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Fanfest 2015 - Worlds Collide

Posted: Fri Feb 13, 2015 3:18 pm
by Forum Admin
http://community.eveonline.com/news/dev ... s-collide/



EVE Fanfest 2015, the eleventh installment of the best player gathering in the world, will take place from March 19th to 21st in the world’s northernmost and most beautiful capital, Reykjavík.

At this hallowed event New Eden will teeter on a knife's edge, ready to plunge into the abyss should its champions fall in combat. The honor (or lack there of) of all capsuleers is under fire and their way of life must be defended. They will battle for so much more than simple tears and brag-worthy killmails.

The greatest pilots of Serenity and Tranquility will meet in combat for the first time in a conflict of staggering proportions where the stakes are enormous, and the bragging rights will last for eternity. A mirror match in the truest sense of the phrase. In the cold depths of space and in this world’s frozen north – Worlds Will Collide

Could that intro be a bit of a accurate foretelling of dramatic events made by a hyper-enthusiatic Tournament Team?

ONLY TIME WILL TELL!

On Friday evening (20 March) there will be a live, best-of-five series held in the main concert hall of Harpa (the Fanfest venue). Worlds Collide will be a full production value show that’s streamed live to Twitch.tv/ccp with commentary, analysis, and interviews. The combatants will be champions of their respective worlds (the Serenity and Tranquiliy EVE server clusters). Let's introduce them.

Championing Tranquility we have five members of the Alliance Tournament XII champions Camel Empire, ready to defend the honor of good old Tranquility.

For the Serenity server we have five players from the City of Angels alliance that vanquished all others in a cluster-wide tournament and earned their place as the best of their world.

Neither side is to be underestimated and the ancient prophecies fortold of a fun filled evening of live EVE Online destruction!

REWARDS? FOR ME?!

Of course there will be rewards! The champions that emerge victorious secure bragging rights and crown their server the "Best of the bestest, meanest of the meanests; the true super-power in EVE PvP" (-short poem by CCP Gargant). I hope you can imagine how much internet cred comes along with that and how many delicious tears will be shed by the losing server! As was said in the olden days in Iceland: Victory is its own reward!

But it’s not the only reward.

The real reason you should cheer for your champions is that every player active on the winning server at the time of the match will receive a special ship: the Victorieux Luxury Yacht. It is an opulent vessel in which the contraband-mongering Intaki Syndicate bosses traverse the universe with in utmost comfort and style--perfect for the mighty capsuleers and fitting as the prize for such a marquee event

This ship will be given once - and only once. The losing server will never receive it. Ever.



Stakes are high and the pressure is on!

Practical Information

The Event

The event will start at 17:00 UTC on Friday the 20th of March. With the full production level of an Alliance Tournament final we will have an analysis desk, commentators and interviews that will accompany the nail biting top tier EVE Online matches. With a best-of-5 format we estimate the event to less than 2 hours which will give attendees plenty of time to prepare for the pub crawl later that night.

The Rules

This is a single invitation best-of-5 series between two teams. Each team consists of five players.

As a player, you may only compete for a single team, regardless of how many player-accounts you own.

Please note that both the format and match rules are subject to change.

Match Rules

Teams must field exactly five pilots on the battlefield.

Fights are limited to 10 minutes. If a fight reaches time, it will be stopped and whichever team has the higher total points value will be declared winner. See "Victory Conditions", below.

Intentional pod killing is NOT allowed and may result in the offender being punished. All podkills will be reimbursed.

The match simulation is taken as is. Teams are advised to spend the pre warp-in time to verify that their ships are completely operational.

Penalties

A player found breaking any rules can be penalized to various degrees, depending on the severity of the offence. All penalties are incurred at the tournament referee's discretion. Decisions are final. Penalties may be levied against a player or team and may include, but are not limited to:


Points deduction

Reducing the offending ship(s) shield / armor / hull / capacitor to 50%

Involuntary moving of the offending ship(s)

Removal from the fight

Ban from competing for the remainder of the tournament, and/or any future tournaments

The referees can call a match null and void or declare a result if they believe that one of the teams is not competing. This tournament is designed to showcase the talents of pilots and should be entertaining.


Format

The format of the tournament will be a single best-of-five series.

Place & Tactics

This tournament will take place on a test server, running a version of EVE Online updated to the Proteus release.

Each team will be provided with characters that have all skills maximized, and all of the ships required for their previously submitted team setups will be provided pre-fit. (See Team Setup Submission and Banning, below)

Teams will be brought by a GM to 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 beacons in the system which serve as start off points. Four beacons are marked for Team 1 and four marked for Team 2. Teams will be moved to the beacon of their captain's choosing. Once the teams are in 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 system.

Once 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.

The arena will measure 125 km radius around the central beacon.

The host will begin a countdown. When the countdown ends, the host will break target locks of all ships in the arena.

