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This page provides a list of Frequently Asked Questions about
MWC99. If your question is not in the FAQ, ask it
on the MWC99 Discussion Forum. If you do not
receive a reply there, try emailing the Triumvirate
directly.
Q: My order is too small to field
a full team. Can we combine with someone else to make a MWC99 team?
A: Yes. Although one of the rules for the
bungie.net Tournament Circuit has traditionally been that each team has
to be made up of a single Bungie-registered order, we asked Bungie about
this and they said "The original rule was designed to promote orders
in general and as long as that goal is accomplished, the spirit of
the rule, if not the letter, is supported." So go for it.
Q: Why not use the built-in Myth
scoring system?
A: For many game types, the Myth
scoring system does not provide a spectrum of possible outcomes
(e.g. in Assassin or Last Man on the Hill you either win or you lose,
and in Capture the Flag ties are common). Also, many game types that
have such a spectrum (Territories and Captures) can lead to ties that
Myth treats as victories/defeats. The MWC99 scoring system was
devised to remedy these problems and to make all game types worth
roughly the same amount in competition.
Q: Why Double-Elimination?
A: One complaint about the MWC98
tournament was that many teams were eliminated early. In the
double-elimination format all participants remain until they are
defeated twice, meaning more matches and hopefully more fun for
everyone!
Q: How does Double-Elimination work?
A: The Top Bracket (for undefeated teams)
works just like a standard elimination ladder: teams play matches with
the winner advancing to the next round until only one team remains
undefeated. The difference is what happens to teams that lose a match
in the Top Bracket: instead of being eliminated from
the tournament, they move to the Bottom Bracket. The Bottom
Bracket is also a ladder, and one in which a loss means
elimination from the tournament. However, since new teams are
arriving in the Bottom Bracket after each Top Bracket round, the
Bottom Bracket must play matches twice as often to make room. This is
why the Bottom Bracket matches are only 3 games long. Once only one
team remains in each of the Top and Bottom Brackets, these two
survivors advance to the Grand Final.
Q: Why so many rules?
A: It's important to make things as clear
as possible so that during the tournament disputes can be resolved
quickly and fairly. Trying to close all possible loopholes and combat
cheating or exploitative behavior often requires a lot of rules. Check
out the Rules Overview if you want a
summary of the main points.
Q: Will the Judges be playing in
the MWC99 tournament?
A: No.
Q: What happens if a Judge is a
member of an order involved in a rules dispute?
A: Judges will not vote on questions
directly affecting teams to which they are affiliated.
Q: Why is the Capture the Flag
scoring so complicated?
A: Because CTF's normal scoring system is
so oriented towards win/lose gameplay (with no degree of variation), a
lot of effort has been invested in our CTF scoring system, and we have
come up with a set of rules that we feel reward aggression and strong
play. Otherwise, teams with a lead in a match could camp on their
flag to guarantee a tie, which is boring.
Q: Why do some game types award
points according to how much of your army survives?
A: Again, this is to provide a broader
spectrum of possible results. The idea is that achieving the game
objectives while taking only 10% losses is a better showing than
achieving the same objectives while taking 75% losses. It also helps
differentiate a close game from a total pummelling.
Q: Why don't you provide fast hosts
for all MWC99 games?
A: Because of the sheer number of matches
that must be played. During the qualifying round almost a hundred
matches will be played per week. Lining up hosts for that many matches
just isn't practical. If possible, in later rounds fast hosts may
be provided.
Q: If teams are responsible for
scheduling their own matches, why have a separate deadline?
A: Otherwise teams that can't agree on a
match time could drag the process out indefinitely. The MWC99
tournament structure requires that all matches be completed in a
timely manner so that future matches can be determined.
Q: Why are Double-Elimination
matches decided based on points rather than on games won?
A: Because it allows a come-from-behind
win by a team that loses the first two or three games, and because it
makes a dominating win worth more than a narrow victory.
Q: Why so many different game types?
A: The MWC99 tournament is intended to
identify the best all-around team. That means being able to do well
at a wide variety of different game types, as well as being able to adapt to
new situations.
Q: Why are the Top Bracket matches
5 games long and the Bottom Bracket matches only 3 games long?
A: After the first couple of rounds,
teams in the Bottom Bracket must play two matches every week while the
Top Bracket teams only play one match. This keeps the numbers of
games played per week roughly equal for teams in either bracket.
Q: Why are points gained in CtF based on the trading point value of the units involved?
