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Points Rules.
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Rules Submenu
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Select a section of the rules you wish to go to.
Please read these rules carefully before you play on BQ.
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General:
4v4 minimum though teams may play up to 6v6 if both teams agree.
Gametypes: All
Perks: All
Best of 5 maps.
Weapons: 4 players per team: 1 Sniper, 1 Grenade Launcher or RPG.
Weapons: 5 plus players per team: 2 Snipers, 1 Grenade Launcher or RPG.
For example, only 1 player in a 4v4 can be holding a Sniper Rifle or Grenade Launcher/RPG.
Hosting, map and side selection:
The 1st and 2nd maps will be hosted by the higher ranked team.
The 3rd and 4th maps will be hosted by the lower ranked team.
The 5th map will be hosted by the Higher Ranked Team
The Default game type for 5th map is Sabotage, The person with the highest individual score on the 4th map will pick map on the 5th map, the opposing team picks side.
1st map: Higher ranked team picks map and gametype, the lower ranked team picks side.
2nd map: Lower ranked team picks map and gametype, the higher ranked team picks side.
3rd map: higher ranked team picks map and gametype, lower ranked team picks side.
4th map: lower ranked team picks map and gametype, the higher ranked team picks side.
5th map: Highest Ranked Team Hosts, gametype is Sabotage, the person with the highest individual score on the 4th map picks map.
Maps cannot be picked by the same team twice (unless both teams agree).
Match Type Specifics:
TDM
Points To Win: 750
Round Timer: 10 Minutes
Spectator : Disabled (Enabled if Ref is in room)
Friendly Fire : Disabled (Enabled if both teams agree)
Forced Respawns : Enabled
Wave Spawn Delay : None
ReSpawn Delay: None
Radar Always On : No
Max Health : Normal
Health Regeneration : Normal
Allow Kill Cam : Disabled
Allow Sprint : Enabled
Headshots Only : Disabled
Allow Perks : Yes
Allow Air Support : Enabled
Number of Lives : Unlimited
Join in Progress : Allowed(see rule listed below in the additional information section regarding team mates dropping during a match)
Old School Mode : Disabled
Hardcore Mode : Disabled
SnD
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1.4 Units
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Unit Specifications
Each unit in BQL must have at least 1 valid leader and 2 valid players for a total of 3 valid/active players and not more then 15 active players per unit. All unit members must have a valid email address and a valid callsign.
Any locked players while locked do not include in active head count in unit. If unit falls under 3 active members for more then 2 weeks the unit will be then deleted.
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1.1 Game Rules
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Callsigns / GSA names
Callsigns, GSA names, and game names will match. Example if your callsign is Joesmuckatelly, than your GSA name and the name that you use while playing on the Battle Quest Ladder should match. Also your GSA and BQL E-mail addresses should match this is to help you and to make this easier for Admins to do their job if at anytime you need help with your callsign, Battles, Unit problems and so on this is to help us Identify you.You GSA account MUST have email info in it
Screenshots from GSA
All screenshots from GSA must have playerinfo with email in it. Otherwiser we wont accept them
Symbols in callsigns
We do not allow any symbols in callsigns if we see / \ { } ) ( * & ^ $ # @ !" : ;< >=+ in any callsign we will edit the your callsign you will have one(1)and onley one warning all callsigns will be as follows [unit]callsign.there will be no exceptions to this rule.
Music on BQ Unit Page
Under no circumstances shall music play when entering a BQ units Page,and no drastic changes to html as this will slow down the BQ site and we do not want that so please keep it simple
Any one doing so will be fined up to 5000 points and Unit may be removed from BQ
Unit Limit
All units will be limited to 15 members per roster,this is to give all units a shot at 1st place in a sycle, and make more units(more people to match)there are and will be no exceptions to this rule.
Pre-Match
Whilst in search of a match, whether it be on GameSpy or any gaming platform.
if you insist on making a room to wait for a challenger, it is suggested to make
the room name begin with the Battle-Quest prefix (BQL), for example "BQL (Clan
Prefix) v ???/(Clan Prefix)". This is to ensure of no confusion as to whom
you are playing or to simply state the fact that you are awaiting a challenge.
You may also add the size of the match you are looking for (1v1, 2v2.. 8v8) to
avoid unwanted challenges. The minimum size is a 1v1, with the maximum size
being a 8v8.
