Alliance Tournament XIX Rules and Registration
Tournament enjoying capsuleers,
Signups for Alliance Tournament XIX are now open! Below is the full list of rules and signup instructions. All hopeful competitors, please take your time and review everything carefully.
The format and rules for this year’s Alliance Tournament are similar to that of previous years. However, there have been some alterations to the overall ruleset so please peruse these rules carefully. For any questions or clarifications, you may post in the EVE Online Tournament Forum or the Alliance Tournament Section of the EVE Discord server.
Do note that both the format and match rules are subject to change at CCP’s discretion. It is strongly advised that participants regularly check the Tournament forums and Discord for the most up-to-date information.
FORMATPARTICIPANTS & ALLIANCE LOCK DETAILSMERCENARY RULEPARTICIPATION & REGISTRATIONFEEDERS TOURNAMENTRULESPENALTIESSHIP RULESSHIP POINT VALUESPLACE & TACTICSFITTING RESTRICTIONSFLAGSHIPSVICTORY CONDITIONSSHIPS BANSATXIX VIDEO ADVERTISEMENT SUBMISSION GUIDELINES
FORMAT
Alliance Tournament XIX [ATXIX] is a 32-team, double-elimination tournament hosted on Tranquility. The tournament will culminate in a best-of-five finale, with the semi-final matches being a best-of-three series. The 32 entry slots will be decided in the following fashion:
4 slots are reserved for the winning alliances from both the Alliance Tournament XVIII
28 slots from the Feeders Tournament (see “Feeders Tournament” below)
For ATXIX, the Alliances directly invited are
#1 TRUTH. HONOUR. LIGHT.
#2 Odin's Call
#3 WE FORM V0LTA
#4 The Tuskers Co
Each team will consist of a maximum of 10 pilots fielded at any given time. All alliance members are eligible to compete in any match in which their alliance is taking part; team lineups do not have to remain the same between games. Each team is capped to a team size of 30, plus up to an additional 10 mercenaries, for a total team size of potentially 40. This means that if a team wants to have 0 mercenaries and have a total of 40 from their alliance they can do so. Further, each ship is given a point value (listed below), and the sum of the point values for the ships must not exceed 100 points.
Players may only compete for a single alliance, regardless of how many players accounts they have. Likewise, there shall be no sharing of in-game assets, information, or services with the intent to participate in or assist multiple teams. More on this in the “Collusion Rules” section.
The seeding for ATXIX will be based on a combination of the previous tournament positions; the first 4 positions are listed above with the remaining positions to be determined based on the outcome of teams participating in the feeders' tournament.
PARTICIPANTS & ALLIANCE LOCK DETAILS
Alliances wishing to participate in the tournament must be created by 23:59 UTC 9 May 2023 and remain active for the duration of the Tournament - don't forget to pay those alliance bills!
Players are free to move around up until the roster lock date at which point they will be considered ‘locked’ to the alliance they are in. The date for this lock is 23:59 UTC 13 June 2023 - At this point, you may not change your allegiance or alliances (with the exception of mercs joining the alliance they're representing or another non-affiliated alliance).
Given the duration of the Tournament, flexibility will be offered to teams that get through the feeders. Teams may submit up to 20 pilots (and up to 7 Mercenaries) by the Roster Lock date above, then between 4 July - 18 July, 23:59 UTC a "Final Team Lock", allowing teams to finish filling their Roster with the remaining 10 slots (and 3 Mercenaries) for confirmation. Please note, the additions will be subject to the same constraints of the 13 June Roster lock conditions and must be a continuous member of the Alliance since that date. The remaining 3 Mercenaries may not be part of an affiliated Alliance that had submitted an entry into the Tournament during the initial signup phase. Additional details are below.
Once again for those requiring a Tournament Account and access to Thunderdome you can request it here.
MERCENARY RULE
The Mordu’s Legion, sponsors of Alliance Tournament XVII and one of New Eden’s most notorious mercenary outfits, have persuaded the Interstellar Gaming Commission to continue allowing each alliance the option of employing the services of ‘Mercenaries’: otherwise unaffiliated pilots who exhibit a keen propensity for competitive play. The IGC has offered the following guidelines as it pertains to the use of Mercenaries.
Guidelines & Practices
Mercenaries must not be Team Captains
Mercenaries may only compete with the team who has employed their services.
Teams may not leverage the "Mercenary" rule to create b-teams. The Collusion Rules (see below) still apply.
Teams may not employ the services of more than ten (10) mercenaries on their roster.
