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Tournament Advanced Operations Rules

Posted: Thu Apr 10, 2008 8:12 am
by Tsakara
I'm working on creating a newer more advanced set of tourney rules, these rules will allow things like range and damage modifications as well as adding additional ship types.

Code: Select all

you have 400 points to work with, a large increase.

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 dreadnought, Battleship, battlecruiser, Cruiser, destroyer, & 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.

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Attribute--|--Dreadnought--|--Battleship---|Battlecruiser--| ----Cruiser----|---Destroyer---|----Frigate----|
Base HP    |     1000      |      700      |     500       |      400       |      300      |      250      |
Max Speed  | 1 points/0.02 | 1 points/0.10 | 1 points/0.15 | 1 points/0.20  | 1 points/0.30 | 1 points/0.50 |
Accelerate | 1 points/0.01 | 1 points/0.02 | 1 points/0.05 | 1 points/0.10  | 1 points/0.15 | 1 points/0.20 |
Turning    | 1 points/0.01 | 1 points/0.14 | 1 points/0.20 | 1 points/0.25  | 1 points/0.30 | 1 points/0.45 |
Sections   | 1 points/5    | 1 points/3    | 2 points/3    | 1 points/2     | 1 points/2    | 1 points/1    | 
Sec.HP Add | 1 points/500  | 1 points/250  | 1 points/225  | 1 point/175    | 1 points/150  | 1 points/100  |
 
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While looking at the blank ship, set 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. 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.

All ships must have logical parenting, modules must sit on the sections they are attached to and parented sections must touch. While stacking sections and weapons is fine, it must be within reason. A section cannot be completely covered by another section, and a weapon\module cannot be completely covered by another weapon\module. However, weapon\modules may completely cover a section. 

Sections can be resized a maximum of 3 times, but for every expansion, it must be shrunk in the opposite direction. So, you can expand the length but you will have to shrink the width for every expansion. If you plan on shrinking something, you don't have to expand it. Aegis'd sections may NOT be modified.

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?

Each section may parent at most two modules/weapons. All weapons must use their original arc. That is, weapons may no longer be expanded to 180 degrees in this tournament. No attributes may be changed for weapons or modules. 

Range can be added to each weapon for the cost shown, each increase costs the set number of points, and can be increased as much as desired.

Weapon damage is exponential, the damage increase is doubled each time and the cost is doubled. so if you were to quadruple a pulse guns output then you would need to spend 6 points, the first 2 would increase the damage from 8 to 16, the second 4 (doubled from previous) would increase the damage from 16 to 32, this might sound like a good deal but the price climbs fast.


Attribute-------|----Cost----|--Range Boost Cost--|-2x Yield Cost-|-Max-|
=Projectiles====|============|====================|===============|-n/a-|
Pulse Gun-------|----- 1 ----|----1 points/100----|--2 points/2x--|-n/a-|
Gatling Pulse---|----- 2 ----|----1 points/75-----|--3 points/2x--|-n/a-|
Blaster Cannon--|----- 2 ----|----1 points/100----|--4 points/2x--|-n/a-|
Gatling Blaster-|----- 3 ----|----1 points/75-----|--5 points/2x--|-n/a-|
Quad Blaster----|----- 3 ----|----1 points/75-----|--5 points/2x--|-n/a-|
Repeater Gun----|----- 1 ----|----1 points/100----|--3 points/2x--|-n/a-|
Tachyon Cannon--|----- 2 ----|----1 points/65-----|--4 points/2x--|-n/a-|
Tachyon Repeater|----- 9 ----|----1 points/20-----|-10 points/2x--|-n/a-|
Tachyon Driver--|----- 3 ----|----1 points/100----|--4 points/2x--|-n/a-|
Plasma Charge---|----- 3 ----|----1 points/150----|--4 points/2x--|-n/a-|
Missile Launcher|----- 1 ----|----1 points/200----|--2 points/2x--|-n/a-|
=Beams==========|============|====================|===============|=====|
Mining Beam-----|----- 1 ----|----1 points/85-----|--2 points/2x--|-n/a-|
Scatter Beam----|----- 2 ----|----1 points/65-----|--3 points/2x--|-n/a-|
Beamer----------|----- 3 ----|----1 points/75-----|--4 points/2x--|-n/a-|
Shock Beamer----|----- 3 ----|----1 points/75-----|--5 points/2x--|-n/a-|
Mega Beam-------|----- 4 ----|----1 points/50-----|--6 points/2x--|-n/a-|
=Point=Defense==|============|====================|===============|=====|
Flak Cannon-----|----- 2 ----|----1 points/100----|--3 points/2x--|-n/a-|
Particle Gun----|----- 2 ----|----1 points/100----|--3 points/2x--|-n/a-|
Point Beam------|----- 2-----|----1 points/100----|--3 points/2x--|-n/a-|
=Misc===========|============|====================|===============|=====|
Demeter Launcher|----- 2 ----|----1 points/200----|--4 points/2x*-|-n/a-|
Demeter Pod Lchr|----- 12----|----1 points/150----|------n/a------|-n/a-|
Weasel Gun------|----- 3 ----|----1 points/125----|--4 points/2x--|-n/a-|
Pulsar Gun------|----- 4 ----|----1 points/150----|--6 points/2x--|-n/a-|
Sidewinder------|----- 2 ----|----1 points/100----|--3 points/2x--|-n/a-|
Railgun---------|----- 4 ----|----1 points/150----|--7 points/2x--|-n/a-|
=Modules========|============|====================|===============|=====|
Gosling Launcher|----- 3 ----|----1 points/350----|------n/a------|-n/a-|
Nano Matrix-----|----- 15 ---|----1 points/75-----|------n/a------|--2--|
Gravitic Impeder|----- 6 ----|----1 points/65-----|------n/a------|-n/a-|
Platform Faber--|----- 8 ----|----1 points/75-----|------n/a------|-n/a-|
Impeder Faber---|----- 6 ----|----1 points/75-----|------n/a------|-n/a-|
Dieterling Devic|----- 18 ---|----1 points/100----|------n/a------|-n/a-|
Flux Projector--| Restricted for AI reasons-----------------------------|
Booster---------|----- 5 ----|--------n/a---------|------n/a------|--2--|
Aegis Deflector-|----- 8*----|--------n/a---------|------n/a------|-n/a-| 
Deflector Shield|----- 4**---|--------n/a---------|------n/a------|-n/a-|
Teller Torpedo--|----- 2 ----|----1 points/100----|------n/a------|-n/a-|
Gluon Bolter----|----- 3 ----|--------n/a---------|------n/a------|-n/a-|
Lancet Beam-----|----- 6 ----|----1 points/100----|------n/a------|--2--|
Frosch Gun------|----- 15 ---|----1 points/50-----|------n/a------|--2*^|
Gravity Beam----|----- 5 ----|----1 points/100----|------n/a------|-n/a-|
Rorschach-------|----- 4 ----|--------n/a---------|------n/a------|-n/a-|

