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  • TWL Season 6 Rules

    After months of exhausting discussion and many different drafts, THE PUSHER and I have finished the Season 6 rules. Please read them very carefully so that you understand all of the changes. Some changes include:
    - Harsh penalities for cheating/double squadding.
    - Change in power structure so that league operators cannot determine the fate of their own squads
    - A new scheduling system
    - A laxer interpretation of some rules especially the rule that you must send in your roster EXACTLY 10 minutes after the original timer is set. Made laxer so that if you put your roster in at 10:01, you aren't penalized
    - More specific punishments, and more specific outlines of what you can and cannot do in a game. These have been made as clear as possible to avoid ambiguities.
    - Specific rules dealing with what happens at the end of the season in terms of replacement squads.
    - Slightly different substitution system (you can now have 2 subs).

    Anyway please look these over. If there are any major problems with these rules, please let us know by replying to this thread. This set of rules has been the cumulation of a lot of hours of hard work and deliberation and as such, please think through any objections you have carefully.

    Thank you,
    -Epinephrine
    Last edited by THE PUSHER; 04-26-2003, 04:59 PM.
    Epinephrine's History of Trench Wars:
    www.geocities.com/epinephrine.rm

    My anime blog:
    www.animeslice.com

  • #2
    Trench Wars League Rules and Guidelines

    -Trench Wars Leagues is the premier competitive league in Trench Wars. It is designed for serious squads which are interested in competing against the best in the zone.

    -Trench Wars Leagues rules may be revised at any time by the League Operators, but notice will be given on the official TWL site (www.twleagues.org) beforehand. As well, TWL is a privilege, not a right, and this privilege can be revoked for any player by the League Operators with sufficient
    cause.

    -Many TWL offenses listed have a punishment of a ban from TWL until the end of the season. If the offense occurred during the last few rounds or the playoffs, the ban may be extended by the League Operators.

    -The League Operators may be reached at trenchwarsleagues@yahoo.com


    I. League Conduct Rules

    1.01 When in any Trench Wars League arena during an official game, you must obey and respect the attending game referee and League Operators.

    1.02 If the attending game referee feels abuse or harassment is being given to the players in the game (either by private message or team message) by a player who is not playing in the game, that player may be silenced. Furthermore that player will be reported to the League Operators who may take further action (see rule 1.07).

    1.03 Deliberate attempts to disrupt game play may result in that player being silenced or kicked from the arena by the referee. As well, the player will be reported to the League Operators who may take further action (see rule 1.07).

    1.04 Trench Wars Leagues referees are taken directly from the Trench Wars Staff. They are valued members of the Trench Wars community and without their support, the leagues would not be able to go on. As such they deserve added respect from players. If anyone is caught harassing the referee during a game (note rule 1.05), the referee reserves the right to silence the player in question and that player will be reported to the League Operators and dealt with severely.

    1.05 If the referee is abusing his powers or taking excessive measures against players, players may report this to the League Operators who will then take further action if sufficient proof is obtained.

    1.06 Any staff member who abuses their power during an official match will be reported to the League Operators who will then let the Trench Wars Staff Smods deal with the problem. Please note that instances where moderators accidentally type in blue during a complete blueout do not count as abuse (unless done repeatedly and purposefully).

    1.07 An excessive abuse of the League Conduct Rules during a match will result in a two-week suspension from league play. Repeat game conduct offenses may result in a ban from Trench Wars League for as long as the League Operators feel is sufficient.


    II. Trench Wars League Structure

    2.01 Trench Wars Leagues is composed of three separate league divisions, Trench Wars League - Dueling (TWLD) which features 5on5 Warbirds, Trench Wars League - Javelin (TWLJ) which features 5on5 Javelins, and Trench Wars League - Basing (TWLB) which features 8on8 basing.

