Rules
for Urgent Fury: Prisoner of War
Posted
- Fri June 22, 2007 12:00 AM CST
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Rule
Set 1: DISCREPANCIES AND DISPUTES
A:
If there is a discrepancy in the way a clan perceives
a rule, the way a rule affects another rule in an unforeseen
way, or in any instance where something was not covered
within the rule sets to begin with, the following procedure
will take place:
1.
After the creators find there is a complaint, the creators
will first try to offer an explanation/interpretation
to satisfy all parties and to get tourney play resuming
as normal again.
2.
If this cannot be done, then the creators will turn to
the Clan Reps and hold a vote. The remaining Clan Reps
will vote as to whether the rule needs to be changed or
not. Each clan will have an equal voice in these matters.
A decision can only be made by the Clan Reps if there
is a 2/3 majority (66.4%) sway to one decision. If the
margin is narrower than that, then the decision gets bumped
to the admins of the tourney who will then vote from there.
If a decision is passed to the admins in this way, the
admin decision is final.
3.
Once a rule is altered, there will be a forum-wide announcement
stating so, but it should fall on your Clan Rep's shoulders
to MAKE SURE that your clan, ALL of your clan, is fully
aware of the change.
Rule
Set 2: CLAN BEHAVIOR UNFIT FOR URGENT FURY
A:
There will absolutely be NO threats, remarks, insinuations,
posts, messages, images or quotes involving the use of
racial, religious or disrespectful sexual slurs on ANY
platform of UF. Any record or instance of this kind will
be dealt with swiftly from a player disqualification from
the tournament to the elimination of the entire clan,
depending on the severity of the incident and the number
of clansmen (man) involved. The two creators of UF will
deliberate the penalty and the verdict will not be rescinded.
B:
It is expected of all clan leaders and Clan Reps to inform
their clan personnel that there is to be NO TALKING once
the countdown to the beginning of a map has commenced.
ANY infraction by a rude, careless clansman will result
in that player's clan being penalized 1-ROUND for that
war. Even though it will be the first round played, the
clan with the violator will already be losing 0-1 and
the war will essentially start at Round 2. At the beginning
of the map, the acting Clan Rep will "whisper"
to the other in game that his clan will be taking the
one-round lead, so that there is no confusion in-game.
This is one of, if not the only, times when "whispering"
to a player on the opposite team is remotely acceptable.
Once the offending clan has been informed by the other
clan...there is to be NO further discussion "in-game."
It may be discussed at length with a UF creator in the
Clan Reps Section AFTER the war is over.
C:
UF discourages the use of taunts and dancing in game against
other UF clans. If your clan feels the need to do this,
do it elsewhere. While engaged in combat against another
UF clan, there is to be NO dancing on dead bodies and
NO overhead taunts from one clan to the other. This tourney
is based on and built upon a foundation of respect. We
expect all to adhere to the ideals whilst playing in our
house. Multiple infractions of this will result in a penalty
handed down by the creators in an appropriate fashion
they see fit.
D:
For the sake of temperament, there will be no typing (ALL)
in-game so that the other team may see what you are typing,
no matter how cozy the clans are together. This may lead,
down the line, to some questionable ribbing that a clan
may eventually take offense to.
E:
It is encouraged, though not strictly a rule by any means,
that only the Clan Rep (or the clan/team leader for that
night) speak in the lobby for their team until the match
starts. This will reduce the risk of any bone-headed remarks
by any of your clan mates when the lobbies should be respectful,
or talking during the countdown, resulting in handicapping
your match from the start.
F:
There will be no quick sniping in UF4. This is a very
tricky, somewhat controversial topic to approach when
in war. Quick sniping, as defined by UF, is the jumping
of a sniper and that sniper scoping in, pulling the trigger
and downing his opponent, all before or as he hits the
ground. We are well aware that many clans know how to
do this. We simply ask that when you play in a UF tourney,
that practice is nowhere to be found. Multiple reports
of this tactic will result in warnings, and/or tourney
expulsion. We understand that this is hard to police,
so we ask that the honorable clans and clan leaders of
UF4 police themselves. Let your clan mates know NOT to
take advantage of this. If you are a sniper, ACT like
one. If you need to jump around and shoot someone on the
fly, then just pick up an automatic and rule out ANY doubt
about your play ethics. Violators will be reported to
admins, who will keep a record of all complaints. If there
is a definite pattern emerging from the recorded complaints,
a penalty may be enacted onto your clan's player or roster.