The Mercenary must submit their name to the IGC via this form (active 11 May) to formally offer their services. The team captain of that team must also confirm their list of mercenaries. If both steps are not completed, the mercenary may not compete.
Mercenaries may not intentionally sabotage their teams as this may result in a permanent ban from all future tournaments. CCP has final adjudication in such matters.
A mercenary may not offer their services if they are a member of an alliance that is competing in Alliance Tournament XIX. They are free to change corp/alliance after the "Roster Lock" date as long as they do not join another competing alliance.
A mercenary that is deemed initially valid and fighting for a declared team, may join the alliance they are enrolled to support after the Roster lock date and still be considered valid.
In certain circumstances, Alliance Tournament captains may petition the IGC (Via an EVEMail to the character "IGC Alliance Tournament") to alter their team name to more aptly reflect the new identity their mercenaries may have imparted. The IGC are very strict arbiters and request that all names be identifiable and representative of the group; not all names may be accepted. Consider the following example scenarios:
NPSI community wishes to have their team name reflect their long-standing community: Spectre Fleet. IGC is amenable to this.
A Lowsec PvP alliance expands its ranks with a new pilot high sec alliance, requesting a name change to xXxMaster Bait and TacklexXx. The IGC would not consider this a valid name.
The mercenaries and team captains both must register before the “roster lock” period on 13 June. Teams will not be required to register all their mercenaries or team at once, they can be registered piece-meal up until the aforementioned roster lock dates.
Captains wishing to register Mercenaries or Mercenaries wishing to pledge to a team may sign up here. Submissions will remain open until the first Roster lock deadline of 13 June 23:59 UTC. This form will re-open post feeders on 4 July and conclude 18 July 23:59 UTC.
Note: The original roster lock deadline will still operate as the cutoff for joining an alliance, so any individuals that are knocked out during the feeder tournament cannot join another team that remains in the tournament. No jumping ship!
It is highly recommended that those wishing to act as mercenaries check the full list of teams participating in this year's tournament on Discord, to ensure that their alliance hasn't submitted a team.
PARTICIPATION & REGISTRATION
The cost of registration for Alliance Tournament XIX is 3,000 PLEX, contracted to “C C P” corporation with the ticker -CCP-. Entries contracted to any other variations, Engineering Corp or otherwise, will NOT be accepted.
To register a team, the Alliance Executor must fill out the following form and nominate a Team Captain (and Co-Captain if they wish) for the team and a passphrase. The Team Captain may also be the Alliance Executor. The nominated passphrase will be required when a Captain/Co-Captain is submitting a roster to ensure they are a valid representative.
PLEX may be contracted from either the Alliance Executor or the Team Captain nominated by the Alliance Executor.
Importantly, teams who have already been awarded an entry slot must still register for Alliance Tournament XIX. Unused slots will be ceded and allocated to the feeder's tournament allocation.
Teams Captains may submit a Roster for their team here. Submissions will remain open until the first Roster lock deadline of 13 June 23:59 UTC. This form will re-open post feeders on 4 July and conclude 18 July 23:59 UTC. Note: The original roster lock deadline will still operate as the cutoff for joining an alliance, so any individuals that are knocked out during the feeder tournament cannot join another team that remains in the tournament. No jumping ship!
FEEDERS TOURNAMENT
The exact format of the Feeders Tournament will vary on the number of entrants, additional details along with additional tournament specifics will be announced in a stream, along with the team match draw prior to 26 May.
The Feeder Tournament will be held on 24 & 25 June, and 1 & 2 July, a little over a month before the main event.
The remaining rules for the Feeders Tournament will mirror those of ATXIX with the following exceptions:
The Feeder Tournament will take place on the Thunderdome event server instead of the Tranquility live server
Flagships are not allowed in the Feeder Tournament
Each team in the Feeder Tournament will have two bans per match instead of four. (Match 46, 47, 48 will have no bans)
Feeder matches 46, 47 and 48 will have no Hull Restrictions - i.e if you want to use 10 Frigates or 10 Cruisers, if it's within the points it will be acceptable. (Please note that the number of logistics ships rule still applies, so you can't bring 10 Oneiros, but you can bring 1 Oneiros and 9 other cruisers)
Feeder matches 46, 47 and 48 will be Gallente ships only (those with Gallente racial bonuses, so pirate ships are also allowed. Please note that regular banned ships are still applicable, so you can't bring for example a Nestor, or Adrestia)
No limitations on the ban types will apply to the Feeder Tournament.
