These rules apply to all StarCore tournaments. Please keep in mind that what counts is the spirit of the law, not its letter. If you find a tactic or interaction that is clearly broken and / or unintended, let us know. If you instead rely on it, be prepared that we may make a decision on the spot to prohibit its usage, or that it may even already be fixed by the start of the tournament.
Be respectful to other participants and the organizers of the event.
Do not switch or edit your ship after the tournament has started. The ships you started with are the ships you'll use til the end.
Do not enter the tournament with builds that have a significant negative impact on game performance, even though they may comply with the limits imposed.
Do not exploit bugs in the game nor in mods in any way. This includes exploiting the game's physics (i.e. clang drives, rotor cannons), setups with the express purpose of breaking WC targeting in ways not intended, as well as circumventing block placement restrictions.
Do not convert your grids to static at any point during the match.
Do not "board" an enemy ship with intent to somehow incapacitate or harm it, grinding or otherwise.
2. Win Conditions
A team wins the match if each individual ship of the opposing team(s) has had all its cockpits or power destroyed.
If a ship has been completely disabled as described above, it will show up in red on the stat-tracking overlay.
When a ship goes red, that team will lose 200 tickets
A team wins the match if they are able to bleed all tickets from the opposing team(s), making them the last team with tickets left on the stat-tracking overlay.
When a capture area is controlled by a team, it will change to that teams color & the other team(s) will slowly start bleeding tickets.
It takes 20 seconds for a team to capture an uncontested capture area.
A team that controls 1 capture area bleeds 1 ticket per second from the opposing team(s)
A team that controls 2 capture areas bleeds 2 tickets per second from the opposing team(s)
A team that controls 3 capture areas bleeds 3 tickets per second from the opposing team(s)
If, after 20min, a winner has not been established through the above rules, the winning team will be determined by the staff official(s) overseeing the match.
CRASH HANDLING RULES (For a crash after the first 5 minutes of a match or if it is the second crash of a match)
Highest Remaining BP = 1 "point"
Highest Tickets = 1 "point"
If tickets are even, point is awarded to team that more effectively controlled the engagement.
Most surviving effective ships = 1 "point"
"Effective ships" defined as can still maneuver, still has effective weapons, isn't a thruster on a battery with a point defense turret, etc
If neither team has the advantage of effective ships, Judgement on showmanship = 1 "point"
All members of a team must be present and ready to start the match at the scheduled start time. If the tournament runs into delays, match times will be updated accordingly. If only part of a team is present at match start time, they can choose to still play, or concede.
Do not sign up for multiple teams at once.
Don't clip turret barrels through blocks to fire from behind them.
Shield emitters must have full LoS to space. This is enforced using a LoS check in the configs. It is not broken, so if it won't allow you to power up your shields, you need to move stuff from around your shield emitter.
Ships can not be more than 33,000 blocks.