If challenged, you do have a choice to whether or not you wish to accept. You
do not have to accept the challenge, do not feel pressured or intimidated by the
challenger.
Once a challenge has been accepted, and once the size of the match has been
agreed upon by both teams, you can decide what match type to play (see details
below (Match Types)).
A host must then be decided. The team who was challenged (either hosting the
room or was challenged through other means) have the chance to host first. If
the host's connection is unsatisfactory, where agreed upon in the lag test, the
challenging unit will then have thier chance to host.
all games are a standard 3/5 3/5 series of maps
Match Types
Singles (1 on 1 matches)
These are, and only are, one (1) versus one matches. Only one member per unit may participate, from two (2) different units.
Unit Battles (2v2, 3v3... 8v8)
If more than one member in your unit is going
to participate in a match, this is known as a Unit Battle. Both units must have
the same amount of players. ie. If unit A has 3 players wanting to play in a
match, then unit B must find 3 players from thier own unit to participate.
However, if a unit wanted to player under-manned (less players), then this is
acceptable and is encouraged by BQL.
Free For All/Survival match
This type of battle is for players who wants a bigger match then a singles match, but dont have a buddy. 3 players are minimum to play this type. There may not be two (2) players from same unit. All must agree upon used kit and weapons before launch. Also all must agree upon what map is going to be used. Only one map is used. Timer is set to 3 minits. And the player first to reach 15 kills win. If two players have same amount of kills. They will have to fight it out 1v1. If the duel comes out with no winners, they will redo it. All matches reported with more the 16 kills will automaticly be voided.
Match Categories
Regular Match
This is your regular RS match, where anything goes. No kit
restrictions, 5 min time limit
HGO (Hand Guns Only)
No primary guns whatsoever. Pistols only (all secondary
weapons). Accuracy is your prime source of survival. Time limit is to be set to
three (3) minutes. This is to ensure that no one can run out of ammo.Secondary mags and false pucks
Scattered Teams
This is your normal rules, only with the Adversial set to
Scattered teams. This takes an element of skill and knowledge of maps. Time
limit set to five (5) minutes.False pucks
HGO & Scat
Same as above. 3min timer.
DW (Demolition Warfare)
This is for the Arnold Schwarzenegger's. Shotgun's
only, plus secondary weapons. Time limit must be set to three (3) minutes
Rapid Assault Battle(RAB)
RAB is a sub-match category.
This is simply an option to allow faster game play.
Only the following kit items are allowed: Primary , Secondary
magazines, false heartbeat puck and
flash bangs. No HBS is allowed in this match and no Frags. Time limit is
3 minutes for this sub-match type.
RAB & Scat
Same as above 3min timer.
Cavey (CV)
CV is a sub match category. This is to allow for extremely fast
matches with Show Enemies Pistols and Secondary Mags only.
Match Start
Lag Test
Before a match can begin, a lag test must take place. A lag test is mandatory,
to ensure that the lag is to a satisfactory level. The lag test may take place
on any map, which agreed upon by both teams. Shooting glass and opening doors
can determine how good the level of lag is, the longer it takes the glass to
break or door to open the higher the latency level is. It is also recommended
that you repeat a lag test at least once, as the first load of a server can
cause latency. A player can ask for as many lag tests as he/she wants. This is
to ensure that every player is satisfied with thier amount of lag. Once everyone
is happy the match may begin.
If you are re-connecting mid game and if you prefer not to wait for another lag
test, you may call an load-abort, wherein the host will launch a game then
immediately abort. ABORT must be called in order to take effect.
Maps
After a lag test has been successfully completed, the match can start. The
team or unit that is not hosting may have the first choice of map (If the match
consists of a neutral host, the team that was challenged will choose the first
map). Any map can be played.
Map Format
All match categories and match types will be played in 3/5 3/5 format. This
means that it is "best of 5", the first team or unit to win three (3)
rounds on one map wins that map and the first team or unit to win 3 maps wins
the match.
Teams
After a map has been chosen, teams must be assign to each unit. The team or
unit who did not pick the map, may choose which color they wish to have (either
Blue or Gold). No exceptions may apply.
Uniforms
Uniforms is the last option that has to be assigned. The team or unit that
picked the map may decide which uniform they want for that map first. All
uniforms apply to BQL matches.