Updated 24 May - Additional details are now available:
48 Teams make up this year's draw and their seeded positions for the Tournament have been determined on a game of marbles!
Brackets are available here!
As you heard during the trailer for the Tournament this year "winner stays on". Win your first game and you're through to the Tournament, in the first round 24 teams will fill 28 of the slots, so time to play your strong cards first instead of saving them for the finals! 3 more teams will be able to win their entry by round 4 and if you make your way to round 4 and lose again, you're the kind of team that the rules aren't working for, but we appreciate teams that add a bit of unexpected chaos, so, we change the rules for the finals! For round 5 (matches 46, 47, and 48) the final 3 teams' matches will have the special rules outlined in the bullet points above (No Bans, Number of same hulls, Gallente ships only)!
The winning conditions to decide who progresses are simply "The team that scores the most points", then two tiebreakers, and the team that achieves the fastest victory. In the eventuality that somehow 2 teams times match, then it will be the team that loses the lead points in their match will win.
RULES
SUMMARY OF KEY CHANGES AND UPDATES FROM PREVIOUS TOURNAMENTS
This tournament is sponsored by the Gallente Federation, and as such Gallente Navy ships will have a reduced point cost.
Faction sub-capitals added in the Uprising expansion will be allowed
The "+1" inflation rule is still in effect when duplicates of the same hull are fielded, which increases the point cost by 1 for each duplicate. For example, fielding a single Rifter costs 2 points, however, if another Rifter is fielded, the cost increases to 3 points for both ships (6 Points total). A third Rifter fielded would increase it to 4 points (12 points total), and so on and so forth.
Following previous tournament feedback, point costs have once again been adjusted, as well as granular point values for certain individual ships.
Continuing the cascading blind ban rule as seen last year
Each team is given four blind bans (See "Ship Bans" below)
Only 3 of the same hull type can be banned. (For example, a ban list of a Vedmak, Vexor Navy Issue, Vexor, and Drekavac would be acceptable. A list of Hecate, Magus, Kikimora, and Thrasher Fleet Issue would not be acceptable.)
In the event of duplicate bans, teams will be awarded an additional number of bans equal to the number of duplicate bans.
After the second round of bans, any duplicates will be discarded and a full list of bans will be given to the competing teams (this means the maximum theoretical list of banned ships in any given match has changed from 9 to 12)
The restrictions for hull type restrictions continue into the trickle ban phase. I.E if both teams ban 3 battleships and a battlecruiser, then no more battleships can be banned in the trickle bans, but 2 more battlecruisers can be banned (or any other ship hulls).
As a point of clarity – ships flagged as “Logistics” are a category of their own, so, for example only 3 of the following may be banned: Deacon / Kirin / Thalia / Scalpel / Augoror / Osprey / Exequror / Scythe / Guardian / Basilisk / Onerios / Scimitar / Rodiva / Zarmazd
This rule is modified for the Bo3 and Bo5 finals (See "ADDITIONAL RULE VARIATION FOR THE FINAL DAY" below)
ECM modules (meta 1-4) may only be fit to ships that give an ECM bonus. This is the Ibis, Griffin, Kitsune, Blackbird, Rook, Falcon, Tengu (with Obfuscation Manifold), Scorpion and Widow only. (Griffin Navy Issue is not permitted to have ECM fit)
The restriction on meta 1-4 Sensor Dampeners, Tracking Disruptors, Guidance Disruptors, and ECM will remain in effect, however:
Only ships that have hull bonuses that are applicable to these effects will be able to equip these modules. For Sensor Dampeners this is the Maulus, Keres, Velator, Celestis, Lachesis, and Arazu. For Weapon Disruption this is the Pilgrim, Arbitrator, Impairor, Sentinel, Curse, Crucifier, and Crucifier Navy Issue.
Ships without this hull bonus may not equip these modules.
Meta 4 is the maximum level of module that can be used for these modules.
Target Painters may be up to (and including) Meta 5 and can be fitted to any ship
Note on changes to ship and module balance
Changes to ship and module balance for EVE will always follow their own schedule independent of the tournament schedule and will never be delayed to avoid the tournament. This means that major changes and new releases can occur in the period between the release of tournament rules and the tournament itself, or even during the tournament period. All teams are impacted equally by such changes and the ability to quickly adjust to such changes is part of what separates the best tournament teams from the rest. Where appropriate ship point values may be updated/changed and new modules banned.
Teams should keep this in mind when making their plans and keep a close eye on CCP communications for the earliest look at potential changes that may impact their teams during the tournament.