Please do not deal your own clan a blow simply because
you need to take advantage of this flaw in the game.
Rule
Set 3: INITIAL MOTIONS OF THE TOURNEY
A:
A total of 24 clans will be participating in Urgent Fury
4: Prisoner of War (referred to from here on out as "UF4")
13-week tournament. Urgent Fury creators Undertow &
Sniper will determine the 24 clans chosen to participate
in the war for South America after reviewing all submitted
applications. The creators reserve all rights to pass
on any clan(s) they feel will not fit in this tourney,
either by online actions, temperament on these forums,
or simply because the quota for the 24-clan limit was
reached. The creators of Urgent Fury are not obligated
to disclose any reason for not accepting a particular
clan into Urgent Fury.
B:
This 13-week tourney will be comprised of 8 standard weeks
of play, 4 sudden death weeks of play, and then one week
for final four playoffs, if playoffs are needed by the
13th week.
C:
It should be known that the three downloadable maps (Liberation,
Last Bastion and After Hours) ARE used in this tourney.
You should be prepared to have at least 8-16 individuals
on your clan roster who HAVE these maps in order to play
them if/when your clan comes across them. Since these
maps have a maximum player count of 8 per team, on weeks
where all teams play at 9 or more for the week, those
wars fought on these three downloadable maps will simply
play at the maximum number they are allowed, which will
still be 8. For weeks where teams play at 8 or less (let's
say 6-man teams for the week, for instance), then these
down loadable maps will play at that same number, which
would be 6.
D: Once chosen to participate in UF4, each clan is responsible
for appointing a CLAN REP for their clan. This Clan Rep
is responsible for all maneuvers for their designated
clan, as well as being in charge of informing all their
clansmen of any updates and/or changes to the happenings
in the tourney. In the best interest of your clan, PLEASE
make your Clan Rep the most responsible and most available
member of your clan. They are in charge of getting to
this forum on an almost daily basis to make sure your
clan is informed of all happenings in this tourney. Immature
Clan Reps will be removed by the admins.
E:
All meetings to decide territory ownership and attack
coordination will happen on every SUNDAY of the week at
a meeting starting PROMPTLY at 9pm CST. The room will
be set up in the highest numbered US Central Ranked server
at 9pm CST and the room name will be "UF4 MEETING."
With or without your Clan Rep, the meeting will start
at 9:05pm CST.
F:
All Clan Reps in the initial week of this UF4 tourney
will be choosing TWO CITIES for their clan. The maps attributed
to the cities that they choose will be UNKNOWN at the
time of choosing. The maps for the cities will be revealed
AFTER the entire selection is complete and will be revealed
here on the Urgent Fury website www.urgentfury.com . This
allows those clans unfortunate enough to receive a last
pick in the city choosing to not have to be stuck with
a necessarily bad map.
Rule
Set 4: CLAN ALTERNATES FOR UF4
A:
After the 24 initial clans are selected to participate
in UF4, there will also be 3 total clans selected as alternates.
These three clans initially will not be participating
in the UF4 tourney. However, they retain the chance to
come into the tourney if any of the following occurs (Note:
Thus far in UFs 1, 2 and 3, alternates were called upon,
so don't lose hope):
1.
If within TWO WEEKS from the start of warring in the tourney
a clan decides that they will drop out entirely or a clan
has been disqualified by the creators of UF, the first
alternate clan chosen by the UF creators will be activated
and that clan will automatically take charge of the drop-out
clan's cities as their own. This happens ONLY within the
first TWO WEEKS of play. In this event, all planned attacks/defenses
for the dropout clan are CANCELLED, with no awards for
the dropout given to any other clan. The alternate clan
starts fresh in the following week's war meeting.
2.
If, AFTER TWO WEEKS from the start of warring in the tourney,
a clan decides to drop from the tournament, then that
clan's holdings will automatically be blocked off for
the rest of the tournament, never to be fought over by
the remaining clans. These cities will essentially act
as EVERYONE'S personal holding, able to be used to pass
through on any attack on an opponent as if the dead city
was your own.
B:
If a clan is ejected from the tourney by the UF creators
for conduct issues and failure to adhere to warnings,
then their current cities will be taken out of the tourney
as well, to eliminate all speculation that the decision
was influenced by greed. This tourney and its creators
want nothing more than to have an honest game through
and through. Take comfort in knowing that all decisions
are deliberated on and are enacted fairly and with all
participating clans' interests in mind.