Armor
In any match the armor must be set to medium on both teams. If both teams
agree however, the armor setting may be changed to what is agreed upon.
Time Limit
Depending on what match category is being played, the time limit must be set
to correct amount.
During a Match
Crashes/Drops (Players)
If a player drops whilst the game is in progress, and at least 1 minute has
gone, the team who lost the player will have to continue under-manned. If a
player drops within one (1) minute of when the game started, the team who lost
the player have the opportunity to call for an abort (using the global chat),
making sure that the host can see it (It is the hosts job to make sure the game
gets aborted) or they may wish to continue under-manned. If, however, a player
has been killed, on either team, the game must continue, no exception. If a
player disconnects whilst the game is loading, the host must abort straight away
if the dropped player's team call for an abort. The dropped player then has five
(5) minutes to return. If a player drops during the weapon selection screen, the
host must abort the countdown, if necessary, and players may sit and chat
amongst each other while the dropped player reurns. The disconnected player has
approximately 5 minutes in which to return. If, after 5 minutes, the
disconnected player has not reurned, a substitute may be found. Further details
about substitutes can be found below. If a player drops three (3) times whilst
the game is in progress, he/she must be subsituted, if no substitute can be
found, the team or unit must continue under-manned. There is no limit on how
many times a player may drop in the weapon selection screen.
Crashes/Drops (Host)
If the host disconnects whilst the game is in progress for the first time, the
game must be continued with the same host. The match must be continued from when
the host crashes, using the correct map, time limit, format and insertions
points and the host must tk him/herself. If the host crashes three (3) times,
the non-hosting team or unit may have the opportunity to host. If the
non-hosting unit can not produce a host, a neutral host may be brought it (The
team or unit has approximately 5 mines to find a neutral host). If a neutral
host can not be found, the original host must be used, despite whether he/she
crashes a lot.
Crashes in Singles
If a player disconnects during a 1v1 or singles match, he/she has ten (10)
minuts to return, otherwise the other participant may fill out a forfeit form on
the BQL ladder. The same rules apply for the host as above. No substitutes can
be used in singles matches.The dropped player is considered KIA (Killed In Action) and kill count.
Substitutes
Substitutes must be from the same unit. A maximum of two (2) substitutes may
be used in any one match (except for single's match's, where no substitutes can
be used). The substitute may inherit the amount of kills the disconnected player
had, if he/she wishes.
Kill Count
In any match type, kills must be counted in order for the match to be reported
correctly. To keep track of kills, simply add them to the end of your game name
and make it clear, so that when it comes to being reported, the reporter can see
how many kills he/she made,like so [CLAN]Callsign 0-0/0-0/0, ie. JOHN DOE 3, where "JOHN DOE" is the player's name and the "3" represents the amount of kills he/she has
got. Then add the end of a round, add the correct amount of kills the player got
for that round to the existing amount ie. JOHN DOE got 2 kills last round and
had 3 before that round, so therfore now has 5 and would change his name to JOHN
DOE 5. Adding non-existent kills is a form of cheating and will not be tolerated
by BQL. Anyone seen performing this will be punished accordingly.
Redo's
If all player's are killed in any one round, a redo must be played. The score
will remain and player's must not add thier kills for that round.
If a player is not greened up and the host launches the game, a redo will
automatically be enforced unless agreed upon by both sides. (with exception to
the fact that if the person not greened up has been gone more than 2 minutes)
Screenshots
BQL recommends that player's take screenshots at important events, such as
results screens, suspicions of glitching/cheating or of profane or foul language.
This is hard evidence and will help in any investigations BQL may have to carry
out. Please take a screenshot of the final results screen. If a player does not
confirm a match, this screenshot is proof that the match existed and was
completed. Screenshot of finalscore must be saved for 3 days.