MATCH RULES
Teams may field up to ten(10) pilots in the arena
Fights are limited to ten minutes. If a fight reaches time, the team that has earned the highest total points will be declared the winner. See “Victory Conditions” below.
Intentional pod-killing is NOT allowed. All pod kills will be reimbursed.
The match simulation is taken as-is. Teams are advised to spend their preparation time verifying that ships and modules are completely operational. There will be no replays.
Pilots may only be a member of a single team
Referees will make every possible effort to prevent teams from violating rules ahead of matches, however, the final responsibility for rule violations lies with the participating team
PENALTIES
Any player found to be in violation of the Alliance Tournament rules may be penalized to various degrees, depending on the severity of the offense. All penalties are incurred at the tournament referee’s discretion, and all decisions are final. Penalties may include, but are not limited to:
Points deduction
Reducing ship HP and capacitor
Moving the ship to a different warp-in
Complete removal from the fight
Ban from competing in one or more matches
Referees and tournament administrations may void a match and/or vacate wins if they believe that a team is not competing or attempting to alter the outcome of a match.
Repeat offenses may incur escalating penalties
Likely multiple comments of varying severity from the casters and analyst desk
SHIP RULES
Each team may have up to 10 ships on the battlefield, up to a total of 100 points. The following calculator should come in handy when planning your team composition.
Teams may field no more than 4 of a given hull size, e.g., No more than 4 Battlecruisers (2 Nighthawks and 2 Claymores would be legal, 2 Sleipnir and 3 Hurricanes would not). All logistics ships (T1 and T2 variants of both cruiser and frigate size) are exempt from this rule, so 4 Orthrus and 1 Scimitar would be legal, as would 3 Vengeance and 2 Inquisitors.
Teams may field no more than 1 Logistics Cruiser, 1 Tech one Support Cruiser, or 2 T1/T2 Logistics/Support Frigates in each match.
With the exception of the Praxis, Gnosis & Sunesis, special edition ships are banned - the current list is as follows: Apocalypse Imperial Issue, Armageddon Imperial Issue, Megathron Federate Issue, Raven State Issue, Tempest Tribal Issue, Guardian-Vexor, Mimir, Adrestia, Vangel, Etana, Moracha, Chameleon, Fiend, Rabisu, Stratios Emergency Responder, Gold Magnate, Silver Magnate, Freki, Utu, Malice, Cambion, Chremoas, Whiptail, Imp, Caedes, Victor, Virtuosso, Hydra, Tiamat, Raiju, Laelaps, Geri, Bestla.
Use of the Nestor, Marshal, Enforcer, Pacifier, and Monitor is NOT allowed. The use of the frigate escape bay on battleships is NOT allowed.
SHIP POINT VALUES
The point value of ships is given below. If a ship is given points from both a class and an individual point value the more specific value is always true. If a ship does not have a point value, it is not a legal ship. This year's "Quick Comp Creator" for the full list is available here!
Ship Class | Points | Hull Size |
Leshak (Battleship) | 25 | Battleship |
Rattlesnake (Battleship) | 25 | Battleship |
Widow (Battleship) | 25 | Battleship |
Marauder | 24 | Battleship |
Battleship, Pirate Faction | 23 | Battleship |
Battleship, Navy Faction | 21 | Battleship |
Black Ops Battleship | 21 | Battleship |
Megathron Navy Issue (Battleship) | 20 | Battleship |
Dominix Navy Issue (Battleship) | 20 | Battleship |
Battleship | 19 | Battleship |
Command Ship | 18 | Battlecruiser |
Thunderchild (Battleship) | 18 | Battleship |
Zarmazd (Logistics Cruiser) | 17 | Logistics |
Drekavak (Combat Battlecruiser) | 17 | Battlecruiser |
Logistics Cruiser | 16 | Logistics |
Strategic Cruiser | 16 | Cruiser |
Ikitursa (Heavy Assault Cruiser) | 15 | Cruiser |
Battlecruiser, Navy Faction | 15 | Battlecruiser |
Myrmidon Navy Issue (Battlecruiser) | 14 | Battlecruiser |
Brutix Navy Issue (Battlecruiser) | 14 | Battlecruiser |
Recon Ship | 14 | Cruiser |
Combat Battlecruiser | 13 | Battlecruiser |
Gila (Pirate Cruiser) | 12 | Cruiser |
Heavy Assault Cruiser | 12 | Cruiser |
Heavy Interdictor | 12 | Cruiser |
Rodiva (Tech 1 Support Cruiser) | 10 | Logistics |
