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ISC Season 6 Rules
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ISC Season 6 Rules

Updated: 16/JAN/2024 - By Calon

1 - General Information        2

1.1 INTRODUCTION        2

1.2 INITIAL DIVISIONS        3

1.3 SEASON LENGTH        3

1.4 SCORING        3

1.5 REGIONS        3

1.6 MATCH TIMES        3

2 - Roster and Team Creation        4

2.1 CREATING YOUR TEAM        4

2.2 CREATE INITIAL ROSTER        4

2.3 AMENDING YOUR ROSTERS        4

2.4 PILOTS PLAYING FOR MULTIPLE TEAMS        4

2.5 UNIT TAGS        4

2.6 ROSTER SIZE        5

2.7 PILOT NAME SPECIFICITY        5

3 - Scheduling        5

3.1 SCHEDULING        5

4 - Match and Drop Rules        5

4.1 MATCHES AND DROPS        5

4.2 MATCH LOBBY SETTINGS        6

4.3 MAP ROTATION        6

4.4 CAPPING POINTS        7

4.5 SPECTATORS        10

4.6 CONSUMABLES AND MODULES        11

4.7 AUTHORIZED MECHS AND WEAPONS        11

5 - Drop Procedure        11

5.1 MAP ROTATION        11

5.2 NUMBER OF PLAYERS        12

5.3 STARTING ON TIME        12

5.4 TIME BETWEEN DROPS        12

5.5 LANCE ASSIGNMENTS        12

5.6 DISCONNECTS        12

5.7 MECHS STUCK IN GEOMETRY        13

5.8 DRAWS        13

5.9 REDROPS        14

5.10 REPORTING DROP RESULTS        14

6 - Recording        14

6.1 RECORDING VIDEO        14

6.2 CLARIFICATIONS        14

7 - Tournament Shoutcasting        14

7.1 SHOUTCASTING IN ISC        15

7.2 TEAM CASTING AGREEMENT        15

7.3 CASTING GROUPS        15

7.4 CASTER CODE OF CONDUCT        15

7.5 CASTING PRIORITY        16

8 - Sportsmanship and Cheating        16

8.1 MWO TOS AND COC        16

8.2 RESPECT        16

8.3 DISCONNECTING PURPOSEFULLY        17

8.4 PURPOSEFULLY FAILING TO BE COMPETITIVE        17

8.5 PURPOSEFULLY FAILING TO PLAY        17

8.6 CHEATING        17

8.7 SMURFING        17

8.8 DISHONESTY        17

8.9 IN GAME WINNINGS        17

8.10 DECALS AND IMAGERY        17

9 - Disputes        18

10 - Rule Updates        18

11 - Prizes - >>TENTATIVE WAITING ON PGI APPROVAL<<        19

11.1 MAIN PRIZES        19

11.2 SPECIAL ACES WILD PRIZES        19

12 - Admin Roster (More streamers are always welcome!)        19

13 - Glossary        20

1 - General Information

1.1 INTRODUCTION

The Inner Sphere Coalition was started in 2014 as a semi competitive tournament.  34 units participated with 228th IBR’s Acolyte team winning.  Participation was impressive and everyone had a great time.  We are now rolling on to season 6 which has become the ISC standard 6v6 3 cap IS only rule set.  We hope you enjoy Season 6 and can't wait to see who all signs up.  

1.2 INITIAL DIVISIONS

The initial divisions will be based on each team's historical rankings and performance of the players on the team with help from other comp teams to help determine division placement for a round robin tournament. The number of divisions will be determined by the number of teams entered.  There will be a link to the final Divisions on February 1st for transparency.  The brackets will be set up in Toornament, with this info and the brackets will also be linked to the ISC website on January 23rd.  https://www.the-aces.com/isc.

1.3 SEASON LENGTH

Season 6 will start December 26 when sign ups start and some exhibition matches may occur to test rules and playability.  On January 5, 2024 the sign ups close, teams and rules will be locked.  Matches can start to be arranged on that day.  Total length of the tournament will be 5 weeks of matches played.   This will be locked in at signup close. Week 1 of the tournament will officially start on 16 Jan-2024.        

