There will be a few rule changes from what we learnt in the first round:
The signup period will be 5 days starting from today.
Two team captains will be chosen by the competition organiser and teams will be decided by captains pick. Team 1 chooses first then each captain get two picks at a time. 12211221122 etc..
The competition lasts upto 4 weeks
Domination victory: if at any point after 1 week one team manages to destroy all of the spawns of the other team (excluding any respawns still in safemode) whilst owning at least 5 spawns in rooms RCL 6+ then they win.
Otherwise the team with the most active power spawns at the end wins, (ie only power spawns in RCL8 rooms count)
Due to the isolation of shard2 there will not be a compulsary sign up fee in this round. To ensure your place is registered send a message on slack to stevetrov, once players are registered they will appear on the spreadsheet
Once the teams are assigned participants can add up to 2.5m credits as a bet, to place a bet you need to have a terminal on either shard0 or shard1
The winning team gets all proceeds of the games redistributed proportional to each member's bet from the organiser after the contest minus expenses (market taxes)
GCL starts and is frozen at 5
CPU starts and is frozen at 50
The rooms will be laid out in the same way as on the public server with SK rooms in the center of 9x9 sectors with highways.
The number of sectors will be decided once the number of players is known, but there will be approximately one sector for every 10 players.
There will be NPC terminals at the cross roads, in round 1 npc terminals were useless due to a bug, this will be fixed for round 2
The tick rate will be one tick every 1.2 seconds.
Re-spawning is allowed but its recommended that you get your team mates to rebuild your spawns if you can.
I restarted my server which eliminated the issue for the moment, though I suspect it will reoccur at some point. I also experimented on a separate VM and confirmed I could bring down the engine_main process in isolation and then have the launcher spin it back up with additional custom logging inside that loop. If the problem does reproduce and restarting the engine_main process doesn't eliminate it then I should be able to learn more next time.