Rule
Set 5: INITIAL CITY PICKS & "BAD NIGHTS"
A:
Clans will have one week after the initial city-choosing
meeting to confer with their clans to decide their course
of action. The first meeting to declare attacks and defenses
will be the week following the initial picks.
B:
Clan Reps will choose their initial two cities, as well
as declare their weekly attacks on neighboring enemies
by way of a random drawing each and every week, every
Sunday evening. This allows any clan a possible chance
of being one of the first to declare their attacks on
prime targets regardless of how well they are or are not
doing in the tourney.
C:
If a clan is not represented at a total of two (un)consecutive
war scheduling meetings at any time during the course
of UF4, then that clan is eliminated from the tournament
at the close of the second meeting. The clan's holdings
will automatically be blocked off for the rest of the
tournament, never to be fought over by the remaining clans.
These cities will essentially act as EVERYONE'S personal
holding, able to be used to pass through on any attack
on an opponent as if the dead city was your own. If you're
having problems with your REP, then make the motions to
select a new replacement, for YOUR benefit.
D:
Each clan will have a total of two attack options and
two defend options. This is for standard play. A clan
does not have to use all of their available attacks if
they so choose. However, if a clan has an available defense
available and a clan wishes to attack them, they must
accept the attack and schedule it within the time frame
for all wars. All times for wars are to be negotiated
by the Clan Reps during the meeting at the appropriate
time.
E:
There is no "rolling over" of unused attacks.
If your clan opts to refuse an attack option, then your
clan loses its attack until the following week's war meeting.
F:
All attacks are considered "en route," as in,
once an attack has been declared, that attack follows
through, regardless of whether the city the attacking
clan is attacking from has been taken by an enemy prior
to that night's attack during the week. Forces sent to
invade a city are "en route" and unaffected
by an attack and loss at home.
1.
A Clan Rep cannot declare an attack on a city that has
already been attacked that week on a day BEFORE it's already
being attacked on. There will be no undercutting of other
Clan Reps in their race for a specific target. You may
only declare an attack on an already-attacked city on
a day AFTER the first war.
2.
If you're scheduled to attack a clan and their city on
one day, but that clan loses its defense of that same
city to another clan who attacked the city on an earlier
day of the week, then your attack is void. You take on
that risk if attacking a city after someone already declared
it that week.
G:
Once a clan has been attacked their maximum allowed times
for that week, then that clan can no longer be attacked
with any following attack declarations from any other
clan for the remainder of that war meeting.
H:
On the night of city picks by the Clan Reps, Clan Reps
are to be prepared to announce what ONE night of the week
is their "Bad Night." On this night, that clan
does NOT have to accept any attacks on any of their cities
each week. They can, if necessary, launch an attack on
that night. This is to help alleviate the rigors of the
tourney by giving your men one guaranteed night off. A
clan may not, during any point of the UF4 tourney, switch
their "Bad Night" to another night of the week.
The specified night stays as-is for the entire tourney.
I:
All wars must be scheduled between the hours of 8pm CST
to 11:00 CST. There are NO wars allowed to transpire on
a Sunday. That night is for war meetings only.
J:
After each war meeting on every Sunday night, the UF forum
will be updated showing a full listing of all scheduled
wars for the week.
K:
If a Clan Rep is not present for a War Meeting, then the
Clan Rep's clan does not declare a war if his turn is
passed. However, if during his absence, a clan attacks
the missing Clan Rep's clan, then the war is scheduled
at the attacker's convenience within the legal time frame
for all wars. The missing defender is obligated to the
set wartime. Make your meetings!
Rule
Set 6: ROSTERS & PLAYERS FOR YOUR CLAN
A:
All clans that finally receive a formal invite to join
in the Urgent Fury tournament are required to submit their
most current roster lineup. Only your Clan Rep will do
this and it will be done only in the Clan Rep section.
Any player on your clan's roster NOT listed in the official
lineup list will NOT be eligible for play in any UF-scheduled
war for that month, until your roster can be updated again.
B:
Upon being selected as a participating clan in UF4, all
clans MUST submit a 1-roster list of NO MORE than 32 players
(a full, active roster's worth of players). This is to
ensure that all clans, no matter how large or small, compete
on an even playing level in regards to available soldiers.
C:
Your players do not have to be in the same actual online
Socom clan roster, as many clans out there have multiple
rosters or rosters for recruits. Our only concern here
is that your eligible players are sporting the exact same
clan tag in wars and that they are on the 32-man legal
roster submitted to UF. Players not found on a clan's
official roster list found participating in a UF war will
disqualify that clan for the night. A disqualified attack
means the defenders keep their city, and a disqualified
defense means the attackers get the city they were attacking.