1.4 SCORING

Each drop will be scored as a win or a loss and awarded 1 point for a win and zero for a loss.  Tie breakers will be based on which team performed best. See 5.8 for more info on determining winners of ties.  Byes will be hopefully avoided by having an even number of teams. If they do occur, byes will be scored as a win with 1 point.  This time around we will give MC for byes.

Match Wins determine teams’ rankings in each division. Tiebreakers are determined by the following list:

  1. Number of match wins against tied opponents
  2. Game/Set wins
  3. Game/Set ties
  4. Total number of points scored

Toornament

1.5 REGIONS

Teams will identify a region that will determine default times that their teams can play.

1.6 MATCH TIMES

Default times will be the Saturday of each week as per the following table:

AP default time is 10:00 UTC

EU default time is 20:00 UTC

NA default time is 02:00 UTC SUNDAY

AP primetime for AP vs EU

AP primetime for AP vs AP

EU primetime for EU vs NA

EU primetime for EU vs EU

NA primetime for AP vs NA

NA primetime for NA vs NA

Matches can be played on Monday with ISC Official approval. Any teams that cannot schedule and play matches within the week should contact ISC officials to help create a time which both teams can play. Matches can be played after the initial week, however it is highly discouraged.

2 - Roster and Team Creation

2.1 CREATING YOUR TEAM

Each team will consist of at least 6 players (12 recommended) up to a maximum of 18. Sign ups will remain open until January 5th 2024 at 2359 UTC. At which time no more teams may sign up and teams will be locked.

 See 5.2 for more info on numbers of players in a drop/match.

2.2 CREATE INITIAL ROSTER

Signups will be generated through the toornament page for ISC, and is accessible easily through the ISC home page. Divisions and rosters will be available for anyone to see and can be modified up until the signup close date.

Teams must at minimum submit a team name, team leader, and roster of players before the locking date.  A logo is highly encouraged and must not be offensive or used to troll another unit or person. Logos with a person's face on it will require that person to give the ISC officials notification that they are ok with its use.  Offensive logos will be denied by ISC officials. Teams that do not submit a logo will have one chosen for them by ISC officials that is appropriate to the unit that has signed up.  ISC official’s chosen logos can be updated to reflect a unit's actual requested logo once at any time during the tourney.  All other logos are locked with the team rosters at the beginning of the tournament.

Team leaders need to have their Discord nickname match their in-game name so we can assign them Team Leader role access.

Logos can be submitted or modified using this LINK. This Link can also be accessed at the Season 6 Details page. https://www.the-aces.com/seasondetails.

2.3 AMENDING YOUR ROSTERS

Your team may be created up until January 5th with additions and removals.  After January 5th players can no longer be added to the team to allow for seeding to occur without bias.  Between final seeding and the end of tournament additional requests can be approved by the ISC officials.  Approval will be case by case basis with emphasis on keeping game play fair and balanced within divisions. Attempts to Smurf will be taken very seriously and attempts as such will result in disqualification from the tournament. Send requests to amend the roster using the ticket system in MWO Comp to create a ticket for the addition or change.

2.4 PILOTS PLAYING FOR MULTIPLE TEAMS

Pilots may only play for one team throughout the entirety of the tournament. Once a player plays one drop for a team, they cannot play for another team.

2.5 UNIT TAGS

Unit tags are not considered in this tournament. Teams can have any number of unit tags as long as players also meet the rules in 2.6

2.6 ROSTER SIZE

Minimum team size is 6 and maximum size is 18.  All teams are locked on January 5th. If a team falls below the 6 person minimum after January 5th they can opt to either continue playing light or withdraw from the tournament.

Please Note: In all cases it is the team leader's responsibility to ensure that the roster they submitted is correct, and that players are not added against their wishes or incorrectly.

2.7 PILOT NAME SPECIFICITY

Pilot names must match the MWO in the game name. Please ensure all team members names in the roster match the MWO in-game name exactly (Letters/Numbers). If we find this to be abused in any way we will take measures to ensure proper seeding.

