OVERVIEW, RULES/REGULATIONS, & FAQ
(UPDATED 6/28/23)
A NEW WAY TO PLAY THE GAME
(LEAGUE OVERVIEW)
No more Pubs against noobs. No more Ranked against cheaters. No more Scrims against the same 3 friends. It's time to reinvent the game...
40 teams, each with up to 10 rostered players (minimum of 5 starters and maximum of 5 reserves)
Teams fight during the Regular Season to earn the best Win/Loss Record, attempting to earn a spot in the Playoffs to fight for a League Championship.
3 seasons per calendar year, each season lasts 4 months
It's all-out warfare in this Team Deathmatch, Pub-rules, no-holds-barred format, where everything is game
Games go to 100 points (30-minute time limit)
This is a FAST-PACED League with a "NO CAMPING" Policy. Teams that play fast and aggressively will be rewarded with PACE Points (*see "PACE Points" in "Rules & Regulations" below), while teams that camp will lose out on that reward, and may struggle in the Team Standings because of it.
ESTABLISH YOUR NAME
(REGULAR SEASON)
Prove yourself and earn the right to fight for a chance at glory...
11-week, 100-game Regular Season, where teams fight for a Playoff spot by achieving the best win-loss record in their Division
Top 8 teams from each Conference are seeded according to their win-loss record
Mid-season All-Star Break, where team All-Stars will compete against one another in a night-long best-of series to determine mid-season's top Conference
FIGHT FOR THE CROWN
(PLAYOFFS & CHAMPIONSHIP)
Glory awaits for the last team standing...
4-week, bracket-style Playoff season, where teams are seeded according to their win-loss record
The final week of the season is Championship Week, where the remaining teams from each Conference fight against each other for the Chamionship
There may or may not be REAL-WORLD rewards handed out to League Champions (a la physical custom Championship Rings), stay tuned...
STUDY UP
(RULES & REGULATIONS)
All the nitty, gritty details for the detail-oriented...
Skill Cap
Each team will have a "Skill Cap", which limits the total amount of skill or talent it is allowed for it's starting 5 players for any given game. This keeps teams equally competitive with one another, preventing overpowered teams, and keeps the league interesting to play and watch. This rule is akin to "salary cap" in the NBA or NFL
Current Skill Cap is 350, which means the average starter for any given game may not exceed an OVR Rating of 70
Required E-League Tenure
All Rookies that wish to be drafted or undrafted players that wish to be picked up in the Free Agency market must first play a required minimum of 10+ games in the Exhibition League (E-League)
The E-League is the official practice league for the UMPL, where Free Agent prospects and upcoming Draft Rookies compete in exhibition matches via randomized teams. All E-League games are (currently) hosted by DevoManiac. Everyone is welcome to participate in the E-League at any time
All currently-rostered UMPL players may compete in E-League matches at any time they wish (during both the UMPL season and off-season), whether for practice or just for fun
UMPL Draft
In the off-season, a League Draft, containing the upcoming season's new prospects, will occur on Draft Night. Each team's General Manager (GM) will select players of their choice in a round-by-round format
GMs will be required to first contact each player they wish to draft for their team BEFORE drafting them, so that both parties are in agreeance to play on the same team. PLAYERS WILL NOT BE REQUIRED TO JOIN ANY TEAM THEY DO NOT WISH TO. The UMPL Commissioner must first approve all draft selections before they are made
Recruitment Tools for GMs
Detailed stats for every single E-League player/prospect will be available on the website. GMs will have the ability to check these stats in order to make informed decisions about which players they will potentially draft or pick up in Free Agency in order to fit the needs of their team
Player Trades & Free Agency
GMs will have the ability to trade players to other teams during the Regular season and off-season. ALL PLAYERS INVOLVED MUST AGREE TO THE TRADE. Trades will be allowed for the first 50% of the Regular Season (until the end of All-Star Week), at which point no more trades may occur. The Commissioner must approve of all trades
GMs may waive players and pick up undrafted players in the Free Agent market in desired. The Free Agent market will draw directly from the E-League player pool. ALL PLAYERS INVOLVED MUST FIRST AGREE TO WAIVING OR PICKUP OF THEMSELVES. The Commissioner must approve all waives and pickups
Stat-Tracking
As with the E-League, all stats, now both Team & Individual, will be tracked by the UMPL, updated daily. This includes Team Standings, Team Stats, and individual player pages with game logs, career stats, etc. All UMPL stats will be available to the public, players, and GMs for viewing on the website
League Leaders & Season Awards
League Leaders in major statistical categories will be tracked and hyped throughout the season with "Season Awards"
Top performers will be crowned with these Season Awards (i.e. "Most Valuable Player", "Scoring Champ", "KO King", "KD King", "John Stockton Award", "Medic Master", "Most Valuable Team Player", "Sixth Man of the Year", etc.)