D: When your clan submits their 32-man roster for the
tournament, two of the players on your roster need to
be singled out and labeled as such: "Clan Leader"
and "Field Commander" The "Clan Leader"
designation does NOT need to be your clan's actual clan
leader. These two positions will mean that the two players
assuming these positions CANNOT be taken as PoWs in ANY
war, unless your clan's roster is depleted SO low that
one or both of these two positions MUST be taken PoW to
fulfill any required PoW numbers. In this scenario, the
Field Commander would be taken before the Clan Leader.
Please note - When you submit your first roster in the
tourney and you make your Clan Leader and Field Commander
designations, these designations CANNOT be changed at
ANY point during the 13-week tourney. Even if your player
under either designation must take a leave from Socom
or there is a parting of ways in your clan, these two
names cannot be changed. So choose wisely from the beginning.
E:
Once your official lineup roster has been submitted, please
make special note of the guidelines on which you may ADD
or SUBTRACT players from your roster. During the course
of UF4, clans may add or subtract players from their listed
active roster during the FIRST DAY OF EVERY MONTH, from
midnight to midnight. This is done to help keep the list
of eligible players manageable for the creators of this
tourney.
F:
Players from invited clans to the most current UF tourney
cannot, at any time during the course of the most current
UF, switch from one clan to another and play in UF4. If
a player leaves or is booted from their clan during their
clan's march through UF4, that individual is also disqualified
from the entire tourney with any other clan. This is to
help circumvent any potential ill will between clans during
the tournament. The only time a switch is acceptable is
when the clan being left has dissolved and is no longer
a clan existing in Socom.
G:
Clan Reps, please take note. You MUST submit a player's
name EXACTLY how it appears in the game. If your player
uses any numbers, symbols, underscores or punctuation
marks in their name, the official UF3 roster MUST show
that. The reason for this rule is because ANY deviation
from the actual name could "potentially" be
another SOCOM name. Get the names right the first time!
We are NOT kidding!
H:
All clans are to check out EACH OTHER'S rosters before
the start of the war. If you notice someone incorrect
on the roster of the opponent, you will tell them immediately
in the lobby, so that the offending clan has the opportunity
to bring in a legal player WITHIN THE TIME LIMIT FOR THE
START OF THE WAR, or play the man down in the war. IF
both clans green up without having to call on any ineligibility
issues, once the war starts, all players are considered
LEGIT and, even if there is a case of ineligibility found
DURING the war, it is too late, and the war goes on AS
IS. This will effectively eliminate any practices of "allowing"
a clan to green up knowing they already have an ineligible
player on their team in order to get a free win.
Rule
Set 7: MASS DROPS & WAR NO-SHOWS
A:
At ANY time that a MASS DROP occurs at the BEGINNING of
the first round of a war, the map must be aborted and
the attackers must make the new room again.
B:
A "MASS DROP" will, for the duration of UF4,
be categorized as such an event when HALF of the players
from at least one team gets dropped from the onset of
the first round. When this happens, all remaining players
are to abort, meet in the same server's lobby, and re-make
the room.
C:
The Mass Drop must be recognized immediately. Clans seeing
that only one or two players got dropped from their team
and decide to unplug half the team to restart the match
evenly WILL be disqualified from the war. This is an honor
system and the rules for restarting after a legitimate
drop were created for YOUR benefit. Please do not abuse
them.
D:
DURING a war, all drops, no matter how small or large,
are to be PLAYED THROUGH. Basically, there can be, from
time to time, server problems that we have to work through.
Also, just make sure that the players you walk into the
war with have reliable connections so they don't get dropped
(ie, quit the downloading while warring. Be courteous
to your opponents as well as your teammates).
E:
No matter HOW MANY players from a clan show up, a scheduled
match MUST be played at the designated time and cannot
be rescheduled for any reason. If a sorely outnumbered
clan wishes not to go through with their war, they can
opt not to show at all and forfeit their match.
F:
The schedule for wars are as follows and there are to
be NO exceptions:
1.
The attackers make the room ON TIME. Attackers, make it
5 minutes early to make CERTAIN the room is up at the
designated time.
2.
The start of the war MUST begin NO LATER THAN TEN MINUTES
after the designated start time of the war. At TEN MINUTES,
no matter the number of clan attendance for either side,
players must green up and commence play.
3.
THE NUMBER YOU GO IN WITH IS THE NUMBER YOU PLAY WITH.