3 - Scheduling

3.1 SCHEDULING

During the week before your next match you will need to communicate with your opponent to schedule your next match.  First full week of scheduling starts January 15th.  After the first week the schedule will start as normal and go Tuesday to Sunday, with Monday being an admin day to set up the next round.

Scheduling preferably should be accomplished by team leads or their designee via Discord DM, text is preferred so disputes can be mediated properly.  

Once a match time is selected please use this LINK.  Be sure to add team leads of both teams.

If a time is not agreed upon by both teams, the default time of the match will be the scheduled time as in section 1.6. All rounds go from Tuesday to Sunday. If one or more of the teams do not show at this date and time they will forfeit. Team that shows up is responsible for taking a screenshot of their presence in the ISC Discord with a time stamp.

4 - Match and Drop Rules

4.1 MATCHES AND DROPS

Each Match/Week will consist of five 6v6 drops

4.2 MATCH LOBBY SETTINGS

Gamemode: Conquest (3 conquest points only)
Tech: Inner Sphere Only
Tonnage (Range): 

Match Time: 15 minutes

Region: North American (Unless both teams agree to move the servers elsewhere)
Time of Day: Day (if applicable)
View-mode: First person only
Full Teams: No
Stock Only Mode: No
No Efficiencies Mode: No
Lobby teams: See map rotation in 4.3


4.3 MAP ROTATION

Each week is notated as a round. There will be a map rotation per round that will be used.  These maps were chosen due to the overall balance and playability for competitive matches.

Maps will be:

BearClaw II

Canyon Network

Caustic Valley

Ceres Metal Scrapyard

Emerald Vale

HPG Manifold

Terra Therma Crucible

Tourmaline Desert

Viridian Bog

The Top seeded team will be Team 1 for drop 1 labeled A, and the lower seeded team will be Team 2 for Drop 1, labeled B. The maps are listed in this Format [MAP NAME] [TEAM 1] \ [TEAM 2]

The rotation will be:

Round 1 (Week of 15-JAN): Emerald Vale A, Ceres Metal Scrapyard A\B, Caustic Valley B\A

Round 2 (Week of 22-JAN): Caustic Valley A, Emerald Vale A\B, Ceres Metal Scrapyard B\A

Round 3 (Week of 29-JAN): Canyon Network A, Bearclaw II A\B, Terra Therma Crucible B\A

Round 4 (Week of 5-FEB):   Terra Therma Crucible A, Canyon Network A\B, Bearclaw II B\A

Round 5 (Week of 12-FEB): HPG Manifold A, Tourmaline Desert A\B, Viridian Bog B\A

During each round both teams will be able to drop from either side of the map.  Higher seed team will be team 1 for drop 1.  The sides will alternate from there for the rest of the match.

To determine the higher seeded team, please use the brackets as provided by Toornament. The team listed on top will be the higher seeded team. In the example below, Direct Strike is listed above Aces Wild, and as such is the higher seeded team, and will be Team 1 in the lobby to start.

An example for Round one: Direct Strike versus Aces Wild, Direct Strike is the Higher seeded team, so the drop order will be as follows.

Drop

Map

Lobby Team 1

Lobby Team 2

1

Direct Strike

Aces Wild

2

Direct Strike

Aces Wild

3

Aces Wild

Direct Strike

4

Aces Wild

Direct Strike

5

Direct Strike

Aces Wild

4.4 CAPPING POINTS

Caps authorized for each map for each Map:

Bearclaw II : Kappa, Theta, Epsilon

Canyon Network: Epsilon, Theta, Kappa

Caustic Valley: Gamma, Theta, Kappa

Ceres Metal Scrapyard: Epsilon, Theta, Kappa

Emerald Vale: Epsilon, Theta, Kappa

HPG Manifold: Kappa, Theta, Epsilon

Terra Therma Crucible: Kappa, Theta, Epsilon

Tourmaline Desert: Gamma, Theta, Sigma

Viridian Bog: Kappa, Theta, Epsilon

Capping the Wrong Point: 

If your team captures a wrong cap point you must kill ALL 6 enemy mechs AND achieve resource victory to win.