Attack Battlecruiser | 10 | Battlecruiser |
Vedmak (Cruiser) | 9 | Cruiser |
Cruiser, Pirate Faction | 9 | Cruiser |
Tech 1 Support Cruiser | 9 | Logistics |
Draugur (Command Destroyer) | 8 | Destroyer |
Cruiser, Navy Faction | 7 | Cruiser |
Kikimora (Destroyer) | 7 | Destroyer |
Command Destroyer | 6 | Destroyer |
Stormbringer (Cruiser) | 6 | Cruiser |
Tech 1 Disruption Cruiser | 6 | Cruiser |
Exequror Navy Issue (Cruiser) | 6 | Cruiser |
Vexor Navy Issue (Cruiser) | 6 | Cruiser |
Destroyer, Navy Faction | 5 | Destroyer |
Nergal (Assault Frigate) | 5 | Frigate |
Electronic Attack Frigate | 5 | Frigate |
Logistics Frigate | 5 | Logistics |
Worm (Frigate) | 5 | Frigate |
Catalyst Navy Issue (Destroyer) | 4 | Destroyer |
Assault Frigate | 4 | Frigate |
Cruiser | 4 | Cruiser |
Damavik (Frigate) | 4 | Frigate |
Frigate, Pirate Faction | 4 | Frigate |
Interdictor | 4 | Destroyer |
Tactical Destroyer | 4 | Destroyer |
Covert Ops Ship | 3 | Frigate |
Destroyer | 3 | Destroyer |
Frigate, Navy Faction | 3 | Frigate |
Interceptor | 3 | Frigate |
Punisher (Frigate) | 3 | Frigate |
Stealth Bomber | 3 | Frigate |
Tech 1 Disruption Frigate | 3 | Frigate |
Frigate | 2 | Frigate |
Rookie Ship, Pirate Faction | 2 | Corvette |
Tech 1 Industrial Ships | 2 | Industrial |
Skybreaker (Frigate) | 2 | Frigate |
Imicus Navy Issue (Frigate) | 2 | Frigate |
Federation Navy Comet (Frigate) | 2 | Frigate |
Maulus Navy Issue (Frigate) | 2 | Frigate |
Rookie Ship | 1 | Corvette |
Tech 1 Support Frigate | 1 | Logistics |
The "+1" inflation rule is still in effect when duplicates of the same hull are fielded, which increases the point cost by 1 for each duplicate. For example, fielding a single Rifter costs 2 points, however, if another Rifter is fielded, the cost increases to 3 points for both ships (6 Points total). A third Rifter fielded would increase it to 4 points (12 points total), and so on and so forth.
PLACE & TACTICS
Captains (and/or nominated Co-Captains) must be online and available 45 minutes prior to the match to make their ban choices. Further details on bans can be found in the subsection Ships and bans.
Participants should be prepared, in their chosen ships, and in a fleet 20 minutes before their scheduled fight time. Prior to being teleported to the match system, all pilots must be docked in a station, not in an Upwell structure or undocked in space. Teams will be brought by a Referee into a solar system in uncharted space and designated as Team 1 and Team 2. If you are not ready within this time allocation, you will be disqualified from this match and the opposing team will be given an automatic win.
There are eight entry locations in the system that serve as start-off points. Four entry locations are marked for Team 1, and four are marked for Team 2. Teams will be moved to the entry location of their captain's choosing (The referee will ask whilst the match is being set up). Once the teams are in the system, all instructions will be given by the referee in local chat. You must keep an eye on that channel at all times once in the system.
Once the word is given, teams warp in to the arena beacon specified, at a range of their choosing, up to a maximum of 50 km. Team members are allowed to warp in at different ranges.
Once instructed to warp by the Referee all team members must warp promptly to the arena. Soon after allowing teams to warp the referee will once again lock warp functions and any team members that have not yet initiated warp will be subject to penalties at the referee’s discretion. This rule is enforced to prevent teams from scouting out the opposing team with some of their pilots before deciding on the warp-in distance for other team members.
The arena will measure a 125 km radius around the central celestial beacon.
The arena contains nine Mobile Micro Jump Unit structures, one placed in the center and eight placed 87km away from the center in the direction of each of the eight team beacons. These outer structures form a cube around the center of the arena with sides approximately 100km in length. These Mobile Micro Jump Units are indestructible and usable by all.
The Referee will begin a countdown. When the countdown ends, the host will break the target locks of all ships in the arena.