If you have late clan members, they are NOT allowed to
join once the match has begun. If they join the match
and participate in one live round, that clan is disqualified
from that war.
4.
Under NO circumstances should the start of a war be held
up for ANY reason. People, we know there can be a courtesy
here to wait, but we encourage you NOT to, and to begin
the war AS AGREED by both Clan Reps at the scheduling
meeting. If you cannot get clan mates at your war at the
time designated, then take that problem up with your player(s).
There is NO GUILT in requiring that a clan green up at
TEN MINUTES after the designated time of the war. Some
clans caught on this may say that forcing them to start
short-handed, but on time, isn't very "honorable"
of the other clan. However, the way the situation should
be looked at is that THEIR player not showing up is showing
both clans no respect. The wars start ON TIME.
G:
At NO TIME will a clan be able to switch out a player
in mid-war (referred to as "subbing"). Once
your clan heads into a war, the team you walk in with
is the team you walk out with. If your clan is caught
illegally subbing during a war, then your clan will automatically
LOSE that war. The 2nd infraction will result in your
clan's expulsion from the tourney, no questions asked.
This also includes players who get dropped and can't,
for some reason, get back on. If the dropped player, because
of connection problems, cannot log back into the war,
then the war finishes WITHOUT him and his team plays short
a body.
H:
If, by fault of the game, a player is spawned UNDER the
ground or high atop an otherwise unreachable location,
by any normal account, spawns in a place not set by natural
game standards (typically known as a "glitch"),
then that player is NOT to engage in any combat and is
to immediately change spawn points and then drop his/her
controller. Changing spawn points has been known to solve
this problem. IF a player takes a kill from one of these
"glitch" points, then that offending clan will
immediately lose that war and all rewards associated with
that war. The player knowingly breaking the rules will
be subject to expulsion from the tourney. Also, the clan
of the offending player cannot add any further players
to their roster through the entire FOLLOWING month as
a penalty.
I:
If, during a war, your player gets legitimately dropped
from the game and CANNOT make it back onto your team because
the other team started with less players than you did,
and your player will always get placed on the opposing
team, then you can get THAT PLAYER back into your team
by "leapfrogging." Leapfrogging is a method
in which other members of your clan gets into the lobby
but DO NOT GREEN UP, evening up the teams so that the
PROPER player who got dropped can regain his spot on the
right team. IF a round starts with the wrong player on
the team, then that offending team AUTOMATICALLY FORFEITS
THE WAR and all rewards associated with it. Safest way
to do it? NO ONE in the leapfrogging process is to green
up EXCEPT the original dropped player.
J:
If, during the course of the war, a typical drop occurs
where the entire room is dropped with the exception of
one man on one team, the room is to be re-made and the
war is to pick up replaying the last round where the room
was dropped. A clan will not gain rounds simply by being
the only clan in the room. Only players involved in the
initial war can enter the newly remade room. This is not
an opportunity to fill up some no-shows who finally made
it online. When the new room is made up, NO NEW NAMES
are to participate.
K:
If a clan decides not to show for its war, or the clan
has simply forgotten there was to be a war, then the outcome
is to be considered a SWEEP and the swept attackers OR
defenders lose one player from their roster per the standard
"Sweep Rule". However, in this instance, since
no players had showed for the war, the winning clan may
pick ANY eligible player from the no-show's clan roster.
Rule
Set 8: DESCRIPTIONS OF CITY TYPES IN UF4
Each
of the 16 territories in UF4 will have three types of
cities attributed to them.
> An HQ City.
> A PoW City.
> A Heliport City.
HQ
Cities: All HQ cities' maps will be comprised of only
SUPPRESSION maps. HQ cities will be high-stakes, high
rewards wars. In these particular wars, damage to your
opponent's roster is the main focus. If an attack on an
HQ city succeeds, then the defender of that city loses
THREE of its team that played in that war to the attacker's
PoW camp. If an attack on an HQ city fails, then the attacker
of that war loses TWO of its team that played in the war
to the defender's PoW camp. All PoWs must be named in
the lobby after the war. The PoWs taken in either scenario
are offered up by the LOSING clan. The winning clan does
not get to choose who they take. When you enter into each
HQ war, play to win, but be prepared to lose, and have
the proper number of players you might lose ready to be
named at the conclusion of the war. (The taking of PoW's
is only allowed if the clan taking PoW's has a PoW camp.