Likewise, if your opponent captures the wrong point you only need 1 mech alive when the match ends for any other reason to win.

If you achieve resource victory even having lost all mechs you still win. End of round screenshot victory/defeat will be overturned to match the above.

After all mechs have been destroyed, you are free to cap all points to speed up the end of the match.

4.5 SPECTATORS

Up to two spectators are allowed if the spectator clearly states their purpose to both teams and both team leaders agree.  As a courtesy spectators should not be in the same voice channel on Discord/TS as either team in the match.

Neither team is allowed to prevent a spectator that is part of either the OFFICIAL Shoutcaster Group (see 8 - League Shoutcasting) or a spectator that is recording video for OFFICIAL MWO COMP promotional purposes from joining a lobby and using the spectator slot. Such spectators have priority over any other type of spectator.

4.6 CONSUMABLES AND MODULES

ALL consumables are allowed in ALL drops.

This includes Artillery, Air Strikes, UAVs, and Cool Shots.

This also includes the MC only versions of these consumables. (identical to cbill consumables)

4.7 AUTHORIZED MECHS AND WEAPONS

Clan mechs ARE NOT allowed, including IS Chassis with Clan tech (Ie: WLF-C, UM-IIC, etc). Inner Sphere only.

Mechs NOT available for C-Bills ARE NOT allowed. (Ie; pre-order variants, early access, etc) One hero mech is the exception.

Hero mechs ARE but only one per drop.

(F)ounders mechs ARE allowed.

(P)hoenix package mechs ARE allowed.

(R)esistance and Resistance 2 package mechs ARE allowed.

(C)hampion, (S)pecial, and (S)arah’s ARE allowed.

(L)oyalty mechs ARE allowed.

(LGD) Legendary mechs ARE NOT allowed, including their MC Variant (See below).

The following mechs are considered Legendary and cannot be taken into ISC:

ANH-SC (Stone Crusher)

AS7-W (Warlord)

CN9-ON (Onyx)

CP-AR (Arges)

FNR-J (Juggernaut)

MAD-B (Blight)

QKD-D (Desperada)

SHD-S (Scaleshot)

STK-WU (War Emu)

UM-IIC, UM-IIC-2 (Hashke and Abaddon)

The base variant of all mechs (Hero exception) must be available for C-Bills before the (X) tags apply. If an opponent brings an ineligible mech they forfeit that drop and the other team is awarded the win regardless of outcome.

Only 3 mechs of any one chassis will be allowed per set of 5 drops.  You can choose to drop all 3 chassis in one of your 5 drops, or spread it out across any number of drops.  Example If you took 2 Vulcans in the first drop, you could only take 1 more Vulcan across the rest of the drops.

5 - Drop Procedure

5.1 MAP ROTATION

See 4.3

5.2 NUMBER OF PLAYERS

6 players is the max for any team during the drop.  Players can be swapped out for other players between drops as long as they are on that team's official roster.  If a team cannot field 6 players they can opt to forfeit or play with fewer pilots.

5.3 STARTING ON TIME

At scheduled time +10 minutes the drop will be considered a forfeit, if the absent team is still not prepared after 20 minutes past the scheduled time, that team will forfeit the entire match of 5 drops.

If a team loses a member part way through a drop and is unable to get a member within the 10 minute period between drops, the next drop will be forfeited (unless they choose to drop 1 down). If the team is not ready 5 minutes after the end of the last played match, that team forfeits all remaining drops.

In the spirit of good sportsmanship, team captains may agree to allow more time before a forfeit.  
We ask team captains to be flexible in regard to network issues, as we all know technology happens.  

5.4 TIME BETWEEN DROPS

There is an allowance of 5 minutes per team to prepare between each drop. If a team is not ready in 5 minutes a drop forfeit will be applied.

EG Team 1 has 5 minutes to lock their lance, then team 2 has 5 minutes to be ready

In the spirit of playing more games team captains may agree to allow more time before a forfeit.