    2.02 Participating squads in Trench Wars League are chosen at the beginning of the season and they include the participating teams from the previous season who wish to remain, and replacement teams which are needed to fill in the empty spots (see 2.04). Squads that dissolved at any time during the previous season, or prior to the new season's start, will have to re-enter Trench Wars Leagues through the TWD system.

    2.03 Any squad that misses any two regular season games for any particular league division will be dropped from that league division.

    2.04 If any squad drops out during the middle of a season for any reason, it will be replaced by the highest ranking team on the Trench Wars Division (www.twdivisions.org) ladder which is currently not in that division of Trench Wars Leagues and wishes to join. Replacement squads who join before the season begins will be considered full squads in Trench Wars Leagues. Replacement squads that join during a season in progress will start out with a record of (0-x) [wins-losses], with the x representing the number of rounds that have already occurred. TWLD/TWLJ teams will recieve a score of 20-50 for each missed game, and TWLB teams will recieve a score of 0-100,000 for each missed game (for purposes of +/- ranking). Because it is important that the league is not held up, replacement squads must respond to the invitation as soon as possible or else the next best squad
    will be asked and so on. These TWD teams need at least 10 games played in their respective TWD division to qualify.

    2.05 All Trench Wars Leagues divisions will have a full regular season and will feature single-elimination playoffs. The exact structures for these will be determined by the number of participating squads in Trench Wars Leagues which will be determined by demand and competitiveness by the League Operators.

    2.06 If any squad merges with another before the start of the next season, they must at least retain 50% of their roster from the previous season.


    III. Multiple Squad Membership and Cheating

    Note: Assistant captains are considered players on the squad, and not as co-captains for purposes of cheating. Because captains and co-captains (which are both marked off as ?captains? on the rosters) are expected to be more responsible, their punishment will be harsher and will result in direct punishment for their squads.

    Multiple squad membership, or double-squadding, is defined as one player being registered with two different participating squads of Trench Wars Leagues or in a Trench Wars Leagues and a Trench Wars Division squad even if the squads play in different league divisions. Instances of double squadding will not be tolerated.
    If a player has someone else who uses their computer for TWL (i.e. a sibling), those players are expected to notify the Trench Wars League staff as soon as possible to clear up any confusion in terms of double squadding.

    3.01 Double-Squadding for Players: Any player found to be joined to either two Trench Wars Leagues squads or a Trench Wars Leagues and a Trench Wars Divisions squad, will be subject to suspension from Trench Wars Leagues for the remainder of the season. If they played in any games the week of discovery, those games will be forfeited by the squad that had the double squadder.

    3.02 Double-Squadding for Squad Captains and Co-Captains: Any squad captain or co-captain found to be joined to two different registered Trench Wars League squads, will be subject to:

    a) Suspension from Trench Wars Leagues for the remainder of the season.

    b) A forfeit of all matches played in for the week the offense was discovered for the squad(s) which the offending player was a captain or co-captain of regardless of participation in those particular games.

    c) Removal of the squad(s) from Trench Wars League participation for the squad(s) of which the offending player was a captain or co-captain of. The other members and co-captain(s) of the squad may appeal this decision and it will be decided by the League Operators, at which point a new captain may be approved.

    3.03 Any squad member found to be guilty of cheating to alter game play and to create an unfair advantage, will be subject to:

    a) Permanent suspension from Trench Wars Leagues participation.

    b) Forfeit of all squad matches played in the week the offense was discovered of which the player participated in.

    c) Referral to League Operators and Trench Wars Moderators for immediate punishment including being banned from Trench Wars.

