TiesIn the Qualifying Round, ties need not be settled and so nothing will be done about them.In the Double Elimination ladder, all ties must be settled. If a match ties but no games tie, and one team has won more games during the match than the other, the team with more games won advances. If the score is tied and the games are tied, then the higher seed team is awarded the win. In the Grand Finals, a tie will be settled the same way as if the challenger had won, the match continues with each team alternately picking map & game until one of them wins two in a row. ForfeitsAny team that does not have at least two players on bungie.net at their designated match time will receive a forfeit loss. If neither team has enough players show up to play, or no films are received for the match, it will be recorded as a double-forfeit, and both teams will receive a penalty.Given our QR scoring system, forfeits are a sticky thing to deal with. Awarding teams the maxmimum number of points if they're forfeited to would wildly unbalance their average, and giving them a smaller number of points could potentially hurt their average. Therefore, all forfeit scoring will be saved until the end of the QR. If your team receives a forfeit from a team who never plays a match, the match will not be counted for you at all, so that your average will neither be hurt nor helped. If your team receives a forfeit from a team that does show up to other matches, you will receive points for the match equal to the negative of the other team's average without forfeits counted, unless that happens to be positive. For instance, team A plays their first three matches, losing by 40 each time. Their current average differential will be -40. If team A now forfeits to team B, team B will have a 40 averaged into their score. However if team A had been winning, and had an average of 17, team B would not have a -17 averaged into their score, instead the match would not be counted either for or against team B. A forfeiting team will receive a maximum loss, -62 points given this tournament's QR games. It is imperative that you play all of your QR matches - even a single forfeit can destroy your chances of a good seed in the DE. In addition, if you forfeit in the first week of QR and no one has heard from you, you will be permanently removed from the tournament, and forfeit the rest of your matches. In the DE, since only match wins matter, a forfeit will count as a win for the team that was forfeited to, and a loss for the team that forfeited. For the purposes of the overall average, it will be counted as a maximum win. HostingBefore each match, the two teams will need to designate a host. This can be done in a number of ways, usually the host who has the best ping to the most people is chosen. If neither team possesses such a host, a neutral host will be permitted.If the two teams cannot agree on a host, the high seed will be allowed to choose the host for all odd games, e.g. 1, 3, and 5 in a five game match. The low seed will choose the host for the even games. During the first round of QR, choose a random process to determine who will act as "high seed". If the other team chooses a host that is terrible for everyone, find an MWC official to settle the matter. We encourage teams to play on the best hosts available, to keep the fun and competition at a maximum. Pre-game DelaysAll matches must be started by twenty minutes after the predetermined match time. If one team fails to show or check in beyond this limit, an MWC official may be called in to take note of a game forfeited. Each additional twenty minutes will result in one more game forfeited.Similarly, all subsequent games must be started within five minutes of the previous one, or an MWC official may be called in to take down a forfeit. Of course, if neither team has a problem with the delay, no action is necessary. Drops and ReplaysIf before any units have taken damage, one or more players drop or go OOS, that team will be allowed one restart per game. If that team loses a player on the next try, play must proceed unless both teams agree to restart again.If at any time an entire team, or all but one player, drops or goes OOS, and at least one member of the opposing team drops or goes OOS as well, the game must be replayed. If during a game, an entire team drops out of the game after units have taken damage and no members of the opposing team drop, the dropping team will receive a maximum reasonable loss (on Flag Rally, they still get their 3 or 4 certain flags). Naturally if both teams have agreed to drop (for a replay, etc), this rule does not apply. If a team-sponsored host drops the game or crashes at any point in the game after units have been damaged, the team that was dropped on has the option of either replaying or taking a forfeit win. If the host drop is obviously unintentional (the host's team was winning, etc), a replay is encouraged, and in extreme cases, enforced (even retroactively). If a neutral host drops a game, the game will be replayed, unless both teams, or an MWC official agrees that there would have been a definite winner in the dropped game. If there is a dispute over whether or not a game should be replayed, replay it anyway and send all applicable films to the MWC staff. Please make sure that you label replays as such, so that we can determine which game should count. Uncontestable Balls, Infinite contest, etc...A ball will be ruled uncontestable if and only if it cannot be walked up to and tagged by some unit available on the map. For example, a ball that cannot be tagged by a unit walking up to it is uncontestable even if there is an artillery unit available which can blast it down. However if it is on a hill and only soulless or spiders can walk (float) up and tag it, it is contestable. If a ball is ruled uncontestable, that team will have 60 seconds to blast it back into contestable range. If they do not, it will count either as negative one or zero balls for the team who placed it there, depending on whether it was intentional. If the opposing team blasts it down and claims it, it counts again, and no penalty will be applied.If a ball is pushed off mesh somewhere where it is not visible, both on the overhead and in the play area, it will be ruled out of play and will not count for either team, unless such activity was an intentional act meant to gain unfair advantage. For instance, crossing the map and pushing an opponent's ball from their stash to the edge and off the mesh in an attempt to have it ruled out of play will result in a score of negative one to your score, effectively negating one of your own balls. In allied games, it is not permitted to contest your ally's flags or balls in order to extend sudden death. If this occurs, the game will be scored as it was before the extension began. If a ball or flag is contested by two teams in sudden death for more than 5 minutes, it will be considered out of play, and neither team will receive points for it. Both teams should evacuate contesting range at the appointed time. |