5.5 LANCE ASSIGNMENTS

Team 1 will pick lance assignments first and should type to the other team that their lances are locked. Team 1 cannot switch their lances (players or mechs) after they have been locked. A Team 2 leader may inquire whether Team 1’s lances are locked if there is any question. Team 2 will pick lances after Team 1 is finished and then the match can be launched. 

Once a team is locked you can not move players between lances or change mechs.

5.6 DISCONNECTS

If a team loses one or more players due to disconnection WITHIN THE FIRST MINUTE OF PLAY and BEFORE A MECH IS DESTROYED OR A POINT IS CAPPED, the team will call a HOLD in all chat and report the situation to the opponent. Both teams must stop immediately and await further instructions from the team that called HOLD, unless these requirements are not met. Damage dealt does not interfere with a hold request.

If the disconnected player reconnects, pick a time on the game clock that is within 15 seconds and say “GO at XX:XX”. As soon as the game time that is announced is reached, play can resume.

If a player cannot reconnect in 2 minutes the drop will not count and will need to be re-dropped. 

On a redrop both teams must overheat/kill/run off the map and end the match. One team must capture a point before all mechs are destroyed, as the mechs will be locked for 15 minutes. This match will not count and will be restarted. Please note that a redrop cannot be re-dropped again by the team that caused the initial redrop.

In the interest of good sportsmanship both teams can agree to re-drop due to disconnects. In the absence of concurrence by both teams the previous rules in this section apply.

5.7 MECHS STUCK IN GEOMETRY

If a team has one or more players stuck in terrain WITHIN THE FIRST MINUTE OF PLAY, and BEFORE A MECH IS DESTROYED OR A POINT IS CAPPED, the team will call a HOLD in all chat, and report the situation to the opponent. Both teams must stop immediately and await a go/redrop from the team that called a HOLD, unless both requirements are not met. Damage dealt does not interfere with a hold request.

If the stuck mech is able to get unstuck within two minutes, pick a time that is within 15 seconds and say “GO at XX:XX”. As soon as the game time that is announced is reached, play can resume.

If the stuck mech cannot get themselves unstuck within two minutes, or if there is serious damage to the stuck mech (Ie; lost a leg / red leg due to infinite fall damage) a REDROP is called. On a redrop both teams must overheat/kill/run off the map and end the match. One team must capture a point before all mechs are destroyed, as the mechs will be locked for 15 minutes. This match will not count and will be restarted. Please note that a re-drop cannot be re-dropped again by the team that caused the initial re-drop.

If a mech gets stuck later on in the game (Ie; during a fight, moving between caps, etc) that is unfortunate and the game must proceed. The match will still count.

5.8 DRAWS

There will be no draws.  Please follow these rules for determining victor if the game awards a draw.  Please see 5.10 for recording match results and where to determine the following:

5.9 REDROPS

In the case of a re-drop, teams may change their drop deck, but may not take more than 5 minutes to do so. (If your lobby has locked your mechs you may move on to another drop). This helps to address two issues: Firstly, some teams use a drop deck that they feel works best if the other team doesn't know what they are taking, if a team was forced to use the same drop deck the team might be at a disadvantage. Secondly a team player's mech may be locked in, so they will need to swap to a different mech. 

If there are disconnects after the 2nd minute or if a mech has been destroyed during the re drop, that is unfortunate. The match will still count.

5.10 REPORTING DROP RESULTS

It is the responsibility of the winning team to submit screenshots of the win and notify ISC Officials of the victory.  Reporting the match and the match ids can be done with this LINK.   This Link can also be accessed at the Season 6 Details page. https://www.the-aces.com/seasondetails.

FAQ on how to get match IDs
https://mwo.k8s.t3m4.net/help#where-do-i-get-the-matchid-from

6 - Recording

6.1 RECORDING VIDEO

Recording and broadcasting of matches is highly encouraged. We plan to use these recorded matches to provide shoutcasts, analysis, and entertainment.