    3.04 Any Squad Captain or Co-Captain found to be guilty of cheating to alter game play and to create an unfair advantage, will be subject to:

    a) Permanent suspension from Trench Wars Leagues participation.

    b) Forfeit of all squad matches played in the week the offense was discovered for the squad(s) of which the player was a captain or co-captain of regardless of participation in those particular games.

    c) Removal of the squad(s) from Trench Wars League participation for the squad(s) of which the offending player was a captain or co-captain of. The other members and co-captain(s) of the squad may appeal this decision and it will be decided by the League Operators, at which point a new captain may be approved.

    d) Referral to League Operators and Trench Wars Moderators for immediate punishment including being banned from Trench Wars.
    Last edited by Epinephrine; 05-27-2003, 03:15 AM.
    Epinephrine's History of Trench Wars:
    www.geocities.com/epinephrine.rm

    My anime blog:
    www.animeslice.com

    Comment


    • #3
      IV. Replaying of Interrupted Matches and Postponements

      4.01 If an unpredictable server crash, router failure, TWBot failure, or other event has a massive impact on a game in progress, the game will be paused and restarted from the point it was stopped. All replays will commence immediately unless the League Operator finds sufficient reason to postpone the remainder of the match (see rule 4.06).

      4.02 All player scores, points, and game time remaining will stay the same as they were when the game was stopped.

      4.03 During a postponed round, the affected squads must have the exact same line-up in place as they had before the break in the game. This includes all squad members who were actively participating in the game, and any substitutes that were registered with the game referee prior to the start of the match. Each player will start the game with the same record they had during the stoppage of play from the postponed round (i.e. players who have died out already, may NOT play under any circumstances in the postponed round). Player substitutes will only be used if it is found impossible for an active participant to return, or else the team will play shorthanded.
      4.04 If it is found by a League Operator that a match must be replayed entirely, the match will be replayed immediately. If unable to do so, then the match will replayed at the earliest possible time in the same weekend or in the next weekend (see 4.06).

      4.05 If the zone experiences massive lag which prohibits the players from playing the game the game will be postponed until the next weekend (see 4.06).

      4.06 All postponed games will occur at the same time which was scheduled in the previous weekend. It may be changed with both captains agree and petition the League Operator before the scheduling deadline for the proceeding weekend's games.

      4.07 If the Trench Wars Zone goes down for an inordinate amount of time, all the games for that timeslot will be postponed until the next weekend. If the zone is down for multiple timeslots, all of those games will be postponed. Once the server goes back up, the previously scheduled league games that were scheduled to start after or within 5 minutes of the server being fixed will be played.


      V. Roster Rules and Requirements

      5.01 All registered Trench Wars League squads may only have a minimum of 10 and a maximum of 35 registered members. Players may only have one name on their squad's roster, and if they have more they may be found in violation of doublesquadding rules (see section III).

      5.02 Each squad is allowed to have a total of 3 captains and 5 assistant captains. All captains must be registered as so with Trench Wars Leagues.

      5.03 Squad Captains, Assistant Captains, and members are allowed to only have one name registered to their roster. Any player found in violation of this rule will be subject to the same punishments as Double Squadding.

      5.04 In order to be eligible for Trench Wars League game play, each player must be:

      a) Registered at www.twleagues.org with the appropriate squad.

      b) Eligible to play after the Standard Waiting Period. (See Rule 5.03)

      c) Not be a member of any other registered Trench Wars League squad (See Rule 3.0).

      d) Not currently serving a suspension from Trench Wars League game play.

      5.05 The Standard Waiting Period for roster eligibility goes as follows: Any player joining a squad for participation in Trench Wars League, will be subject to a one round cool down period after registration and confirmation by a Squad Captain. Players will not be eligible to participate in official Trench Wars League matches until the round proceeding that player joining the squad has completed (Example: Players joining before round 3 but after round 2 will not be allowed to play in any games until the round 4 games).

      5.06 If there are postponements, players which were not originally eligible for the round before it was postponed will still not be eligible for the postponed round.

      5.07 All Trench Wars League rosters will be locked as of the start of round 5's matches. No roster additions or substitutions will be allowed after that point.


      VI. Appeals Process and Guidelines

      6.01 If a squad feels that such factors as game referee decisions, staff involvement, server or router error, cheating, or other instances have affected the outcome and fairness of a game, that squad has the right to appeal to the League Operator. It is up to the squad to ensure that as much information as possible is included in the appeal for the League Operators to make a fair decision.

