by CCP Aurora11:00am on Monday 19th July 2021
Signups for Alliance Tournament XVII are now open! Below is the full list of rules and signup instructions. All hopeful competitors, please take your time and review everything carefully.
Greetings Alliance Tournament competitors and fans. 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 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.
Alliance Tournament XVII 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: - Maximum of 8 slots reserved for the winning captains from both the EVE NT Alliance Open and the Anger Games (4 slots per tournament) - Maximum of 8 slots from the Feeder Tournament (see “Feeder Tournament” below) - Remaining slots awarded to winners of the silent auction (see “Silent Auction” below)
For AT XVII, the Captains directly invited are: - TheLastSparton - dexter xio - Azure and Argent - Mira Chieve - Damassys Kadesh - StarFleetCommander
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. 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 player 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 AT XVII will be completely random, though in future tournaments the placing in AT XVII may be relevant. Players may not change their allegiance during AT XVII, and Tournament rosters should be considered ‘locked’ before 23 August 2021.
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 allow 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 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 XVII
In certain circumstances, Alliance Tournament Captains may petition the IGC 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 their ranks with some wormhole pilots, requesting a name change to: xXx 420 Whole Destroyers xXx. The IGC would not consider this a valid name.
The Mercenaries and Team Captains must register before the “roster lock” period on 23 August. At that time, the list of Mercenaries and their affiliated teams will be made public on the EVE Online Tournament Forums and the AT Discord so that teams can better analyze their prospective competition.
The cost of registration for Alliance Tournament XVII is 2,500 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 for the team. The Team Captain may also be the Alliance Executor.
Importantly, teams who have already been awarded an entry slot must still register for Alliance Tournament XVII. Unused slots, or duplicate slots, will be ceded and distributed to the Silent Auction.
Teams interested in getting a direct invitation to Alliance Tournament XVII can opt to bid for a slot in a silent auction. The highest bidders in the silent auction will be awarded a slot in Alliance Tournament XVII. The minimum bid for the auction is 2,500 PLEX, and bids are only accepted in increments of 250 PLEX. In the event of tied bids, the bid with the earliest submission time will be considered the tiebreaker. Auction results will be announced on 16 August.
Teams who enter the Silent Auction but do not win a slot will have their entry fees refunded and given a chance to earn their way in through combat in the Feeder Tournament.
Teams who fail to qualify via the Silent Auction will be automatically entered into the Feeder Tournament. While the exact format of the Feeder Tournament may vary on the number of entrants, the general format will be a single-elimination tournament using the same point distribution and victory conditions as Alliance Tournament XVII. The Feeder Tournament will be held on 4 and 5 September, a full two months before the main event.
The remaining rules for the Feeder Tournament will mirror those of ATXVII 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 three
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 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. - 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.
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 of ship HP and Capacitor - Moving the ship to a different warp-in - Complete removal from the fight - Ban from competing for 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.
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 3 of a given hull size, e.g., No more than 3 Battlecruisers (2 Navy Brutix and 1 Astarte would be legal, 2 Navy Brutix and 2 Astarte would not). All logistics ships (T1 and T2 variants of both cruiser and frigate size) are exempt from this rule, so 3 Orthrus and 1 Scimitar would be legal, as would 3 Vengeance and 2 Inquisitors.
Teams may field no more than 1 Logistics Cruiser, or 1 Tech one Support Cruiser, or 2 T1/T2 Logistics/Support Frigates in each match.
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.
Use of the Nestor, Marshal, Enforcer, Pacifier, and Monitor is NOT allowed. Currently, the use of the frigate escape bay on battleships is NOT allowed as we are still exploring certain balance and practical implications. We will make an announcement if this changes.
The point value of ships are as 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.
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
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) - Note that 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. - ECM modules, including ECM Bursts, may only be fitted to ships which have an ECM bonus. - Warp Disruption Field Generators are restricted to a maximum of one per ship. - Activating a Warp Disruption Field Generator module without a script loaded is NOT allowed. - Micro-jump field generators are NOT allowed. - The Bastion Module is NOT allowed. - Cloaking devices are NOT allowed. - Faction, COSMOS, deadspace and officer modules are NOT allowed (except within specified groups on a flagship). - Abyssal (Mutated) modules are NOT allowed (except within specified groups on a flagship). - T1 Rigs are allowed. T2 Rigs are NOT allowed - Stasis Webification Probes are allowed - Navy Cap Boosters are allowed. - Micro-jump drives are allowed. - Polarized weapons are allowed. - Stasis Grapplers are allowed. - Command Bursts are allowed.
All T1 and T2 ammunition, missiles and charges are allowed, with the following exceptions: - Remote Sensor Dampener and Weapon Disruptor Scripts are NOT 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 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. - 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 Hardwirings that have a name ending in "1", "2" or "3" are allowed. - All Leadership Mindlinks (including navy mindlinks) are allowed. - Boosters (drugs) are NOT allowed.
NOTE: The Flagship has returned this year, with some different variations