first 30 seconds or before the first kill.
    A team can start a map shorthanded unless it is for a "Kill Dependent Gamemode" (Slayer).
    If a player disconnects after the initial launch in a Kill Dependent Gamemode the team that had a player disconnect would forfeit the current map.
    If a ladder has a specific rule for disconnection issues that rule would override the rules below.


    Players may not leave the game intentionally to cause a disruption in round based gamemodes. Players caught doing this are subject to penalties.


    Recommended Best Practice : Follow the process outlined for addition time in Section 2.3


    3.1.2 : Host Disconnection Round Based


    If the hosting team disconnects during a round based game mode (Capture the Flag) the hosting team would forfeit the round. 5 minutes will be given for the host to get back and restart the map. If the host does not rejoin within 5 minutes, another player on the hosting team may start the map and play shorthanded. Failure to start within 5 minutes will result in a forfeit. Please keep note of the round count and play the remaining rounds to determine a winner.


    3.1.3 : Player Disconnection Round Based


    If a player disconnects mid map in a round based game mode (Search & Destroy/Domination) the current round will continue. Before the next round the hosting team will end the game or the opponent will leave the map. 5 minutes will be given to allow the player to reconnect. If the player does not reconnect the team may play shorthanded. Failure to be ready within 5 minutes is a forfeit of the map. Please keep note of the round count and play the remaining rounds to determine a winner.


    3.1.4 : Player Disconnection Map Based


    If a player disconnects mid map during a map based game mode the map will continue to the end unless the game mode is Kill Dependent (Slayer, Breakout) then the team whose player disconnected will then forfeit the map. If the map is not kill dependent the player may be reinvited while the map is still in progress unless otherwise specified on the rules page for that arena.
     
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