      6.02 All appeals must be made within 24 hours of the completion of the game in question. No appeals will be accepted that are outside of the 24 hour period.

      6.03 All appeals are to be sent to trenchwarsleagues@yahoo.com. Appeals sent to any other location or by any other means will not be heard.

      6.04 All appeals will be answered by the League Operators as soon as possible. If server logs are needed to verify information, the process may take an additional length of time.

      6.05 If a League Operator's squad is directly involved with an appeal in question, the League Operator will be prohibited from controlling, influencing, or mediating the appeal and the rest of the League staff will deal with the issue.

      6.06 All judgments and decisions made by the Trench Wars League Staff are final. There is no appealing a final judgment.


      VII. Scheduling Rules and Procedures

      7.01 All three leagues will have a total of ten (10) time slots to choose from each week. There are five (5) slots on Saturday which begin from 1pm to 5pm EST (1800 - 2200 GMT), and five (5) slots on Sunday which begin from 1pm to 5pm EST (1800 - 2200 GMT).

      7.02 There will be a total of five (5) available games per time slot. If a time slot is filled,
      another must be negotiated and chosen. There is a maximum of 4 base games allowed per slot.

      7.03 Only designated Squad Captains and Co-Captains may negotiate for available time slots. No other squad member is allowed to negotiate for available time slots.

      7.04 All squads will be given a chance to negotiate and mutually agree upon an acceptable time for their games. Scheduling for games will begin on Mondays at 12am EST and conclude on Thursday at 6pm EST.

      7.05 If neither squad enters a time into negotiation on the website, it will be assigned by the League Operator. The League Operator will choose a time slot starting between 2pm and 4pm EST on either Saturday or Sunday by order of first availability. Timeslots of starting times of 1pm and 5pm EST may be chosen if no other slots are available.

      7.06 If one Squad Captain fails to enter or agree to a proposed time in negotiation, the other's proposed time will be automatically accepted.

      7.07 If the second Captain replies to an offered time more than 60 hours after the initial
      proposal, the first Captain is automatically rewarded the proposed time. This is assuming there were no times proposed by the second captain at all.

      7.08 If the second Captain replies to the proposed time within the 60 hour time period, but no time was agreed to, the League Operator will choose a time slot in between the two suggested times. If the squads agree to times on different days, the League Operators will chose a time based on rule 7.05.

      7.09 If both squads agree to a time after the deadline, they may petition the League Operator to alter the assigned time. There is no guarantee this time slot will be granted.
      Last edited by Epinephrine; 06-09-2003, 02:48 AM.
      Epinephrine's History of Trench Wars:
      www.geocities.com/epinephrine.rm

      My anime blog:
      www.animeslice.com

      Comment


      • #4
        VIII. Pre-Game Rules

        8.01 All Trench Wars League games will be held in designated TWLB, TWLD, and TWLJ arenas.

        8.02 All league games will be refereed by an appointed moderator. All persons in the arena, game players and spectators, must obey the appointed referee and Trench Wars League rules. Some games may have multiple referees, but will be announced before the game begins.

        8.03 All participating members of Trench Wars Leagues must be registered at www.twleagues.org in order to play.

        8.04 All league games and their assigned arenas will be announced by a zone wide advertisement at the beginning of every hour.

        8.05 Immediately following the game's announcement, Squad Captains or an appointed representative have 10 minutes to submit a valid line-up to the referee. An additional 5 minutes may be requested if a squad is experiencing difficulty gathering eligible players. Referees may give some leeway but are expected to start games on time to ensure that the league is run smoothly and fairly.

        8.06 If a squad is unable to submit a valid line-up within the allotted time, that squad will
        automatically forfeit the match.