If a player warps out/leaves the arena, their ship will be destroyed. This includes disconnection emergency warps. This rule is in effect before and during the match.
Warping within the arena is NOT allowed.
Boarding a ship during the match is NOT allowed.
Deploying cargo containers, anchorable items, upwell structures or mobile structures into space is NOT allowed. Dropping regular jettison containers is allowed.
The use of combat probes in tournament systems is NOT allowed.
The only allowed fleet formation type is Point Formation only.
Arenas
Players are likely to experience new arena designs through the course of the Tournament. These will be positioned in such a way as to minimize the impact on tournament play and will be adjusted if required.
The following restrictions are in place after teams have warped to the arena beacon until the match begins:
Locking players before the match starts is NOT allowed.
Activating aggressive or targeted modules before the match starts is NOT allowed.
Launching drones before the match starts is NOT allowed.
Moving before the match starts is NOT allowed.
Beginning the activation cycle of a Micro Jump Drive or Mobile Micro Jump Unit before the match starts is NOT allowed.
Activating Command Bursts before the match starts is allowed
Activating any Targeting Computers or Hardeners is allowed
FITTING RESTRICTIONS
All T1 and T2 modules are allowed, with the following exceptions:
All Remote Armor Repair modules and Remote Shield Transfer modules are NOT allowed, 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)
Strategic Cruisers are NOT allowed to fit remote repair modules in this tournament.
Only ONE Remote Capacitor Transmitter module is allowed per ship.
The Ancillary Shield Boost module will be restricted to a maximum of one per ship. (You may use an Ancillary AND regular Shield Booster)
ECM modules, including ECM Bursts, Meta 1-4, may only be fitted to ships that have an ECM bonus. This is the Ibis, Griffin, Kitsune, Blackbird, Rook, Flacon, Tengu (with Obfuscation Manifold), Scorpion, and Widow only. (Griffin Navy Issue is not permitted to have ECM fit)
Sensor Dampeners, Tracking Disruptors, and Guidance Disruptors may only be fitted to ships that have a hull bonus applicable to them at a maximum Meta level of 4. For Sensor Dampeners this is the Maulus, Keres, Velator, Celestis, Lachesis, and Arazu. For Weapon Disruption this is the Pilgrim, Arbitrator, Impairor, Sentinel, Curse, Crucifier, and Crucifier Navy Issue.
Warp Disruption Field Generators are restricted to a maximum of one per ship.
Warp Disruption Field Generator scripts are not prohibited
Micro-jump field generators are NOT allowed.
The Bastion Module is NOT allowed.
Cloaking devices are NOT allowed.
Faction, COSMOS, dead space and officer modules are NOT allowed (except within specified groups on a flagship).
Abyssal (Mutated) modules are NOT allowed (Including Mutated Drones)
ML-EKP 'Polybolos' Ballistic Control System is not allowed
"Atonement" Remote Shield Boosters are not allowed
T1 Rigs are allowed. T2 Rigs are NOT allowed
Stasis Webification Probes (Wubbles) are allowed
Navy Cap Boosters are allowed.
Micro-jump drives are allowed.
Polarized weapons are allowed.
Stasis Grapplers are allowed.
Command Bursts are allowed.
Signature Radius Suppressors are allowed
Target Painters may be up to (and including) Meta 5 and can be fitted to any ship
All T1 and T2 ammunition, missiles, and charges are allowed, with the following exceptions:
Remote Sensor Dampener and Weapon Disruptor Scripts are (still) allowed
Pirate Faction ammunition is NOT allowed.
Navy Faction ammunition, missiles, and capacitor boosters are allowed.
T1 (Tech One) and Navy Faction combat and sentry drones are allowed.
T2, augmented and integrated combat, mutated, and sentry drones are NOT allowed. The Gecko is NOT allowed.
Only T1 logistics drones are allowed. T2 logistics drones are NOT allowed.
All electronic warfare drones are allowed (Including Combat Utility Drones).
Attribute Enhancers that give bonuses to anything other than perception, intelligence, willpower, memory, and charisma are NOT allowed.
Genolution "CA-" implants are NOT allowed.
With the exception of Leadership Mindlinks, ONLY Hardwiring's that has a name ending in "1", "2" or "3" are allowed (For example eg-603 is legal, eg-605 is illegal)
All Leadership Mindlinks (including navy mindlinks) are allowed.
Boosters (drugs) are NOT allowed.
Expert Systems are Legal
FLAGSHIPS
NOTE: The Flagship specifications are unchanged from the last Alliance Tournaments configuration.