6.2 CLARIFICATIONS

Comms will never be required for recordings. We want you to be able to speak freely and enjoy your game time.

An uploaded video does NOT replace the need to submit the Match ID. However a screenshot can be taken from a video to capture the match ID but teams are responsible for uploading their own Match ID. If the winning team fails to capture the Match ID, no end of season awards may be awarded, as the Match IDs provide information important for that purpose.

Officials, admins or your opposition will NOT do this for you.

Do not edit videos to show offensive, vulgar, sexist, etc images.

7 - Tournament Shoutcasting

7.1 SHOUTCASTING IN ISC

Match videos and streams are a big part of MWO league and we hope that with accessible content showing high quality matches with entertaining commentary we will help to grow “MechWarrior: Online” as an e-sport.

All Official and Affiliated MWO COMP casters are expected to use the official MWO COMP twitch channel at twitch.tv/mwoleagues or one of the “backup” channels. In some circumstances, a caster’s private channel might be used.

If you are interested in shoutcasting for ISC please contact: Calon Farstar.  If you are interested in shoutcasting for MWO COMP please contact: Live1991 on the MWO COMP Discord.

7.2 TEAM CASTING AGREEMENT

By signing up to MWO COMP League teams are agreeing to allow casting by official and affiliated MWO COMP casters and you may not refuse a cast by them. A team may however refuse a cast by an unofficial shoutcaster, but may never refuse casting by an official or affiliated MWO COMP caster.

If your game is being Cast by an official MWO COMP caster you must supply 1 member after the game for a quick interview (If asked)

7.3 CASTING GROUPS

OFFICIAL MWO COMP CASTERS are chosen by the MWO COMP admins from those interested members of the community who meet specific guidelines and are seen as suitable for professional presentation of MWO COMP league games.

UNOFFICIAL CASTERS are members of the community who are casting MWO COMP matches on their own and are not affiliated with MWO COMP. Unofficial casters are not held to any standard or code of conduct put forth by MWO COMP and teams should be vigilant who they allow to spectate their matches.

7.4 CASTER CODE OF CONDUCT

All Official MWO COMP casters are expected to meet the following requirements:

If a team has a particular issue with an individual or group of casters and believe they are not following the Code of Conduct established here, they may register a formal complaint privately with the MWO Comp administrators.  These matters will be addressed at the discretion of the MWO COMP administrators on a case-to-case basis.  

7.5 CASTING PRIORITY

Official casters may select any match to cast.  Priority is first given to Official casters, Unofficial casters. Teams are not permitted to refuse an Official cast.

If two or more shoutcasting teams want to shoutcast the same match, priority will be given to the longer tenured shoutcaster, but it is requested that both teams work together to find an amiable solution.

8 - Sportsmanship and Cheating

8.1 MWO TOS AND COC

Pilots and teams must meet MWO's Terms of Use and Code of Conduct. See: mwomercs.com/terms and mwomercs.com/conduct. 

Penalties and infractions follow the MWO Comp 2024 Penalty Index(Link tbd).

8.2 RESPECT

Harassment, malicious trolling, or being offensive towards an MWO COMP official(Admins, Refs, official casters ) or member of a participating team may result in a ban for the offending player. This includes attempting to pressure an opponent into agreeing to a decision that would benefit your team over theirs. Players are expected to behave respectfully towards each other and to those that volunteer to help run the league.

8.3 DISCONNECTING PURPOSEFULLY

Teams may not disconnect purposefully within the first minute of play (e.g. to preview the opponent's deck, to restart a game if they feel they've made a mistake, etc.). A team that does so, may suffer forfeiture of games, or removal from the league. 

8.4 PURPOSEFULLY FAILING TO BE COMPETITIVE

The officials reserve the right to take action against a team that willfully fails to be competitive during a match. (e.g. showing up to play, but only bringing troll builds to waste your opponent's time)

8.5 PURPOSEFULLY FAILING TO PLAY

The officials reserve the right to take action when a team willfully fails to play a scheduled match.