League-favorites and frontrunners for all Season Awards will be tracked throughout the season
Team Scheduling & Matchups
Each team will be provided a "team schedule" of a set of specfic teams they must play per week (10 matchups per week). This means that there are no set date & times for matchups.
For each matchup, both opposing teams must agree on a time to play the match. GMs and(or) Team Captains must be in contact with one another on both teams to succesfully schedule the match
If teams cannot come to an agreement before the end of that week, both teams will receive one (1) loss. A loss in this fashion may be appealed by a team GM if they believe they should receive a win instead of loss due to lack of communication or agreement by the other team. In order to successfully appeal, message evidence between both parties must be submitted and show that one team is more deserving of the win than the other
Home Team & Away Team
Each team GM will choose 7/14 maps they would like to be their "home maps". They may choose to come to a consensus as a team on this decision, but the decision is ultimately that of the GM
Team Standings & Point System
Team Standing will not be based on Win/Loss Record alone. Instead, it will be based on a Point System, separated into several sub-systems called Point Streams (listed below)
The sum of all Point Streams will equal the TOTAL Points for each team. TOTAL Points will determine the placement/playoff seeding of teams at the conclusion of the regular season.
Example: A team with 72 wins, 44 PACE Points, & 13 PENALTY Points would finish with 72 + 44 + (-7) = 109 TOTAL Points
WIN Points
Each team win will count as one (1) WIN Point. One (1) WIN Point is equal to one (1) TOTAL Point. Each team will have the opportunity to earn a maximum of one hundred (100) WIN Points (+100 TOTAL Points)
PACE Points
Each team will have what is called a "PACE Score" throughout the Regular Season. This score will be based on the Points Per Minute (PPM) for each team, which will be multiplied by ten (10). For example, if a team averages 4.4 PPM, this will be multiplied by ten (10), and equal 44 PACE Points.
Each PACE Point is equal to one (1) TOTAL Point
PENALTY Points
Each team may or may not incur penalties throughout the Regular Season. Penalties include, but are not limited to: Rage Quit (RQ) Penalty, Lag Penalty, Cheat Penalty, etc
Each Penalty Point type will have its own specific multiplier (based on the severity of infraction type) for each infraction incurred, but all Penalty Points (regardless of type) will be added together for the total number of Penalty Points.
Example: a team has 12 RQ infractions, 6 Lag infractions, & 1 Cheat infraction. If the multiplier for RQ is 0.25, Lag is 0.50, & Cheat is 1.00, the total Penalty Points for this team would be (12*0.25) + (6*0.50) + (1*1.00) = 3 + 3 + 1 = 7 Total PENALTY Points
PENALTY Points are negative, so seven (7) PENALTY Points = negative-seven (-7) TOTAL Points
Party Hosting & Game Settings
Each matchup will have a "Home Team" & "Away Team". The Home team will host the match, and must select the "home map" listed on their team schedule. PARTY MUST BE SET TO "INVITE ONLY". This is to ensure that other players cannot join in the match if a player quits or disconnects.