A: This is an attempt to assess the
likelihood of the assault on the flag being successful, and to reward
aggressive tactics over sitting back and camping on your flag. The
ratio of trading point values can be determined exactly by counting
heads, which lets the Judges avoid making subjective judgements on
how likely an attack was to succeed.
Q: Why is a team whose host
legitimately crashes during a game penalized 50% of their points
during the replay?
A: Since it's impossible to be sure when
a host disconnection is legitimate, there needs to be a substantial
penalty to deter potential abusers. The risk of incurring this
penalty through an accident is offset by the advantage gained due to the
host's not having any lag.
Q: Why must neutral hosts be
"sponsored" by a team, and why is that team penalized if the host
crashes?
A: Because it's impossible to know for
certain if a "neutral" host is in fact neutral or is in cahoots with a
team and ready to disconnect if that team starts to lose. Yes, we have
suspicious minds. But that's a good thing.
Q: Why are tied matches in the DE
rounds awarded to the higher-seeded team rather than using a
tiebreaker game or some other system?
A: Teams may not realize they are tied if
they miscalculate their point totals, and so won't know a tiebreaker
is necessary. We think we're unlikely to see any tied matches in any event.
Also, this provides an added incentive to do as well as possible
during the QR (to get a good seed).
Q: My opponents didn't show up at
the time that we arranged! Do they forfeit?
A: No, because an MWC99 official has to
be on hand to determine any forfeits. You will have to turn up at the
assigned fallback time. (Why do we do this? Because the alternative is
trying to figure out which team got the time wrong, and that requires
sorting through email correspondence etc, which is just silly.)
Q: You're only using Badlands maps!
What are you, some kind of imperialist lackeys?!
A: When selecting third-party maps to be
used in the game set for MWC99, we evaluated maps from a wide range of
sources. It just happened that all of the maps which we chose are
Badlands maps because, well, the best maps to date have been made by
them. If you have any suggestions for maps, then let us know ASAP; we
may consider changing game selection.
Q: You suck! You screwed up my
order's registration information!
A: Yes, we do suck. We're sorry. But in
our defense, we've been working long hours processing those
registrations and mistakes do happen.
Q: Where can I get a screenshot program?
A: If you have a Macintosh, try Snapz Pro
from Ambrosia Software. If
you have a PC, try HyperSnap-DX from Hyperionics.
Q: Why did you pick BC Trow as a
game type?
A: Because it's an important part of the
complete Myth experience. And besides, it can be fun and exciting if
played between two skilled orders. If you don't believe us, check out
this film!
Q: Why did you move the maps to
The Mill?
A: Because people downloading maps were
accounting for 60% of the total bandwidth being used by the entire
MacObserver website, that's why. And it costs a lot of money. Besides,
it's not our business to provide plugins... why should we when classy
sites like The Mill exist that
specialise in it?
Q: We want to report our first
match's results. Where's the match code in the email we were sent?
A: Uh... we goofed. It's not
there. Sorry. Just send the results in and tell us what pool you were
in and who you played.
Q: Exactly how does the scoring work
for these three games in the Qualifying Round?
A: We've had quite a few people ask about
this, particularly about Stampede scoring. So here is a nice capsule
summary.
- Game 1 (Cracks): Each team gets 1 point per flag. If
one team has more flags than the other, they win the game and get
another 5 points. If both teams have the same number of flags, it is a
tie. If a team is eliminated, the other team wins the game
immediately, as if they had tagged all the flags (they get maximum
points, 15-0).
- Game 2 (Empire): Each team gets 4 points per flag. The
team that wins the game gets another 5 points. No ties are
possible. If a team is eliminated, they still get points for all the
flags that they tagged.
- Game 3 (Stampede): Each team gets 3 points per 20% of the
maximum number of tradeable pigs that they get in (or fraction
thereof). Because you can get up to 30 pigs on Desert, this means that
you get 3 points for every six pigs (or fraction thereof) that you get
in. The winning team also gets another 5 points. If neither team gets
any pigs in, it is a tie.
| Desert Stampede |
| Pigs |
Points |
| (Note: winning team also gets another 5 points) |
| 0 |
0 |
| 1-6 |
3 |
| 7-12 |
6 |
| 13-18 |
9 |
| 19-24 |
12 |
| 25-30 |
15 |
Q: Do we have to have v1.3 to play?
A: Yes, starting in Round 3 (when it was
released).
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