        8.07 If a squad fails to show up for their scheduled match, the squad will automatically forfeit the match.

        8.08 Game time roster eligibility will be verified by the game referee and the TWBots. All squad members must be squadjoined to the squad they are participating with in TWL during league games.

        8.09 All squads will be placed on a frequency by the TWBot once the game has begun. Only squad members are allowed on the chosen frequency, and referees may join that frequency if the need arises. Squad members who are not playing and wish to join their teams private frequency, can do so by private messaging the attending TWBot with !myfreq.

        8.1 Lag and Lagouts

        8.10
        a) TWLD/TWLJ - Players are allowed a maximum of 3 lagouts per game. Lagout handling is done automatically, and a player who has lagged can reenter the game by private messaging the attending TWBot with !lagout. Once a player has reached the maximum lag out amount, the player will be replaced by a substitute if one is available. If none is available, the player will be placed on their squads frequency and they will keep their personal score as is, but their slot will be automatically assigned 10 deaths as if they died out.

        b) TWLB - Players are allowed a maximum of 5 lag-outs per game. Lag-out handling is done automatically, and a player who has lagged can reenter the game by private messaging the attending TWBot with !lagout. The player will be entered into the game in the same ship they left in and with the same score. Once a player has reached the maximum lag out amount, the player will be replaced by an assigned substitute if one is available. The substitute will be placed in the same ship as the person they are replacing, and are not allowed to change. If none is available, the player will be placed on their squad?s frequency and their score counted as is.

        8.11 Players have 3 minutes to return from a lagout. If they do not return the ref will ask for a substitute if one is available, if not, the slot will be assigned 10 deaths in TWLD/TWLJ. There is no time limit to return after a lagout in TWLB.

        8.12 If a participating player is, in the view of the ref, excessively jittery, blinking in
        and out, or otherwise showing signs of lagging that might be the result of an attempt to cheat the person will be immediately reported to the upper staff. Further action may be taken in game by upper staff. Suspicion of cheating will be followed up and the consequences will be harsh.

        8.13 If a player who lags out returns and immediately lags out before they can change to their frequency, this will not be deemed a lagout.

        8.14 If a player lags out when in a very deadly situation (about to run into a situation that
        looks to have a small chance of staying alive), then the host ref may assign the player a death. The league coordinators will review the incident and determine if the disconnect was intentional. If it was determined to be intentional further punishment may come to the player.


        IX. Game Play Rules for Dueling and Javelins

        9.0 Starting the Game

        9.01 Squads will be allowed to submit a maximum starting line-up of 5 eligible players. Each player is assigned a specific slot. There is a minimum of 3 eligible players needed in order to start a game. If a squad is unable to meet the minimum requirements, that squad will be given a forfeit loss.

        9.02 Players who are actively participating in the game must be in a Warbird (Ship #1) for Dueling matches and in a Javelin (Ship #2) for Javelin matches.

        9.03 If a squad begins a match with fewer players than the maximum requirement, eligible squad members may join the game in progress within the first 5 minutes of the games start. No entries will be permitted after this time. All joiners must report to the game referee.

        9.04 Two substitutes are allowed per team, which squad captains and assistant captains will be in allowed to do using the substitute command for the TWBot (!sub <player in>:<player out>). A substitute may only be put in the game as a replacement for a player who has exceeded the maximum lag out allotment, or as a replacement for a players whose lag prohibits them from playing. The substitute will be placed in the game with the amount of lives left for the slot that they substituted. No substitute may replace a player who was removed for violating allotments. If a substitute needs to be changed before they have been used (i.e. the sub has lag problems), the assigned squad captain can do so by messaging the attendant TWBot.


        9.05 Once a game commences, Squad captains may request a spec chat only blueout, by asking the game referee. Both captains must agree to this in order for the blueout to take effect. TWL will feature a spec chat only blueout, with no other blueout level enforced. Staff is prohibited from use of public chat during any blue out conditions unless they are actively participating in a non-total blue out game. Violating this may result in disciplinary action for the offending staff member (see rule 1.06).