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1.2 Mod Testing
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Mod Testing
A mod test may be called at anytime during a match with the exception of
matchpoint. Each team can call three (3) mod tests, but cannot call the same
test twice. A mod test must be called in the weapon selection screen, by the
highest ranking member of the team involved. It cannot be called in-game without
first notice in the weapon selection screen. To proceed into a mod test the
person who called it should add "-MOD TEST-" onto the end of their name,
and hit enter 5 times while the game is launching. Once the screen is
loaded and waiting to start the person calling mod test should hit global chat 5
times, this is to make sure there is no one that doesn’t realise there is a
mod test. All mod tests will be performed on The Met. Mod Tests can be called
for any of the following:
Auto Aim
Show Enemies
Easy Aim
Ammo Mods
Auto Aim – The person who called the mod test will have one of his team
stand in a doorway and will call forward each member of the other team to each
in turn shoot round the door frame, using single shot firing setting. If the
person in the doorway is killed then it is failed by that member. If there are
members still remaining to be tested someone on the team testing takes the spot
in a new doorway for testing.
Show Enemies
Each member of the team calling the test will buddy up
with a member of the opposing team and will have them take an ss with your mini
map zoomed out 4 times at least and have a wall between yourself and the buddy.
The team being tested will then send that ss to each of the person they were
buddied up with during the test. If the SS’s when received show any members of
the opposite teams on the mini map as being white then that member has failed.
Easy Aim
Each member of the team being tested takes a turn at running
straight at a wall firing off a whole clip in full automatic PDW. The person
running at the wall is not allowed to move the ret around but run straight ahead
only. If all the bullets remain in a very small area this is constituted as a
fail and it is up to the team to SS the area.
Ammo Mods
Ammo mods such as .50 calibre will be tested by having the
member of the opposite team shoot one of your team in the chest in single shot
mode slowly. If it kills on 1 shot on more than two occasions then that will
constitute as a fail.
Armor Mods
The person in question will be shot on single shot PDW in
the chest by one member of the team that called the test. If the Person takes
more than 8 shots to the chest this will constitute as a fail.
After Test
When the testing has been completed you can ask the host to abort the game. You
do not kill yourself or any other. Penalties failing any of the tests will
result in the person who failed to expelled from the match with no substitution
and further action will be taken by BQ Staff when proof is provided. If more
than one persons fails the test on the same team, then that team will
automatically forfeit the match and further action will be taken by the BQ Staff.
Killing of the opposite team will not be tolerated and anyone who is shown in
the stats to have killed is ejected from the macth without a substitute. Team
killing is an admission of cheating and will result in an automatic forfeight.
Injuring and gimping members of your own and the opposite team will not be
tolerated and will result in expulsion from the match.
Post-Match
Reporting/Confirming
The winner of the match must report the match by filling in the correct details
on the BQL site. The loser then has to confirm the match. It is recommended that
the winner informs the confirmand of the battle number to avoid any confusion.
The losing player or unit has one (1) hour to confirm the match. If after an
hour the match has not been confirmed, the winning player or unit may approach
an administator with evidence of the match. BQL will not tolerate unconfirmed
matches. The winning player or unit will then have the option to enforce a
penalty to the losing player or unit. If a player fills out the report form
incorrectly, but is unaware of it, the losing player or unit should inform the
reporter of his/her mistakes, then it may be re-reported.All battles must be reported right as soon as they have ended. Waiting to report a match and just play a rematch and maby more, then report them all. Could give admins the impretion that something is fishy. Battles reported in a row can be voided by admins without evidence that the game took place.Therefor match then report. And then continue matching
Reporting a Forfiet
A forfiet is a game that never ended. If you play a 1v1 and the other player disconnect, and is not back in 10 mins. A forfiet is reported. Forfeits are reported as if all players were actually in the game but losing teams kills are set to zero and the winning team reports their kills as normal.in a forfiet you must have a ss and report this to a BQL admin if a admin is not on E-Mail all ss's and tell the Admin why this was a forfiet.
Reporting Substitutes
The player who has substituted, has the choice whether he/she wishes to be
included in the final match report, whether win or loss. If the substitute
chooses to be excluded from the final report, the dropped player must be
reported with all the kills that he/she got, plus all the kills that the
substitute got, if any. BQL recommends that the substitute should be informed of
the match situation before he/she participates.
Sportsmanship And General Behavior And Profanity
BQL enforces fair play for everyone and wouldn't want anyone to suffer from unacceptable behavior from other BQL members. Any forms of profanity, bad language or racism or Any accusations made towards any BQL member, without hard evidence, will not be tolerated . Anyone found doing this with in BQL matches, on the BQL site or forums or any gaming platform BQL matches are played on will be dealt with severley.As part of our fair play scheme, players should acknowledge fair play and always abide by the rules. Everyone has more fun when players are good sportsman. Complaining and whining is a sign of bad sportsmanship and just creates a negative atmosphere, which is what we do not want on the BQL network.See Profane Language for Penalities.
