Let's Bring the good old tourney days back!

Discuss all things Battleships Forever that aren't Ships and Shipmaker - Missions, Development, etc.!

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Ninteen45
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Let's Bring the good old tourney days back!

Post by Ninteen45 »

I thought that with the new things We could get a new version of the good old tournaments. I'm pretty sure we'll need a new rule design made from scratch. Anyone wanna do this and revive the tournaments?

I've been thinking of classifying Weapons, like this:

Light: Plasma cannon, PD, Scattergun...

Light Medium: Blaster, Missile, Railgun...

Medium: lazer, quad blaster, Gatling blaster...

Med Heavy: Mega Lazer, Dual scattergun...

Heavy: Artillery, Tachyon... (The big one)

(I've forgot the other names...)

Anyway, parts would be limited to certain ship sizes, and to smaller ships that do have them, is would limit other things, like Sections, Other weapons, Armour...

The points in the old version would be Put up to 100, for more derailed editing of armour, Accel ETC.

Usual Biulding guide:

Code: Select all

You begin with 100 points to construct your ship. 

The first task before you is to choose a ship class. This will affect all aspects of your ship, due to the variance in cost between the classes. These classes are Battleship, Cruiser, & Frigate. 

Once you have chosen your ship’s class, it will dictate how you spend the points allotted for the tournament. Each faucet of the ship has a cost associated which is based upon the ships size. 

------------------------------------------------------------------------------------------------------------------- 
------------------------------------------------------------------------------------------------------------------- 

Attribute--|--Battleship---|----Cruiser----|----Frigate---- 
Core HP    | 1 point/50    |  1 points/25  | 1 point/10 
Base HP    |      500      |      400      |    300 
Max Speed  | 1 points/0.10 | 1 points/0.15 | 1 points/0.20 
Accelerate | 1 points/0.01 | 1 points/0.02 | 1 points/0.05 
Turning    | 1 points/0.08 | 1 points/0.14 | 1 points/0.20 
Sections   | 1 points/2    | 1 points/1    | 2 points/1 
Sec.HP Base|      200      |      150      |      100 
Sec.HP Add | 1 points/250  | 1 points/200  | 1 point/150 

------------------------------------------------------------------------------------------------------------------- 
------------------------------------------------------------------------------------------------------------------- 

While looking at the blank ship, set the Core’s HP to the Base HP value that appears in the column of the ship class you have chosen, and the Max Speed, Acceleration, and Turning to zero. From here you should decide how many points you plan to allocate to the basics of the ship. 

You can spend as many points on these attributes and have as many sections as you can afford. As you buy sections, you should set their Custom HP to the value listed in the Sec.HP Base row so that you don’t forget to do it later. You may want to consider strategically beefing up certain sections, though in most cases it’s better to just add ablative sections meant to be lost. 

Keep in mind, though, that you will have a set number of points, and no battle was ever won purely by defensive measures. 

As far as AI goes, any AI can be selected and any AI Range set. Keep in mind that the AI Range is the distance your ship will try to keep between its core and the enemy’s, so it really should be no farther than your shortest ranged weapon. Though weapons mounted father back than the core will have their effective range reduced. 

At this point, you’ve more than likely spent around half of the points, and hopefully have some idea what you want your killing machine to wield. Yet now comes the hard part. Where and how should you mount the instruments of your will? 

Should you attempt to cover all angles of attack, or trust that your ship can turn fast enough to keep the opposition in its sights? Should you invest in your active defenses, or pour all your resources into firepower? 