If a player warps out/leaves the arena, his/her 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.

Dropping cargo containers, anchorable items or mobile structures is NOT allowed. Dropping regular jettison containers is allowed.

The following restrictions are in place after teams warp 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.


 

Team Setup Submission and Banning

The creation and fitting of ship setups for this tournament will take place before the event itself begins, to ensure a smooth live viewing experience and enable extremely short pauses between matches.

Each team must submit seven complete team setups to CCP by midnight GMT on the evening of March 6th. These team setups must consist of the following:


Five legal ships which will be flown by the team members during a match.

All modules that shall be fit to those ships.

All drones, ammo and charges that the ships shall be loaded with.

Any legal implants that the pilots of those ships will inject.

Each of the seven team setups must be legal according to the rest of these tournament rules including but not limited to keeping each setup’s combined point values to 45 points or below.


No individual ship type may be used in more than one team setup submitted by a team. Each of the seven setups must use a completely different set of ship types as the other team setups.

The setups may not be changed during the tournament event, and must be flown as-is. Extra modules, swapping modules or charges between ships, and any other modification of the setups by competitors during the tournament is prohibited. For this reason teams are advised to design their setups in such a way as to maximize their options without requiring any changes to the ship fittings or charges.

On March 7th, CCP will publically publish the list of ship types used by each of the team setups submitted by the two teams using our news channels and forums. Only ship types will be published and other aspects of the setups including module fittings, charges and implants will remain confidential.

Before midnight GMT on the evening of March 13th, each team must choose two of their opponent’s seven team setups to ban and communicate their ban choices to CCP. The two banned setups for each team will not be eligible to be flown by that team in the tournament. This will leave each team with a set of five team setups that will be prepared for them for use in the tournament.

Before each match of the tournament, each team must select and board one of their eligible setups without modifying the setup in any way. The setup chosen by each team will not be revealed until both teams are on the field of battle.

Once a team has won a match with a particular team setup; that setup will no longer be eligible for use later in the series.

 

Ships & Points

Each team has 45 points with which to select their ships.

Each team must begin with exactly 5 ships on the battlefield.

Teams may field no more than 2 of a given ship. This applies to specifically named ships only and not ship hulls. For example, 2 Merlins, 2 Hawks, and 1 Harpy would be legal.

“Skinned” variants of ships count as their base ships and cannot be used to bypass hull limits or to use the same ship in multiple setups.

Teams may field no more than 1 logistics ship, or 1 tech one support cruiser, or 2 support frigates in each match.

Marauders are NOT allowed.

The Nestor is NOT allowed.

The only limited edition ship that may be used is the Gnosis.

Previous Alliance Tournament prize ships are NOT allowed.

Ship point values are as follows. Ship types not listed in the table are not allowed.


Battleship, Pirate Faction – 20

Battleship, Navy Faction - 19

Battleship - 17

Black Ops Battleship - 17

Command Ship - 16

Strategic Cruiser - 16

Recon Ship - 14

Battlecruiser, Navy Faction – 14

Battlecruiser (including the Gnosis) - 13

Logistics Cruiser - 13

Heavy Assault Cruiser - 12

Cruiser, Faction - 12

Heavy Interdictor - 11

Tech 1 Support Cruiser - 10

Cruiser – 6

Tactical Destroyer - 6

Electronic Attack Frigate - 6

Frigate, Faction - 4

Assault Frigate - 4

Tech 1 Disruption Frigate – 4

Covert Ops Ship - 4

Interdictor – 4

Stealth Bomber - 4

Interceptor - 3

Destroyer - 3

Tech 1 Industrial Ships - 3

Frigate – 2


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 Strategic Cruiser, a Tech 1 Support Cruiser; or on up to TWO Tech 1 Support Frigates.

Remote Energy Transfer modules are NOT allowed.

The Ancillary Shield Booster module will be restricted to a maximum of one per ship


Faction, COSMOS, deadspace and officer modules are NOT allowed.

T1 Rigs are allowed. T2 Rigs are NOT allowed.

All T1 and T2 ammunition, missiles and charges are allowed. Faction ammunition, missiles and capacitor boosters are allowed.

Only standard T1 (tech one) drones are allowed. This means that T2, faction, augmented and integrated drones are NOT allowed. The Gecko is NOT allowed.

All standard tech one drones are allowed, including tech one logistics and electronic warfare drones.

The only implants that are allowed are Leadership Mindlinks (including Navy mindlinks), EG-* powergrid implants and EE-* CPU implants.

Boosters (drugs) are NOT allowed.

Cloaking is NOT allowed.

Cap Boosters are allowed.

Micro-jump drives are allowed.

Victory Conditions

During a match, a team scores 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 45 points, non-fielded points count towards 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”.

 

Join us and watch Worlds Collide live this coming Fanfest.

 

On behalf of the Tournament Team,

- CCP Gargant