Refer to Rule 9-A-4)
PoW
Cities: All PoW cities' maps will be comprised of only
DEMOLITION maps. If Clan A owns one or more PoW cities,
then whenever Clan A takes PoWs from Clan Z in a war,
Clan A places those PoWs in one of it's held PoW cities.
A PoW city can ONLY be attacked by a Heliport City. Without
a Heliport city, no PoW city can be attacked. When a PoW
city is taken in an attack, the attacker must release
all PoWs from ONE clan (no matter how many) and must keep
all other clan PoWs in the city (no matter how many).
If a PoW city is involved in a Tactical Compromise (Refer
to Rule 9 A-8), then all players held in that particular
PoW camp are removed from the tourney, and that clan's
spots that those players held are removed from the tourney.
These players and spots cannot return to the tourney if
taken out in this manner.
Heliport
Cities: All Heliport cities' maps will be comprised of
only CONTROL POINTS maps. A Heliport city is the ONLY
MEANS of placing an attack on a PoW camp. Without a Heliport
city, no matter what, you will be unable to potentially
save your clan mates who are stuck with no chance of rescue.
Whereas HQ and Heliport cities must be attacked by the
borders that connect them, Heliport cities can mount attacks
to ANY PoW city on the Tacmap, regardless of distance.
Rule
Set 9: EXPLANATION OF THE PRISONERS OF WAR
A:
In Urgent Fury 4: Prisoner of War, you should realize
that there are three races transpiring all at once.
> The race for territory, hence, the need to succeed
in your weekly attacks and defenses.
> The race for roster size, hence, the need to take
your enemies as PoWs to weaken their overall roster.
> The race for the deadline, where the top 4 clans
in territorial owning will compete in a Full Scale Assault
phase to determine the true winner. They do this with
the rosters that they finish with when the FSA phase begins.
Below
are the parameters for the taking, keeping and elimination
of your PoW prisoners.
1.
SWEEP ATTACK: A PoW is taken from his participating team
in a war anytime that player is involved on the losing
end of a sweep in a UF4 war. A sweep constitutes a round
score of no LESS than a 3-0 win. In this sweep bonus,
the captured PoW from either team (attacker or defender)
will be a specified gunner named by the winner. A pre-determined
Clan Leader and Field Commander can never be chosen as
a PoW. The specified PoW gunner is to be named at the
war's close, in the lobby, so that both teams understand
who has been selected. Only a player participating in
THAT war for the night can be selected as a PoW.
2.
When a player is taken as a PoW from his clan, so too
is his spot on the roster. The spot AND player taken as
a PoW cannot be re-filled at the beginning of a month
when rosters can be amended. The spot and the player cannot
participate in any of his clan's UF4 wars until that player
is freed. The only way to revive that player and his spot
for future wars is if the PoW city that he is held in
is attacked and he is freed, either by his own clan or
someone else's.
3.
Once a PoW is placed in a specific PoW camp of the captor's
holding, that PoW cannot be moved to another PoW city.
4.
If a clan does not possess a PoW city and factors regarding
their war would denote that they take PoWs from their
war, then no PoWs will be taken that evening. A clan cannot
take ANY PoWs if that clan does not yet possess at least
one PoW city.
5.
If a clan does not possess a Heliport city, then that
clan cannot attack a PoW city at all, no matter their
proximity to the PoW city on the TacMap.
6.
There is no limit to the number of PoWs a clan may keep
in one single PoW city. There is no limit to the combinations
of PoWs from different clans in one PoW city. If in possession
of multiple PoW cities, a clan may place their PoWs in
any of their PoW cities at their own discretion. If in
possession of multiple PoW cities, and if a clan is taking
more than one PoW from a war, they may scatter the PoWs
across their different PoW cities, but once placed there,
the PoWs cannot be moved to another PoW city.
7.
When a clan attacks a PoW city from their Heliport and
succeeds in taking it, the successful attackers must release
the PoWs of one clan and must keep the rest of the PoWs
from the remaining clans. The released PoWs may return
to active duty to their home clan and may enter into their
clan's wars that very week immediately. In the case of
a PoW city only containing a player(s) from one clan,
then that player(s) remains captive in the PoW city under
the management of the attacking clan.
8.
TACTICAL COMPROMISE: When a clan's PoW city holds 6 PoWs
or more, that clan can choose to use one of its attack
options to destroy that PoW city with their preset IEDs
(Improvised Explosive Devices) throughout the city. When
a PoW city is destroyed, so too are its PoWs. When this
occurs, ALL PoWs held in that PoW city are removed entirely
from the UF4 tournament, unable to return for the UF4
tour. They are dead. The players will not be able to return
to their clan to war. The spots those players occupied
on their clan's roster cannot be re-filled. This is the
most assured way of permanently crippling another clan.