The following ships may not be designated as Flagships
Leshak
Bhaalgorn
Rattlesnake
Widow
Any remaining T1 battleship, T2 battleship, or faction battleship may be designated as a flagship.
Team captains must indicate to the host managing their match if they intend to use their flagship in any given match, and which pilot is flying the flagship.
Flagships may ignore meta-level restrictions for the following module types (this means they may fit faction, officer, cosmos, and deadspace versions - Abyssal modules are prohibited this year, but additional module types remain added):
Turrets and Missile Launchers
Energy Neutralisers and Energy Nosferatu
Stasis Webifiers
Smartbombs
Afterburners and Microwarpdrives
Warp Scramblers, Warp Disruptors, and Stasis Grapplers
Target Painters
Sensor Boosters and Signal Amplifiers
Overdrives, Nanofiber Internal Structures, and Inertial Stabilizers
Weapon and Drone Upgrade Modules
Armor Plates and Shield Extenders
Damage Controls
ONE Shield Booster (Ancil or otherwise) or up to TWO Armor Repairers. (So if your flagship has XLASB + LSB + LSB, one of the three can ignore meta restrictions
Flagship ship types must be decided in advance and Team Captains must submit their selection via EVEMail to the character named “IGC Alliance Tournament” no later than 23:59 UTC on 25 July or via the Flagship submission form here. The fittings for a flagship do not have to be disclosed. The names of flagships do not have to be disclosed or remain constant. Fittings may also be changed from match to match.
All flagship hull types will be published in the flagships section of the EVE Online Alliance Tournament site following the deadline Flagship lock date.
A flagship may be fielded in any match, even if its ship type has been banned, and counts as a normal ship in every way other than the ones defined above.
Flagships must still follow all non-metalevel-based fitting restrictions, including any restrictions that ban module types or limit the number of certain modules that can be fitted.
A flagship costs the same points value as a normal ship of its type and is still included in the duplicate hull rule if you are fielding duplicates of it.
You are under no obligation to field your flagship in any given match.
If your flagship is destroyed, it may not be fielded again during the tournament.
Flagships cannot be fielded during the Feeders Tournament and only during the Main Tournament.
As it was a topic last year it is included here for clarity in the procedure for a flagship declaration and use:
When the flagship is intended to be fielded, it is to be declared during the pre-match conversation with the Referee, along with linking the intended fit that the ship will be using, for final checks. The Flagship check is part of the regular ship check cycle and the latest it can be declared to be fielded is 20 minutes. (Or as soon as possible in the 15-minute later games). If your team is ready prior to the 20-minute cut-off and you intend to field a flagship, please ensure it too is ready to be checked. The Flagship status (Ship type and pilot ONLY) will only be shared with the players on the field (In local and with the commentary/analyst team) once warping has been locked, prior to the final 30-second match countdown.
VICTORY CONDITIONS
During a match, a team score 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 toward the opponent's score.
If a fight is tied after 10 minutes, time dilation will be used to progressively speed up the tournament solar system and encourage a prompt end to the match.
In the very unlikely case that a fight is tied after 15 minutes, the victory will be awarded to the team that had more collective potential team DPS at the beginning of the match, as measured by the tournament automated “attack bar”.
SHIPS BANS
Each Captain will have four (4) blind bans.
A Tournament referee will contact the competing Team Captains in-game between 15 and 60 minutes before their scheduled match time.
Team Captains have 2 minutes to submit their decisions after being contacted by the Tournament referee. Bans not submitted in this time period will be considered forfeit.
The referee will exchange Bans with the opposing Captain once both sets have been received.
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 two (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.
All bans apply to both teams equally.
Teams should endeavor to have multiple ship setups available as bans may impact your primary team composition. No additional time will be given if eligible ships are not available.
During the final day of the competition, some matches will require teams to be ready within 15 minutes of the completion of banning.
Cascading blind ban rule is still in operation
Only 3 of the same hull type can be banned. (For example, a ban list of a Vedmak, Vexor Navy Issue, Vexor, and Drekavac would be acceptable. A list of Hecate, Magus, Kikimora, and Thrasher Fleet Issue would not be acceptable.)
After the second round of bans, any duplicates will be discarded and a full list of bans will be given to the competing teams (this means the maximum theoretical list of banned ships in any given match has changed from 9 to 12)
The restrictions for hull type restrictions continue into the trickle ban phase. I.E if both teams ban 3 battleships and a battlecruiser, then no more battleships can be banned in the trickle bans, but 2 more battlecruisers can be banned (or any other ship hulls).