        9.1 Game Play

        9.11 Each game will consist of one 30 minute round, and each player will be given a maximum of 10 deaths. In Javelin games, teamkills do count as deaths. The squad with the least deaths at the end of 30 minutes will be declared the winner.

        9.12 There will be no greens available in Trench Wars League Dueling or Javelin arenas except from player deaths. Full charge greens have been eliminated completely from these arenas.

        9.13 All players will start in the TWBot assigned safety zones. If a player refuses to leave the safety zone after the game starts, the player will be warped from the safe zone. In TWLJ, if the person continues to stay out of the base, they will be penalized with one death for every 30 seconds out of the base. In TWLD, if the player continues to refuse after the 60 second time period, that player will be specced and given a score of 0 wins, 10 losses, unless a substitute can be appointed.

        9.14 Warping is allowed in all Trench Wars League Dueling and Javelin matches. All ships are automatically equipped with anti-warp, which can be used by pressing the SHIFT + END keys. Players who continuously warp to avoid conflict will be considered refusing to fight and warned. If the behavior continues the player will be specced and given a score of 0 wins, 10 losses.

        9.15 Hiding in an arena or refusing to fight in will not be tolerated. If a player is found to be hiding or refusing to fight, that player will be warned. If the player does not comply within 60 seconds, the player will be specced and given a score of 0 wins, 10 losses.

        9.16 Fighting outside of base in Trench Wars League Javelin matches is strongly discouraged. Players who are found to be fighting outside of base will be warned, and if they continue to fight outside, they may be specced and given a score of 0 wins, 10 losses. Players will not be able to spend more than 30 seconds outside of base, as it will penalize that player one life for every 30 seconds outside the base. If you enter the base, then leave, you will also be penalized one life.

        9.2 Game Scoring and Results

        9.21 If a game ends by result of a forfeit, the losing team will be given a score of 0 wins and 50 losses. The winning team will receive a score of 50 wins and 25 losses. See rule 2.03 for more on forfeits.

        9.22 If a game results in a tie in score, a 5 minute overtime period will be played, and will continue directly from the end of regular time with no intermission. If any squad has 50 deaths before the overtime is complete, the other squad will be declared the winner. Else, after the 5 minute overtime, the squad with the least deaths will be declared the winner. If the teams are still tied after the 5 minute overtime, another overtime will be played and so on until a winner is declared.

        9.23 The Most Valuable Player (MVP) of a game is the player on the winning team with the best kills minus deaths (kills - deaths) at the end of the regulation game period. If two players have the same number for this, the player with the more kills is MVP. If two players are completely tied, then they are declared Co-MVPs.

        9.24 All scores and player statistics will be reported automatically to www.twleagues.org, upon completion of the match. If there is a bot error, the referee will manually input the scores.
        Last edited by Epinephrine; 06-10-2003, 06:41 PM.
        Epinephrine's History of Trench Wars:
        www.geocities.com/epinephrine.rm

        My anime blog:
        www.animeslice.com

        Comment


        • #5
          X. Game Play Rules for Basing

          10.0 Starting the Game

          10.01 Squads will be allowed to submit a maximum starting line-up of 8 eligible players. There is a minimum of 5 eligible players needed in order to start a game. If a squad is unable to meet the minimum requirements, that squad will be given a forfeit loss.

          10.02 Each squad can only have a maximum of one Terrier and two Sharks per team. The remaining line-up can be compiled with any combination of ships. Use of Leviathans is prohibited. Individual player ship changes will not be allowed.

          10.03 If a squad begins a match with fewer players than the maximum requirement, eligible squad members may join the game in progress within the first 5 minutes of the games start. No entries will be permitted after this time. All joiners must report to the game referee.