When a PoW city is destroyed, it will be blacked out on
the Tacmap and any clan can use it to pass through and
attack another city on the other side of the former PoW
city.
Rule Set 10: MAXIMUM CITIES
PER CLAN
A:
A clan can hold only a certain amount of cities during
the tournament and it directly coincides with how many
active, free players it retains on its roster. As your
roster is reduced, so too are the number of cities your
clan can manage. If your roster numbers fall under a predetermined
capacity, then at the next war meeting, your Clan Rep
must inform the meeting which cities it will be blacking
out from the Tacmap to meet its requirement. Once a city
is blacked out in this manner, it cannot be regained by
anyone. It will act as a bridge city between all surrounding
cities so they may begin to attack one another.
B:
If a PoW city is one of the ones chosen to be blacked
out, and there are PoWs held within that city, then those
PoWs are declared dead and removed from the tournament
with no hope of return.
C:
As your roster expands through the rescuing of your PoWs,
so too does the number of cities your clan is able to
hold. You are not given back any cities lost due to roster
restrictions earlier in the tourney, but your clan can
now take more from other clans.
D:
The schedule for roster size / city holding is as follows:
26-32 players: no maximum city limit
21-25 players: 7 cities max
16-20 players: 5 cities max
10-15 players: 3 cities max
9 players or fewer: 2 cities max
Rule
Set 11: ROOM SET-UP FOR UF4 WARS
A:
All rooms MUST be made by the time designated by both
Clan Reps at the scheduling meeting. The room is to be
made by the attackers in the highest US CENTRAL RANKED
server for that night at the time of that particular war
("Highest" meaning, if there is a US Central
Ranked, a US Central Ranked 1 and a US Central Ranked
2, the war room is to be made in Ranked 2). NOTE: if the
room is up late, then the attackers forfeit the match.
In your best interests, please have the room up at least
5 minutes before the actual start time. A 3rd party UF
clan member can be called upon to verify that a room is
not up on time.
B:
The room must be set up with the following parameters:
1.
All one-map war rooms for UF4 are to be made BEST OF NINE
ROUNDS. Each round will be SIX MINUTES long.
2.
Each war will be over one map only. The defenders of that
city choose which side they will play on. The attackers,
when making the room, will decide whether their attack
will occur during DAY or NIGHT.
3.
Friendly fire MUST be turned on (teammates CAN be killed
by friendly fire).
4.
There are to be NO spectators allowed.
5.
The room MUST be password protected by the password selected
by the UF creators. Your Clan Rep will be informed of
the designated password. Do NOT share this password with
ANY non-UF clans/players. Violators found doing this will
be disqualified on an individual basis.
6.
A maximum of 32-players must be allowed (no matter how
small the teams are to be, the maps are to be full-sized)
and the rooms are to be UNRANKED.
7.
All GLs, M203s, Airbursts and all types of hand-held grenade
launchers are prohibited in UF3. RPGs and AT4-HEATs are
acceptable, as are any grenade launchers found on vehicles
or map turrets. Using a hand-carried GL in a war will
result in your team's forfeit of that war.
C:
In the lobby before the war, if an attacker refuses to
green up at 10 minutes after the official start time of
the war for whatever reason, including waiting for a late
arrival, then the attack has failed and there will be
no war. Also, if a defender refuses to green up at 10
minutes after the official start time of the war for whatever
reason, including waiting for a late arrival, then the
defense has failed and the city is transferred to the
attacker by default. A 3rd party UF clan member can be
called upon to verify that a room is not greened up on
time.
D:
It will be known that ALL maps for the entirety of UF4
will be comprised of Demolition, Suppression or Control
Points. All other mission versions tip the scales of battle
towards one side, and this tourney was constructed to
make the playing field as even for both sides as possible.
E:
SPECIAL PERFORMANCE REWARD: In the event that a clan is
able to "sweep" another clan, then the winning
clans selects one PoW from the losing clan to put into
their PoW city. For the duration of UF4, a "sweep"
constitutes winning with a round count no LESS than a
3-0 win. The winning clan may only select a player from
the losing clan from the team that had shown up for war
that night. If the winning clan does not possess a PoW
camp at the time of the sweep, then no PoW will be taken
prisoner that night. A no-show by an attacker or a defender
constitutes a "SWEEP," and a PoW may be taken
from the no-show's clan roster and the PoW can be ANYONE
besides the Clan Leader and the Field Commander (unless
they are the final two members remaining on their roster).
