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- Initial Scope:
- 6 teams, min 5 players each. 4 battles per week between teams, in round robin format. All battles ADV 50. Top 2 teams play a final.
- Initial Seeding:
- Each team will receive 10,000 credits per mandatory team slot. With scope above, teams are given 50,000 credits each.
- Player Minimum Prices:
- The minimum price for a player will be: 3,000 + 10 * (Rating - 1000), rounded to the nearest 500, and with a cap at 15,000.
- Captain:
- Captains can play. Their minimum player price will be subtracted from the initial credits.
- Lineups:
- Captains are responsible for ensuring that a lineup is submitted each week. If they are not available to do it on a given week, they should delegate accordingly. Lineups are ordered by player rating, highest first. When two players' ratings are tied, captains can order who appears in which slot.
- Substitutions:
- Substitutions in the middle of a week can occur, but the player substituted in must not be more than 100 rating points higher than the player substituted out.
- Auction:
- In the first iteration of the league, the first thing to occur will be an auction. This will be conducted on Discord using AmphyBot. This will function like a traditional SPL auction.
- In subsequent iterations, there will be a period of retention and release before the auction occurs. All players must be retained or released before the auction begins.
- Rewards:
- The reward in credits for winning will be 1,500, multiplied by the minimum number player slots. In the scope provided, the reward for winning would be 7,500 credits.
- The last place team will receive credits equivalent to 50% of the reward for winning. In the scope provided, the reward for coming in last place would be 3,750 credits.
- For the teams in between first and last, the credits will go up at even intervals. So for 6 teams, and the scope above, the rewards would be:
- 1st - 7500 - 100% of 7500
- 2nd - 6750 - 90% of 7500
- 3rd - 6000 - 80% of 7500
- 4th - 5250 - 70% of 7500
- 5th - 4500 - 60% of 7500
- 6th - 3750 - 50% of 7500
- Retention:
- The cost of the captain is the purchase price of the captain in the previous iteration, or their minimum player price, whichever is higher.
- The cost of any other retain is 1,000 credits, plus whichever is the largest of:
- - 10,000 credits
- - Their purchase or retention price from the previous iteration
- - Their minimum price
- The only limitation on retentions is that teams must have sufficient credits when all remaining players are released, to be able to fill the minimum number of slots. If you can afford it, you can retain your entire lineup!
- Release:
- - Released players return to the team credits equal to what was paid for them in the previous iteration, plus 1,000 credits if they are not the team's captain.
- - Released players cannot play on the same team as the team they were released from, in the iteration they are released.
- - If a team was in the top half of teams at the end of the previous iteration, then:
- > their first 3 releases incur no cost
- > every additional release costs 1,500 credits
- - If a captain releases themselves, they must appoint a new captain from the players who competed on the team in the previous iteration.
- - Releases in the middle of a season can occur at the tournament host's discretion. The player must either be inactive or unmotivated to play and consent to the release. If this occurs:
- > The team receives the price paid to retain or purchase that player.
- > The team can select a new player from the pool of players who signed up for the auction. They will pay the player's minimum price.
- > The player selected must have an equal or lower rating than the player who was released.
- Additional Slots:
- Between iterations, if additional minimum slots are added to the tournament, teams will receive 10,000 credits per slot.
- Trades:
- - Teams may trade players between teams at any time.
- - Each trade incurs a fee of 250 credits for each team to conduct.
- - Trades must be one to one - each team will have the same number of players remaining after the trade. Trades can include a transfer of credits between teams. The rating difference between the traded players cannot be greater than 250. Unrated players are treated as having a rating of 1000.
- - Teams which trade after the auction period are not allowed to loan players to eachother for the remainder of the iteration.
- - Trades can occur between teams during the retention and release period. Teams must retain the players before trading.
- Loans:
- - Teams can loan eachother players while the round robin stage is ongoing.
- - Players cannot be loaned to play for the final week of the round robin stage, or any time after that.
- - Players with a rating above 1500 cannot be loaned to other teams.
- - Two teams cannot each loan the other a player. In this case, a trade should be used instead.
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