          10.04 Three substitutes are allowed per team, which squad captains and assistant captains will be in allowed to do using the substitute command for the TWBot (!sub <player in>:<player out> ). A substitute may only be put in the game as a replacement for a player who has exceeded the maximum lag out allotment, or as a replacement for a players whose lag prohibits them from playing. The substitute will be placed in the game with a score of 0 points and in the same ship as the person they are replacing. The removed player will be placed on his/her squads frequency with their score intact and valid for final calculation. Players who are substituted are strongly encouraged to stay in the arena until the end of the game or else their score may not be reported accurately. No substitute may replace a player who was removed for violating league rules. If a substitute needs to be changed before they have been used (i.e. the sub has lag problems), the assigned squad captain can do so by messaging the attendant TWBot.

          10.05 Once a game commences, Squad captains may request a spec chat only blueout, by asking the game referee. Both captains must agree to this in order for the blueout to take effect. TWL will feature a spec chat only blueout, with no other blueout level enforced. Staff is prohibited from use of public chat, unless they are participating players and are not under total blue out conditions. Violating this may result in disciplinary action for the offending staff member (see rule 1.06).

          10.1 Game Play

          10.11 Each game will consist of one 30 minute round. The squad with the highest score at the end of 30 minutes will be declared the winner.

          10.12 All players will start in the referee assigned safety zones. If a player refuses to leave the safety zone after the game starts, the player will be given a warning and a 60 second time limit to leave the safe zone. If the player continues refusal after the 60 second time period, that player will be specced and given a score of 0 points and may be substituted if one is available.

          10.13 Hiding in an arena or refusing to fight, will not be tolerated. If a player is found to be hiding or refusing to fight, that player will be warned. If the player does not comply within 60 seconds, the player will be specced and given a score of 0 points and may be substituted if one is available.

          10.14 Ship changes are not allowed during the game, however players in the game can swap ships if the Squad Captain deems it necessary. Captains will be able to perform this task by messaging the attendant TWBot, and will be allowed a maximum of 3 per game.

          10.2 Game Scoring and Results

          10.21 If a game ends by result of a forfeit, the losing team will be given a score of 0 points for and 100,000 against, and the winning squad will receive a score of 100,000 points for and 0 points against. Squads will be allowed to have a total of 2 forfeits per season. If that amount is exceeded, the squad will be removed from participation in their respective league.

          10.22 The Most Valuable Player (MVP) of a game is the player on the winning team with the highest score at the end of the regulation game period unless the winning team votes in another player they wish to be MVP.

          10.23 All scores and player statistics will be reported automatically to ww.twleagues.org, upon completion of the match.

          EDIT: Fixed typing errors.
          Last edited by Epinephrine; 06-10-2003, 06:43 PM.
          Epinephrine's History of Trench Wars:
          www.geocities.com/epinephrine.rm

          My anime blog:
          www.animeslice.com

          Comment


          • #6
            about the basing rules...

            10.1 says you can have 3 substitutes, but 10.4 says 2.

            about 10.3 why 5 minutes? why not the entire game? seems like a silly restriction.

            10.4, why only 2 substitutes? say only 8 people show for your match and you have no substitutes to name, but one shows up later. would you not be able to play him because you didn't name him? why shouldn't you be able to play any substitute you like at any time?

            10.2 are levis suddenly allowed back into basing?

            10.21 why 100k-20k, howd you come up with that number?
            Last edited by Bigwig; 01-06-2003, 06:09 PM.

            Comment


            • #7
              Originally posted by Bigwig
              about the basing rules...

              10.1 says you can have 3 substitutes, but 10.4 says 2.

              about 10.3 why 5 minutes? why not the entire game? seems like a silly restriction.

              10.4, why only 2 substitutes? say only 8 people show for your match and you have no substitutes to name, but one shows up later. would you not be able to play him because you didn't name him? why shouldn't you be able to play any substitute you like at any time?

              10.2 are levis suddenly allowed back into basing?

              10.21 why 100k-20k, howd you come up with that number?
              Errors have been fixed.

              5 minutes as a deadline for people who arrive late because if a squad isn't going to bother showing players to the right time, that's their penalty.