This rule is implemented to make sure that clans do not
show simply to avoid a sweep penalty against tipped odds.
Rule
Set 12: REPORTING YOUR UF4 WARS
A:
At the END of the war, one representative from each clan
will report in to the UF forums and report the match results
in the War Report Section. The information should be posted
as such:
Subject
line should read as: [attacking clan tag] vs [defending
clan tag] for "city fought over"
And
the post should include:
1:
The attacking clan tag
2: The defending clan tag
3: The name of the city being defended
4: The winner of the war and the final round count
5: The ownership of the city (whether it was transferred
or not).
6: Which (if any) PoWs were taken, and to which PoW city
they were deposited in.
B:
A clan is eliminated from UF4 in one of two ways:
1.
When they lose the defense of their last remaining city,
and they have either no more attacks left in the week,
or have failed in their last attack scheduled for that
week.
2. When a clan has every single one of their players either
interred in a PoW city and/or dead.
C:
When a clan is eliminated, they no longer war in UF4 and
their Clan Rep will be removed from the Clan Rep Section.
D:
SPECIAL PERFORMANCE AWARD: The clan responsible for the
last war that ousts a clan from the UF4 tournament will
be awarded an EXTRA attack the very next week. This reward
does not carry over to another week that is more convenient
for the winning clan. No matter how many attacks are allotted
during that time frame in the tourney, the rewarded clan
is able to mount one more. This is done at the next Sunday
War meeting, after all the other clans have made their
regularly scheduled attack and defense options. This attack
is still limited to the max number of defenses that any
clan can receive at that time in the tourney.
Rule Set 13: FULL SCALE
ASSAULT WEEK
A:
UF4 will run exactly 13 weeks. This will not change, unless
23 clans are eliminated quickly enough to provide the
tourney with a winner before the end date.
B:
The first 8 weeks will see standard play as explained
in the rules. Each clan will afford two attacks and two
defenses each week, totaling a possible four wars per
week. Successful defenses gain nothing and unsuccessful
attacks lose nothing.
C:
Weeks 9-12 will throw the tournament into "sudden
death". In the four weeks of sudden death, all remaining
clans MUST use both of their attacks every week, unless
the clan they can attack has its defensive quota already
filled. If the desired attack is blocked off, but another
attack CAN be made, then the alternate attack MUST be
made. In this scenario, an attacker must declare from
which city they are attacking FROM. If the attack is unsuccessful,
then the attacking clan loses the city they attacked FROM
to the defenders.
D:
The final 13th week of UF4 will happen only if there is
not a winner declared in the regular or sudden death portions
of the tour. At the arrival of the 13th week, the top
four clans with the MOST cities in their possession enter
into the "Full Scale Assault" phase of the tourney.
The
parameters for this are as follows:
1.
If there are more than four clans left in UF4 at the end
of the 12th week, then the four clans with the MOST cities
advance to the Full Scale Assault week.
2.
If there are less than four clans left in UF at the end
of the 12th week, then they still enter into the Full
Scale Assault week.
3.
In the case where 2 or more clans have the same number
of cities to tie for one of the spots in the Full Scale
Assault week, then the clan with more active players on
their roster will advance past the clan with fewer.
4.
The Full Scale Assault week will see each advancing clan
choosing TWO maps from their current holdings with the
exception of any Suppression maps. Control or Demo only.
The two clans will face off in a 5-map war, with the first
map played belonging to the clan with the higher seed,
and each clan's map alternating from there. A fifth tie-breaker
map, if needed, will be Harvester - Suppression for Monday
night and Prowler - Suppression for Wednesday night.
5.
The #1 seed will play the #4 seed, and the #2 seed will
play the #3 seed on Monday of the 13th week.
6.
The winners of each war will play against one another,
in the same format, on Wednesday of the 13th week. This
war will declare the true winner of UF4.
7.
If an uneven number of clans enter into Full Scale Assault
week, then the highest seed will receive a first-night
bye.
8.
Parameters for the Full Scale Assault wars will be:
1: Rooms to be put up at 8pm CST
2: Round count: 5 rounds / Round time: 6 minutes
3: All UF4 rules apply - even PoW rules.
4: Clans may switch players out at the end of every map
to compensate for map-proficiency or to replace a lost
PoW, IF their roster allows it
5: UF admins may sit in to watch the Full Scale Assault
wars