Tournament Idea
Moderators: th15, Moderators
Tournament Idea
See poll question. I've been thinking about doing one, as it's never been done before. Obviously I won't do it now, as everyone is so busy with current tournies, but I just wanna throw the idea out there.
AWARDS:
[i]Most Innovative Shipmaker[/i]
[i]Shipmaker With Most Utility/Balance[/i]
[i]Most Annoying Member[/i]
[i]Most Innovative Shipmaker[/i]
[i]Shipmaker With Most Utility/Balance[/i]
[i]Most Annoying Member[/i]
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In a very complicated manner.Zancloufer wrote:How would the point system work then?
I'm still working out the basics, really. But I am making some ground-breaking changes even WITHOUT the custom weapons. Anyways, the system will first allow you to spread out the DPS of weapons with little to no point cost-this means making the missiles launcher launch 5 missiles of 5 will most likely not cost you a dime. I will probably even make some pre-set custom weapons, so you don't even have to think on some of them. Of course, the ones you DO think on are gonna be the better ones.
AWARDS:
[i]Most Innovative Shipmaker[/i]
[i]Shipmaker With Most Utility/Balance[/i]
[i]Most Annoying Member[/i]
[i]Most Innovative Shipmaker[/i]
[i]Shipmaker With Most Utility/Balance[/i]
[i]Most Annoying Member[/i]
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Actually, that's a pretty good idea, and would be relatively easy to do with a simple script. Before it could be done, though, we would have to know the default values for every weapon/module. However, that brings up an issue of some attributes not being as good as others. For example, increasing the clipsize might prove much more beneficial than increasing the damage of a weapon, and so you'd have to throw in various other modifiers. It could all be done behind-the-scenes, though, with a PHP script. You select a weapon, input the custom stats, and it gives you a point value.
EDIT: Beat me to the punch on the parser thing.
EDIT: Beat me to the punch on the parser thing.
I am going to do something like that. Now that you mention it, a program would help. I'll prolly use my graping calculator. Keep in mind this is most likely far away, as it's gonna be complicated, but I FULLY intend to do this.
EDIT: Wait, I already have a program on my graping calc that'll suffice this, I think.
EDIT: Wait, I already have a program on my graping calc that'll suffice this, I think.
AWARDS:
[i]Most Innovative Shipmaker[/i]
[i]Shipmaker With Most Utility/Balance[/i]
[i]Most Annoying Member[/i]
[i]Most Innovative Shipmaker[/i]
[i]Shipmaker With Most Utility/Balance[/i]
[i]Most Annoying Member[/i]
The problem with a graphing calculator is that it's something that only you can use. That, and it would be a bear to get all those weapon codes copied into it. If it's going to be an important part of the tourney (and it will be. No one is going to want to go through a list of equations to figure out the point value of their weapon), it's got to be public, and usable by everyone. A web based script would, therefore, be ideal.
Now, I suppose you could just put the calculator program up for download, but you've got to figure not everyone has a graphing calculator, and even more problematic, not everyone with a graphing calculator has the same graphing calculator.
Now, I suppose you could just put the calculator program up for download, but you've got to figure not everyone has a graphing calculator, and even more problematic, not everyone with a graphing calculator has the same graphing calculator.
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So I could have a Missile Launcher that launches 20 missiles of 1 damage each for pwnage Point Defense breaking skillz.
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You might want to include a cost for scaling a weapon that depends on the factor change to the value, so 'a Missile Launcher that launches 20 missiles of 1 damage each' would still cost a bit more than a normal launcher, say, 5 as opposed to 2 (since that's a drastically changed weapon), or else Himura.Kenshin is right, the system is exploitable. Alternatively, you could cap the amount a stat can be modified, say by a factor of 4, preventing cheap 'pwnage Point Defense breaking skillz'.
Also, you're probably going to run into decimal point values, what will you do about that?
Also, you're probably going to run into decimal point values, what will you do about that?
Er, missiles do 25 damage. That actually LOWERS the DPS of the weapon. The cost would stay the same or go down, if anything. Also, I'll deal with decimals. All this poll is asking is if you LIKE the idea.mtheminja wrote:You might want to include a cost for scaling a weapon that depends on the factor change to the value, so 'a Missile Launcher that launches 20 missiles of 1 damage each' would still cost a bit more than a normal launcher, say, 5 as opposed to 2 (since that's a drastically changed weapon), or else Himura.Kenshin is right, the system is exploitable. Alternatively, you could cap the amount a stat can be modified, say by a factor of 4, preventing cheap 'pwnage Point Defense breaking skillz'.
Also, you're probably going to run into decimal point values, what will you do about that?
Really, everything you're asking I've already considered, for the most part. I AM the custom weapons guru, after all.
AWARDS:
[i]Most Innovative Shipmaker[/i]
[i]Shipmaker With Most Utility/Balance[/i]
[i]Most Annoying Member[/i]
[i]Most Innovative Shipmaker[/i]
[i]Shipmaker With Most Utility/Balance[/i]
[i]Most Annoying Member[/i]
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Let's not be full of ourselves, yes?Natch wrote:Er, missiles do 25 damage. That actually LOWERS the DPS of the weapon. The cost would stay the same or go down, if anything. Also, I'll deal with decimals. All this poll is asking is if you LIKE the idea.mtheminja wrote:You might want to include a cost for scaling a weapon that depends on the factor change to the value, so 'a Missile Launcher that launches 20 missiles of 1 damage each' would still cost a bit more than a normal launcher, say, 5 as opposed to 2 (since that's a drastically changed weapon), or else Himura.Kenshin is right, the system is exploitable. Alternatively, you could cap the amount a stat can be modified, say by a factor of 4, preventing cheap 'pwnage Point Defense breaking skillz'.
Also, you're probably going to run into decimal point values, what will you do about that?
Really, everything you're asking I've already considered, for the most part. I AM the custom weapons guru, after all.
I was considering a "titan tourney" over at the other forum, but there wasn't much response (mainly from lack of forumites). I was using a system based on:
(new DPS) / (normal DPS)
* (square root of % increase in clipsize)
* (% increase in bullet speed) / 2
* (% increase in arc range)
* (% increase in turn speed)
Plus custom stat changes with special weapons, like pulsars, that may have many variations, for which I would use a polynomial equation for calculation.
If you can do it instead of me, I'd be happy to join.
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Uh, yeah... You could probably blame me for that...ChaosTheory wrote:Let's not be full of ourselves, yes?Natch wrote:Er, missiles do 25 damage. That actually LOWERS the DPS of the weapon. The cost would stay the same or go down, if anything. Also, I'll deal with decimals. All this poll is asking is if you LIKE the idea.mtheminja wrote:You might want to include a cost for scaling a weapon that depends on the factor change to the value, so 'a Missile Launcher that launches 20 missiles of 1 damage each' would still cost a bit more than a normal launcher, say, 5 as opposed to 2 (since that's a drastically changed weapon), or else Himura.Kenshin is right, the system is exploitable. Alternatively, you could cap the amount a stat can be modified, say by a factor of 4, preventing cheap 'pwnage Point Defense breaking skillz'.
Also, you're probably going to run into decimal point values, what will you do about that?
Really, everything you're asking I've already considered, for the most part. I AM the custom weapons guru, after all.
Perhaps you too can team up and work on it? Never know, it might come faster that way?