CC Assassin Super League Main Thread

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chipv
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CC Assassin Super League Main Thread

Post by chipv »

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A new Super League begins - Conquer Club Assassin Super League !

We will have an ongoing sign-up thread where you may be asked to be a reserve if the tournament has filled up and cannot permit more players.
Season 0 is a seeding tournament where everyone will be placed into leagues randomly. Season 1 leagues will be filled based on the results of Season 0.


CC Assassin Super League Season 0 Sign-Up https://www.conquerclub.com/forum/viewt ... p?t=243711
CC Super League Season 0: Starts July 13th 2026.

Live scoreboard: TBD

This tournament is open to all players with Premium Membership
CC Assassin Super League Schedule
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CC Assassin Super League Basics
The Basics

SEASON LENGTH - 10 weeks (6 weeks of games)

LEAGUE SIZE - 16 (Lowest League could have 6 players)

LEAGUE GAMES:
There are a total of 18 games per season - 3 games every week.
You play 3 home maps spread over the season, and 15 games equally on the opponent home maps.

GAME LOAD: 3 games per week - Premium Membership is required to enter

GAME SETTINGS:
6 Players
Auto
Sequential
Escalating
Parachute
Fog
No trench
20 round limit
No Beta or Special Event maps allowed for HOME MAPs (see https://www.conquerclub.com/public.php?mode=maps) but Random is permitted

SCHEDULE
New matches will be dispatched on a weekly basis at 0900 CCT on Mondays starting July 13th

MATCH SCORING:
KILL: 4 Points (Killing correct target)
BONUS: +1 point for killing correct target on home map
WIN: 2 Points (Winning without assassination e.g. round limit, objective)
LIVE: 1 Point (Surviving without being killed by correct assassin)
DEAD: 0 Points (Killed by correct assassin)
FOUL:-4 points (Killing incorrect target)
MISS: 0 Points (No points for being kicked for missing too many turns)

Aside from the bonus point (which corresponds to a KILL), all of these are mutually exclusive (you can only have one of these scores per game)

Scenarios:

Players kicked from game for missing too many turns always get 0pts. Otherwise:

1. Correct kill on home map. Winner gets 4pts + 1 bonus pt. Target gets 0pts. Everyone else gets 1pt.
2. Correct kill on away map. Winner gets 4pts. Target gets 0pts. Everyone else gets 1pt.
3. Incorrect kill. Offender gets -4pts. Everyone else gets 1pt including the winner of the game.
4. Win without assassination (objective, round limit). Winner gets 2 points. Everyone else gets 1pt.

TIE-BREAKER:
1. Points
2. Highest Number of KILLs
3. Lowest TTK (average Time To Kill)
3. Highest Number of WINs
4. Highest Number of LIVEs
5. Lowest Number of DEADs
6. Lowest Number of FOULs
7. Lowest Total Game Duration of All the CURRENT Seasons games

TOURNAMENT FORMAT:
This is a League Format. Each League will have 16 Players. Depending on numbers we may have an extra league with 6 players.

Every Season, players will be promoted or relegated as follows:

Finish 1st: Promoted 3 Leagues
Finish 2nd: Promoted 2 Leagues
Finish 3rd-4th: Promoted 1 League
Finish 5th to 12th: Remain in Current League
Finish 13th-14th: Relegated 1 League
Finish 15th: Relegated 2 Leagues
Finish Bottom: Relegated 3 leagues

There are a number of exceptions depending on the existence of an extra small league. The scoreboard clearly outlines the promotions in all cases so easiest to look at that.

For Season 0 things will be different.

We'll randomly assign leagues for S0 and use the points scored to fill in leagues in S1.
In general we will fill S1 PRE with the top position players in each S0 league and continue to fill leagues based on position in league.
The scoreboard for S0 will clearly indicate which leagues you will end up in if the positions do not change as usual.

REST SEASONS:
A rest season can be taken where you are guaranteed to stay in your current league.
This guarantee is good for one season but not for consecutive seasons - that will result in dropping down a league via relegation.

We are not able to allow lots of people on REST seasons because it affects the balance of the games as it is a 6 player tournament.
In exceptional circumstances we can allow a REST season but this immediately reduces the number of players in some of the games.
We reserve the right to refuse REST seasons if we feel it affects the balance of the games (we don't want to end up with 3 or 4 players games).

MISSED INVITES:
Games are ALWAYS sent on Mondays - invites expire after 24 hours so we are expecting you to accept by Tuesday.
Missed or dropped invites impact everyone else:
  • Tournament organisers - checking for missed invites, reissuing invites , sending PMs to offending players takes time and energy.
  • All other players - you'll slow the tournament down possibly affecting how many seasons we can have per year.
Here is how we will deal with missed or dropped invites:
  • We will send one reinvite on Tuesday and send a warning via automated PM
  • We will remove players if invites not accepted by Wednesday and notify via automated PM
  • Players must PM us by Reply All if they have good reason and want to be reinstated asap
We are not going to remove results of removed players but their scores will be zeroed - we will just reduce the number of players in the affected matches to keep the tournament going.
We will have to VOID games if we cannot schedule them with more than 2 players in the case of too many players removed or resting in the league.