8.6 CHEATING

Cheating is not allowed and will not be tolerated! If PGI has banned a player for cheating during an ongoing season, all drops the cheater participated in will be forfeited in favor of the opponent. This procedure counts for the whole season.

8.7 SMURFING

Don’t do it. It’s beyond unsportsmanlike and if caught, you and your team will be ejected from the Tournament.

Alt accounts are allowed, so long as they meet the criteria specified above under 2.6 (IE a player may have an alt account on their own team, but may not sign an alt onto another team). We ask that players specify if they are playing multiple accounts to ensure division seeding is conducted fairly.

8.8 DISHONESTY

Officials reserve the right to penalize teams that lie to officials and/or admins.

8.9 IN GAME WINNINGS

Prize money must not be given away for profit, Sharing  MC/Mechpacks for free  is fine.

8.10 DECALS AND IMAGERY

Decals and imagery on mechs cannot be used to advertise abusive, racist, or harmful chat in accordance with the terms and conditions set forth by PGI and along with section 8.2 Respect. If there is a question about whether something is acceptable, do not take it. This type of infarction can lead to a Major Penalty.

As per PGI’s code of conduct the following is not allowed:

Engaging in any of the following actions while using PGI services is forbidden:

•Posting or referring to sexual and/or violent actions.

•Posting or referring to pornography.

•Posting or referring to reproductive organs, waste organs, or inappropriate bodily functions.

•Circumventing a word filter.

•Using divisive or otherwise offensive language.

•Referencing illicit drugs or activities.

•Reference to performing or planning illegal activities.

•Phishing personal information of other players.

•Providing links or instructions for pirated or illegal materials.

•Discussing pirated or illegal materials.

9 - Disputes

Dispute Resolutions - all disputes must be filed via a ticket to the ISC COMP admins/officials create a ticket within MWO Comp within 24 hours of the conclusion of the match along with proof, specific infraction, and the round in which the infraction occurred. Disputes will be resolved by ISC Officials and all decisions are final.

Only the Team Captain can log a Dispute.

The content of protests, support tickets, discussions or any other correspondence with tournament officials and administrators are deemed strictly confidential.

Please take the following instructions into account when you submit your ticket for a dispute.

A few things to remember

 

10 - Rule Updates

11 - Prizes - >>TENTATIVE WAITING ON PGI APPROVAL<<

11.1 MAIN PRIZES

TBD MC has been allocated from PGI for prizes for ISC.    This will be handed out at the rate of TBD MC per drop won by any team at the end of the tournament.   If there is a situation where we need a BYE team those matches will not generate any MC because no drops will be played. We are asking for around 1k MC per drop won. We will also be assigning additional prizes for teams in higher divisions.

11.2 SPECIAL ACES WILD PRIZES

There will be several special MC prizes given out by the host unit Aces Wild to teams and players for:

12 - Official Roster (More streamers are always welcome!)

Calon Farstar

AW Commanding Officer - ISC Website Admin - Official- Participant

Not Bob

AW Executive Officer - Official - Participant

Krasnopesky

MWO Comp Admin - Official

13 - Glossary

Cheating

To act dishonestly or unfairly in order to gain an advantage, This includes third party programs that give an unfair advantage, account sharing and breaking the “ANY” rule to gain an advantage.

Drop

An individual launch of a lobby lasting no more than 15 minutes. At the end, a score screen will be present.

Heat Bug

Heat Bug - A rare, but known bug within MWO in which heat either no longer dissipates, or dissipates at a greatly reduced rate not inline with standard play.

League

Consecutive Tourneys,  for example ISC Season 1, and ISC Season 2….

Match

A Match, also known as a series, is a group of 5 Drops in accordance with the above ruleset.

Official

Also commonly known as Referees or Admins,  are authorized members as noted in the “Official Roster” section above. Officials are empowered to read, interpret and authorize penalties as described in the rules document herein.

Round

Each week of matches where many teams play

Smurfing

Sharing your account information with another player to get around the rules. Playing on another person's account or otherwise misrepresenting who you are or your skill level and affiliation.

Tourney, Tournament

A single season of Rounds that has a final winner and outcome.