Breaching of Rules
Moderations
BQL does support some mods . Any external mods other then the mods on our list must not be used in BQL competition. Anyone found using any other mods of any sort will be punished
accordingly.
Map's Mod's and Map-Packs we allow are as follows
Ha-map-pack 1
Ha-map-pack 2
Ha-map-pack 3
BQLMapPack1
Glitching
Glitching is a form of cheating, it is a way to gain an unfair advanatage and
BQL will not tolerate it. Anyone found glitching will be punished accordingly.
If, however, a player glitches due to misfortune, ie. warped or fell into a
glitch, it is up to the other player's in the match to recognise this and redo
that game.
False Reporting
Reporting battles that didn't take place is another form of cheating. If found reporting false battles, a punishment will be forced upon. Adding extra kills whilst in game or in the report is classified as false reporting and the same punishment will apply.
Multiple Callsigns
As a BQL member you are entitled to one (1) and only one callsign. We understand that you may have other members in the househould that play as well, but these members must be on same unit. Failure to comply with the above will result in all callsigns involved being locked.
Imitation of BQL Members
Imitating another member of BQL or a BQL admin is an offense and a punishment
will be enforsed if a player is found doing so.
Confirmation of Battles
If after an hour of when the match was reported, the match still isn't confirmed,
an admin may be approached and a punishment will be applied by choice.
If you have a comment or a suggestion about these rules, please send an e-mail
to us with your feedback. Thank you for participating in Battle Quest!
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1.3 Penalities
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1. Accusations of Cheating
Any accusation of cheating on a member of BQL without proof of cheating will be enforced with a 48 hour lock, and will be fined 1000 personal points. Multiple offenses will have increase the period of the lock and fine, and could result in a permanent lock. This is based on the discretion of a BQL : CO Lead Admin.
2. Glitching/Cheating
Glitching and Cheating is frowned upon within BQL. If there is proof of
either or in a BQL match, the player’s callsign/IP will be banned for life.
If upon launch you insert into a glitch, it is your duty to ask for an
abort. If you do not ask for the abort, and continue play, this will be
considered cheating as well.
3. Owning 2 or more callsigns and reporting against them
BQL will only acknowledge the use of one callsign per player. If a player
has multiple callsigns, and starts to report false battles against each them,
then both callsigns will be banned as will the IP of the callsigns.
4. Profane Language:
We must all be aware that not everyone playing this game is old. Obsessive
use of profane language/cussing after being asked to stop by any member in the
room can lead to a 72 hour lock and a 2000 point fine to the player or players
caught doing so, along with a 5000 point deduction to the unit the offender(s)
belong to. To be released from the lock a written apology must be written to the
clan you were competing against. all apologies must be posted on the BO public forum. http://www.bqlforums.com/
Screenshots must be provided from the clan with the complaint. The
screenshots must include them asking the clan to watch their language, and
screenshots of when the clan failed to do so.
5. Imitation
Imitating administration from BQL is not looked upon lightly. If you are
caught doing so, a permanent lock can be enforced.
6. Admin Abuse:
Administration abuse is something that all leagues must deal with. However,
BQL will not tolerate excessive abuse of its staff. All administrative abuse
reports will be handled by the lead of that league. Screenshots of the abuse
must be available for both the player and the lead. After fully reviewing the
case, the lead will determine the duration of the penalty.
7. Confirming Battles:
Battle Quest will use a progressive system towards punishment of
non-confirmers. The system is as follows:
- First
non-confirmation violations will be warned via a written warning, by email
or chat.
- Second
offenses are warned again, however this time a fine may be imposed. (Fines
are determined by each individual league).
- Third
time offenders are dealt with strictly. A mandatory fine is imposed, aswell
as a lock with a duration of no longer than 3 days, which may be imposed
aswell.
- Fourth
time offenders are mandatorly locked fined. Locks will last the extent of 7
days.
All lifetime locks will have the IP of the
callsign banned aswell.
All additional penalties and fines defined on a per league basis.
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