As a point of clarity – ships flagged as “Logistics” are a category of their own, so, for example only 3 of the following may be banned: Deacon / Kirin / Thalia / Scalpel / Augoror / Osprey / Exequror / Scythe / Guardian / Basilisk / Onerios / Scimitar / Rodiva / Zarmazd
ADDITIONAL RULE VARIATION FOR THE FINAL DAY
There will be an additional adjustment to the rules for the first three matches of each of the two series that take place on the final day of the tournament: the best of three elimination bracket final series and the best of five grand final bans.
For the best-of-five series, any time a team wins a match, they will not be allowed to bring any of the ship types they fielded in the match prior. For example, if Team 1 wins the first game, they cannot bring their winning comp to the second game. If Team 2 wins the second game, they cannot bring their winning comp to the third game and Team 1 cannot bring their match 1 winning comp to the third game. However, should this reach match five, both teams list of banned ships will reset and all ships will be available.
For the best of three, in the event that it goes to match three, bans will not carry over and both teams will have no additional bans.
Flagships are immune to this additional restriction and may continue to be flown in each match until destroyed.
COLLUSION RULES
Each team must be working towards its own victory in each match and in the tournament overall, not the victory of any other team.
“B Teams” and two teams acting as one team are NOT allowed.
Since collusion rules are inherently susceptible to being gamed, the final authority on all issues of potential collusion is the CCP tournament staff. We strongly advise teams not to try to push to the edges of what may be considered appropriate. Tournament impropriety will result in swift and severe disciplinary action.
Teams are allowed to scrimmage against each other in order to practice for the tournament if they wish.
Setting up “house rules” for matches in the Alliance Tournament will be considered collusion and is NOT allowed.
Shared leadership, shared theory crafting, shared planning, shared logistics, and free sharing of resources between teams are all NOT allowed.
Making deals with other teams to split prizes if either team wins is NOT allowed.
Using a Mercenary to sabotage a team to throw a match is NOT allowed.
It is not considered collusion to provide ISK/PLEX to multiple teams for signups, but after that will fall into the domain of collusion.
ATXIX VIDEO ADVERTISEMENT SUBMISSION GUIDELINES
We will once again be opening submissions for Alliance Tournament ads this year to be potentially shown during the broadcast matches. As usual, there is a set of guidelines to be followed for the submission of these adverts. Details of which can be found below!
General rules regarding ATXIX video advertisements.
Deadline for Feeders: June 13, 2023
Deadline for Finals: July 25, 2023
General Rules
Advertisement must be EVE-related:
Advertisements may be for a corporation, alliance, in-game service, third-party tool, or more, if the subject is EVE-related
The subject of the advertisement should not be locked behind monetization
All advertisements will be subject to review. “Low effort” videos may be rejected. CCP has final discretion
Adverts must reflect positively on EVE
Adverts cannot include copyrighted audio or visuals (except those where the copyright is owned by CCP)
Adverts must be suitable for all ages, respectable, and suitable for broadcast. No attack ads
Adverts must not contain content that may be construed as racist, sexist, or otherwise exclusionary or demeaning to any group of people
Bad words must be muted/censored
References to “boosters” or “firewater” must be subtle and anchored in-game
Video must adhere to the Twitch community guidelines, particularly the section regarding appropriate content
No discord or hull/shield/armor alerts or other noises which are designed with the intent to make viewers believe they are coming from another source.
Advert content should not be “offensive to the senses” (nothing meant to disgust or irritate)
Final approval for all videos is at the discretion of CCP Games
Technical rules
Adverts must have a resolution of 1920x1080 with a 1:1 pixel aspect ratio. Other resolutions will not be accepted
Adverts should not contain vertical black bars (What is this, 1999?)
Adverts must be 60 frames per second
Advert length must be exactly 15 seconds long.
If you are using Royalty Free / Creative Commons audio, the author must be credited somewhere in the end plate of your video if required by the license under which it is made available
In your submission, include the source of your audio in the details, even if you are not required to credit the author
Video codec must be MP4 or MOV file with H.264/H.265 as a compressor at 15 to 20Mbps
Please label your video file appropriately with the following pattern: AllianceName_AdTitle_AT18.mp4
You can submit multiple adverts however each may be shown less frequently, as frequency will be by author / subject and not by individual video
Submission
To submit your video, please use the Ad submission form
And that concludes todays update! We look forward to seeing what SPICY creations you all come up with this year!
o7