If there is evidence that a Home Team did not set the party to "Private Only" (whether by the screenshot showing other players on the scoreboard, or by opponent screenshots/video/Cinema Replay), the Home Team may receive a Penalty Point (see "Penalty Points")
Score Submission
One designated player from the winning team for each matchup will be required to submit three (3) screenshots in order for the match to be counted and recorded. These three (3) screenshots must be sent to the Commissioner:
Pre-match: screenshot of the settings/lobby, showing players on each team, five (5) in red and five (5) in blue
Post-match: screenshot of the "Cinema Replay" menu screen, showing the match map, date, time, & duration
Post-match: screenshot of the "Combat" scoreboard, showing downs, KOs, etc.
In-Game Rules
ALL PLAYERS MUST FINISH THE MATCH. IF ANY PLAYER QUITS/DISCONNECTS, THAT PLAYER'S TEAM WILL BE ASSIGNED A "PENALTY POINT", COUNTING AGAINST THEIR WIN COLUMN. This goes for both teams. Oppenent teams that witness a raqe-quit or player disconnect are required to report each infraction to the Commissioner, via video or Cinema Replay screenshot for approval, at which point sufficient evidence will incur offending team an infraction & PENALTY Point.
Rage-Quits & Disconnects
Players that quit/disconnect from a match will receive all zeros for their statline for that game. They may also be supspended from League play without warning after one offense. Their team will also incur a PENALTY Point infraction, which counts against their Win/Loss record and team standing
No-Lag Policy
Players who lag will receive complaints from the teams they face. If a player receives a specific number of complaints, that player will be under review by the League. If the League determines that, for a fact, the player in question is lagging, said player may be suspended or even removed from the League.
The League already has a method for determining if a player is in fact lagging or not. This method will be used for all players in question, and if a player is suspended or removed for lagging, video evidence will be submitted by the League, showing its findings, and will be available for public viewing for all to see why the decision was made.
No-Cheat Policy
Players suspected of cheating will receive complaints from the opponents they face. ALL PLAYERS ARE REQUIRED TO REPORT ANY CHEATING TO THE LEAGUE. AFter a player receives a certain number of complaints, that player will be under review by the League. If the League determines that said player is potentially cheating, that player will immediately receive a suspension or lifetime ban (depending on the infraction).
Glitches of any kind are banned from League play. This includes, but is not limited to: Speed Glitching, Boundary Glitching, Character Glitching (T-Posing), etc. If a player uses a glitch, opponents must send evidence via video or Cinema Replay to League Officials. Upon review, if a player has been confirmed as using a glitch, that player may be suspended or banned from the League.
Player Rank
All UMPL players will enjoy the pleasure of competing in an all-new Ranked system, which will provide for an individually-driven goal for each player as a "bonus" supplement to their team-driven ambitions.
Players will have an individual Rank, based mostly on their individual performance (& partly on their team's overall performance) in UMPL games.
Players earn Rank Points (RP) calculated from every statistical category for each game played in the UMPL.
All players will start with 0 RP at rank "Bronze I", and either de-rank to "Lead" (the lowest Rank divison for players with a negative RP), or move up through the ranks. There are 9 divisions of Rank in total, most of which contain 5 sub-levels. There will be not one (1), but thirteen (13) levels of the "Master Rank" division, each with its own unique moniker. The highest (currently) achievable rank division is "God" (1,000,000 RP).
Player Rating
Each player will have an Overall Player Rating (0-100). This rating is calculated according to statistical averages in every category, and will update following every game played in the UMPL. Player Ratings will also break down into individual statistical ratings (i.e. Offensive Rating, Defensive Rating, Support Rating, etc.).
For Rookies & players with no UMPL experience, Player Rating(s) from E-League performance will be used in the interim.
Overall Player Rating will be used in accordance with Skill Cap (see "Skill Cap") to ensure no team is overpowered.
Team Rating
Each team will have an Overall Team Rating (0-100). This rating is calculated according to team statistical averages in every category, and will update following every game played in the UMPL.
This rating, along with Team Win-Loss record, will be used to adjust Rank Points (RP) earning potential by players for each matchup in the UMPL.
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