              100-20 seemed like a better number than 100-0 (like last season). I dunno, I just picked a number. If you have a better number and have reasons why it's better (show some stats) let me know! For the TWLD/TWLJ 50-25 score that was picked from just observing that the score of a regular game where a team won by a fair margin was around that. Very few games were above 50-20, and for the sake of consistant stats for playoff placement it wouldn't be fair to give a squad a blowout win just because their enemy didn't show up (when everyone else had to play these guys). So we picked a score which represents a better than average win vs a squad.

              For TWLB the 100-20k was chosen with the same things in mind. Again, if there is a better number please say so.

              -Epi
              Epinephrine's History of Trench Wars:
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              • #8
                the numbers 12/f/219 lbs sound good

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                • #9
                  Re: TWL Season 6 Rules

                  Originally posted by Epinephrine

                  - A laxer interpretation of some rules especially the rule that you must send in your roster EXACTLY 10 minutes after the original timer is set. Made laxer so that if you put your roster in at 10:01, you aren't penalized


                  Thank you,
                  -Epinephrine


                  thank you THANK YOU thank you.
                  I am most greatful of that rule! especially being involved in that match vs (forgot who) where the roster was given 10 seconds after the time limit was up and was put out of our miseries so early into a forfeit. =PPPP



                  And I read about 1/10th of the rules... they look great so far. very descriptive and specific using very specific words. now see if they will work. =)


                  gj epi

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                  • #10
                    I'd suggest 130k-45k for forfeits, as that's pretty close to being what the average game was last season. Although, I think the team that forfeits should get a different score as a deterrent.

                    Another suggestion for a forfeit score is to keep a running average of what the TWLB score is for this coming season (not including forfeits of course). When the season is over, apply this average score to all forfeits.

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                    • #11
                      NO FORFEITS, how ridiculous, these are scheduled games- if I'm going to make time to be at the computer at a certain time, i want the full 30 minutes, no matter how brutal it is on either side of the coin.
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                      • #12
                        mabye add a shipchange in basing?
                        Originally posted by Tyson
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                        • #13
                          I'm not sure how long (in rounds) you have decided to make the regular season, but a roster lock as of Round 5 seems a bit premature perhaps.
                          jasonofabitch loves!!!!

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                          • #14
                            Week 5 is going to be approximately the midway point of the season. I can understand why it seems a bit early to lock a squads roster, but there are reasons why it work make more sense. By locking the rosters, we ensure that:
                            [list=a][*]Squads will work harder to keep their members[*]Motivation of players to stay with a squad rather than hop to whichever the winning squad is[*]Keeps squads from padding their line-up late in the season in order to gain victory[*]Maintain the basic principals of sportsmanship by providing a fair playing field for all[/list=a]

                            TWL is our premier league, open to the most competetive and stable squads of Trench Wars. Therefore TWL should hold itself, and the people who play in it, to a higher standard than all the rest. TWL should be about proving that your squad is the best of the best, not about proving that you can harvest a team at the last minute to win the championship.

                            -PUSH
                            Ünited Stätes Toughens Image With Umlauts WASHINGTON, DC—In a move designed to make the United States seem more "bad-assed and scary in a quasi-heavy-metal manner," Congress passed a bill Monday changing the nation's name to the Ünited Stätes of Ämerica. "Much like Mötley Crüe and Motörhead, the Ünited Stätes is not to be messed with," said Sen. James Inhofe (R-OK). An upcoming redesign of the Ämerican flag will feature the new name in burnished silver wrought in a jagged, gothic font and bolted to a black background. A new national anthem is also in the works, to be written by composer Glenn Danzig and tentatively titled "Howl Of The She-Demon."



                            -->CLICK HERE!$!$!<--

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                            • #15
                              in all sprts and such rosters are locked usually around 3/4 of the way through the season so try that.
                              There once was a man from Nantucket.

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