Attribute--------|----Cost-----| Limit per ship 
=Projectiles=====|=============| 
Pulse Gun--------|----- 1 -----| 
Gatling Pulse----|----- 2 -----| 
Blaster Cannon---|----- 1 -----| 
Gatling Blaster--|----- 3 -----| 
Quad Blaster-----|----- 3 -----| 
Repeater Gun-----|----- 1 -----| 
Tachyon Cannon---|----- 2 -----| 
Tachyon Repeater-|----- 8 -----| 
Tachyon Driver---|----- 3 -----| 
Plasma Charge----|----- 2 -----| 
Missile Launcher-|----- 1 -----| 
=Beams===========|=============| 
Mining Beam------|----- 1 -----| 
Scatter Beam-----|----- 2 -----| 
Beamer-----------|----- 3 -----| 
Shock Beamer-----|----- 2 -----| 
Mega Beam--------|----- 4 -----| 
=Point=Defense===|=============| 
Flak Cannon------|----- 2 -----| 
Particle Gun-----|----- 2 -----| 
Point Beam-------|----- 2 -----| 
=Misc============|=============| 
Demeter Launcher-|----- 2 -----| 
Demeter Pod Lchr-|----- 12 ----|
Weasel Gun-------|----- 3 -----| 
Pulsar Gun-------|----- 4 -----| 
Sidewinder-------|----- 2 -----| 
Railgun----------|----- 4 -----| 
=Modules=========|=============| 
Gosling Launcher-|----- 3 -----| 
Nano Matrix------|----- 15 ----|
Gravitic Impeder-|----- 6 -----| 
Platform Faber---|----- 8 -----| 
Impeder Faber----|----- 6 -----| 
Dieterling Device|----- 12 ----|
Flux Projector---|Not Avaliable| 
Booster----------|----- 5 -----|
Aegis Deflector--|----- 8 -----| * 
Deflector Shield-|----- 4 -----| ** 
Teller Torpedo---|----- 2 -----| 
Gluon Bolter-----|----- 3 -----| 
Lancet Beam------|----- 6 -----|
Frosch Gun-------|Not Avaliable| 
Gravity Beam-----|----- 5 -----| 
Rorschach--------|----- 4 -----| 
Any ideas?
Last edited by Ninteen45 on Sun Mar 15, 2009 3:12 am, edited 1 time in total.
SHAD0Wdump
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Post by SHAD0Wdump »

I've actually have thought up a system for designing ships of my own,however it has a effect of hull design...
Ninteen45
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Post by Ninteen45 »

Well post it, and see if somebody here could help!
SHAD0Wdump
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Post by SHAD0Wdump »

Eh... It is really centric on a 'structural' system.

You see,for a specific area to mount a weapon,it has to have a certain amount of structural(wireframe/I beam collaborations).

It also allows such things as energy cores,ammunition (boxes?Sounds weak),coolant tanks,etc. Which can be used to enhance weapon effectiveness by a certain amount(basically you drop one of these near a gun and modify the gun's stats).

I haven't gone by all the specifics but it is certainly a complex system.
Ninteen45
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Post by Ninteen45 »

Ohh, sounds nice.
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Post by Arcalane »

There's a reason the Tournaments section was converted straight over to an archive. All the new features will probably make the system abusable anyway.
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Post by ArcaneDude »

Few people seemed interested at the time, it simply died. I don't think it's gonna be any different now.
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Post by lightstriker »

also, Shadowdump, I believe that the main problem with your idea is that, just from what I see of it... it would be insanely annoying to do >.> having to look at ammunition, constantly tweak stats on weapons, continuously check number of connectors, etc... it would just be... extremely aggravating. Not to mention that anything that complicated would probably lead to someone finding a way to abuse it. Generally, it's better to go with simplicity.
Although, if you have an idea to get around the issues that come w/ complexity, more power to 'ya
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Post by Squishy »

Rather, take a look at Lightstriker's minifleet.

It's not competitive per say, but it allows designers to make fleets of comparable size and power to each other. AND we don't need to deal with chunks of points, numbers and crap.
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Post by Ixranin »

The pool of players willing to join tournaments was shrinking rather badly back during the last couple. I wouldn't be surprised if it's even smaller now, especially since ships have become much more time consuming to build.