RESERVES:
We have a new concept of Super League reserves - it is not mathematically possible to give everyone a place in a 6 player game tournament so we will assign any remainder as reserves.
If we have to remove people or people dropout , we will automatically replace them with the next available reserve and send new games out.
As it is an advantage to replace players in leagues without qualifying for the league we will start the reserve on zero points regardless of when in the season they join.
We will retain results history for completeness as the other players will still keep their points for previous matches with the removed player.
Reserves can have their home map but will only play it if there are home games remaining in the season.

MAPS:
Random Map is permitted as the HOME MAP.
No Beta or Special Event maps allowed for HOME MAPs (see https://www.conquerclub.com/public.php?mode=maps)
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chipv
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Re: CC Assassin Super League Main Thread

Post by chipv »

CC Assassin Super League Scoreboard Guide

The scoreboard is packed with features you may not be aware of , let's take a walkthrough.

Notes - the scoreboard is not meant to come with instructions so there are notes everywhere to give you descriptions on what the data is saying like this:

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Just hover over cells with the above mark on them.

Let's start with the first row:
  • Master Assassin - most correct kills and highest league position. As the league table already sorts tie-breakers out this will pick out player in the highest table position with most correct kills.
  • Fastest League - this chart tracks % progress of game completion rates per league towards season total
  • Active Games - this chart tracks oldest week games that are still active
  • Updated - date when scoreboard was last updated
  • Useful Links to main thread, this guide, and the prizes post
  • Week - current game week
League Table
Phantoms
Grid
Leaderboard
Past Results Tab
Tips
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chipv
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Re: CC Assassin Super League Main Thread

Post by chipv »

CC Assassin Super League Map Guide

You may or may not be familiar with 6p assassin games but it is important to choose a map you are familiar with and will have the best chance of a kill.

Home advantage
This is because of the points on offer - if you make a kill on your home map, you will get 4+1 = 5 points including the bonus point. If you survive, you will get one. If you win the game (round limit or objective) you'll get 2.
The league table tie-breaker starts with most number of points then most number of kills so it is beneficial in the case of a tie that you maximise your kills.

Speed advantage
Additionally the third tie-breaker is TTK (average time to kill) which works best with smaller maps.

Connectivity
You may also want to consider the connectivity of the map - maps that are difficult to get from one side to the other may make it more difficult for kills.

The Drop
There is also the drop - maps that have starting positions where all player start equally reduce the impact of a bad drop. On larger maps with no starting positions you could end up dropping anywhere miles from your target.
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Re: CC Assassin Super League Main Thread

Post by chipv »

CC Assassin Super League Prizes

Season 1 onwards TBD
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Re: CC Assassin Super League Main Thread

Post by chipv »

Updated with Seeding promotion information for S0:

For Season 0 things will be different.

We'll randomly assign leagues for S0 and use the points scored to fill in leagues in S1.
In general we will fill S1 PRE with the top players in S0 leagues and continue to fill leagues based on points scored.

The scoreboard for S0 will clearly indicate which leagues you will end up in if the positions do not change as usual.
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Re: CC Assassin Super League Main Thread

Post by chipv »

I am proposing an alternative point system as the current one has some bias.

3pts correct kill (equivalent to a win)
1pts survivor
0pts killed correctly
-3pts incorrect kill (penalty equivalent to win)

I think this better rewards and encourages correct kills personally but interested to hear opinion
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Re: CC Assassin Super League Main Thread

Post by Lindax »

chipv wrote: Tue Jun 09, 2026 5:37 am I am proposing an alternative point system as the current one has some bias.

3pts correct kill (equivalent to a win)
1pts survivor
0pts killed correctly
-3pts incorrect kill (penalty equivalent to win)

I think this better rewards and encourages correct kills personally but interested to hear opinion
Better, it's assassin.

Lx
"Winning Solves Everything" - Graeko
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chipv
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Re: CC Assassin Super League Main Thread

Post by chipv »

Updated main thread with results of poll and simulations:

MATCH SCORING:
KILL: 4 Points (Killing correct target)
BONUS: +1 point for killing correct target on home map
WIN: 2 Points (Winning without assassination e.g. round limit, objective)
LIVE: 1 Point (Surviving without being killed by correct assassin)
DEAD: 0 Points (Killed by correct assassin)
FOUL:-4 points (Killing incorrect target)
MISS: 0 Points (No points for being kicked for missing too many turns)

Aside from the bonus point (which corresponds to a KILL), all of these are mutually exclusive (you can only have one of these scores per game)

Scenarios:

Players kicked from game for missing too many turns always get 0pts. Otherwise:

1. Correct kill on home map. Winner gets 4pts + 1 bonus pt. Target gets 0pts. Everyone else gets 1pt.
2. Correct kill on away map. Winner gets 4pts. Target gets 0pts. Everyone else gets 1pt.
3. Incorrect kill. Offender gets -4pts. Everyone else gets 1pt including the winner of the game.
4. Win without assassination (objective, round limit). Winner gets 2 points. Everyone else gets 1pt.

The scoreboard notes will have all of this information so it's easy to work everything out for yourself.
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Re: CC Assassin Super League Main Thread

Post by chipv »

Added map guide further up
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