I had played with the idea of allowing point-purchasable "boosts" to weapons, back when I was making Boss Rush, but I wrote it off as too complicated. We've got quite a pool of weapons to choose from now, and if you're doing a mothership-style tournament, it becomes even more complicated when you have to design the boss to not be cheese killed by a bunch of ships packing range-upgraded Sabot Cannons. Plus, things can only get so complicated before it starts turning off players.
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SHAD0Wdump
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Post by SHAD0Wdump »

Exactly why my idea kinda faltered,still,it is a potential thing for me to screw around with.
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Post by Slayer0019 »

I was all for tournaments back in the day, then I took one look at the table and lost all interest.
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Post by Exethalion »

Basically, people can't be arsed to abide by all the complex rules for balancing that aleady existed, and things have got 10 times more complicated now that all the new features are here. I don't think I've ever seen a tourney since Andrew Fireborn's that hasn't ended with people dropping out, the host doing a runner or just total failure.
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Post by EriErin »

I present to you an expanded equipment table, in case anyone wishes to start a tournament with the new equipment.

Code: Select all

--Weapon Type----|----Cost-----| Limit per ship |
=Projectiles=====|=============|================|
Pulse Gun--------|----- 1 -----|
Gatling Pulse----|----- 2 -----|
Blaster Cannon---|----- 1 -----|
Twin Blaster-----|----- 3 -----|
Gatling Blaster--|----- 3 -----|
Quad Blaster-----|----- 3 -----|
Repeater Gun-----|----- 1 -----|
Tachyon Cannon---|----- 2 -----|
Tachyon Repeater-|----- 8 -----|
Tachyon Driver---|----- 3 -----|
Plasma Charge----|----- 2 -----|
Missile Launcher-|----- 1 -----|
Mini Missile-----|----- 4 -----|
Tac Nuke Cannon--|----- 9 -----|
Plasma Ball------|----- 5 -----|
Repeating Arty---|----- 6 -----|
Vulcan Cannon----|----- 5 -----|
Particle Rifle---|----- 5 -----|
Torpedo----------|----- 6 -----|
Flash Bolter-----|----- 5 -----|
Machinegun-------|----- 1 -----|
=Beams===========|=============|
Mining Beam------|----- 1 -----|
Scatter Beam-----|----- 2 -----|
Twin Scatter-----|----- 4 -----|
Beamer-----------|----- 3 -----|
Twin Laser-------|----- 6 -----|
Shock Beamer-----|----- 2 -----|
Mega Beam--------|----- 4 -----|
Tesla------------|----- 8 -----|
=Point=Defense===|=============|
Flak Cannon------|----- 2 -----|
Particle Gun-----|----- 2 -----|
Point Beam-------|----- 2 -----|
Point Rocket-----|----- 2 -----|
=Misc============|=============|
Demeter Launcher-|----- 2 -----|
Demeter Pod Lchr-|----- 12 ----| 2
Weasel Gun-------|----- 3 -----|
Pulsar Gun-------|----- 4 -----|
Sidewinder-------|----- 2 -----|
Railgun----------|----- 4 -----|
Twin Railgun-----|----- 9 -----|
Sabot Cannon-----|----- 8 -----|
Autocannon-------|Not Available|
Twin Autocannon--|Not Available|
Particle Cannon--|----- 6 -----|
=Modules=========|=============|
Gosling Launcher-|----- 3 -----|
Nano Matrix------|----- 15 ----| 1
Gravitic Impeder-|----- 6 -----|
Platform Faber---|----- 8 -----|
Impeder Faber----|----- 6 -----|
Dieterling Device|----- 12 ----|
Flux Projector---|Not Available|
Booster----------|----- 5 -----| 2
Aegis Deflector--|----- 8 -----| *
Deflector Shield-|----- 4 -----| **
Teller Torpedo---|----- 2 -----|
Gluon Bolter-----|----- 3 -----|
Lancet Beam------|----- 6 -----| 2
Frosch Gun-------|Not Available|
Gravity Beam-----|----- 5 -----|
Rorschach--------|----- 4 -----|
Ship Deployer----|Not Available|

* You may only have 1 Aegis Deflector per 6 sections, not counting your core. They cannot be on the section they’re guarding. The ship will be ruled on. They may not be used with standard Deflector Shields.
** You may only have 1 Deflector Shield per 3 sections, not counting your core. They may not be used with Aegis Deflectors.
Naturally, triggers, turretsections, rotsections and movsections are going to be unavailable, since they would be impossible to balance.

For the sake of our sanity, I also propose that whatever tournaments started be carried out using only stock sections.
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M123
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Post by M123 »

Why are autocannons 'Not Available'?
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