* In this case instead of doubling the damage output you double the number of drones fired in one clip
** 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.
*^ 0 for Assault

Deflectors are restricted to one per three sections and Aegis are restricted to one per six sections. Aegis'd sections may not cover more than 90 degrees when measured from the core. A ship may not have both deflectors and aegis.
An Aegis Shield may not completely cover one side of attack. 

Hopefully you’ve been able to fit all the kit you want onto your ship, and it is now ready to convert a few foes to a quickly expanding field of debris. At this point, if you’re happy with her, you should take a screenshot, upload the files, and submit her to the tournament.

Good luck, and good fight!

any thoughts? suggestions? tweaks?

Posted: Thu Apr 10, 2008 8:41 am
by Daxx
What exactly have you changed other than ship size classes and the weapon modifications?

And is this discussion on the ruleset, or is this a tournament which we should be speccing ships for?

Posted: Thu Apr 10, 2008 8:48 am
by Tsakara
I've simplified a few things, added more parts to work with, new ships, and the weapon range and damage, along with minor tweaks to a number of other things
its basically an advanced version of the existing rules

its just a discussion too, although I felt it would be better here since its dealing with tournaments.

Posted: Thu Apr 10, 2008 8:57 am
by derekiv
IT seems with your rules it would be easy to make a mammoth frigate due to piece price. The price of a piece needs to be changed.

Posted: Thu Apr 10, 2008 9:02 am
by elecboy
It looks like Shock beamers may get out of hand. Hehe :twisted:

Posted: Thu Apr 10, 2008 9:03 am
by Daxx
I'd not include point limits if this is a ruleset, not a tournament. You also want to include a base section HP on there somewhere too, in addition to the Base HP (which I assume to mean base core hp).

And at the risk of coming across as self-promoting, this thread exists for just this reason.

Posted: Thu Apr 10, 2008 9:14 am
by Tsakara
Daxx wrote:I'd not include point limits if this is a ruleset, not a tournament. You also want to include a base section HP on there somewhere too, in addition to the Base HP (which I assume to mean base core hp).

And at the risk of coming across as self-promoting, this thread exists for just this reason.

no I took that out because it seemed pointless and over complicates things

Posted: Thu Apr 10, 2008 9:31 am
by Daxx
So what is the base section HP then? The same thing as base core HP? You should really clarify that.

EDIT:
Also, I presume you mean that you're not going to be running this as a tournament? Because I was toying with the idea of setting one of my own up, but I won't bother if you're doing this one - I don't want to oversaturate everyone.

Posted: Thu Apr 10, 2008 10:05 am
by Droid
I'm assuming base section hp is default.
As in, you leave it alone.

Posted: Thu Apr 10, 2008 10:20 am
by antisocialmunky
Beamers + Damage Boost = Own

Posted: Thu Apr 10, 2008 10:27 am
by mtheminja
antisocialmunky wrote:Beamers + Damage Boost = Own
O RLY?

Lotsa Beamers without damage boost = beaten. The only point in damage boosting a beamer is to make it worth range boosting it. Then, of course, boosted beamers own.

Posted: Thu Apr 10, 2008 10:31 am
by Arcalane
If you have any sense of honour you'll ban Platform Fabs and Impeder Fabs because the AI is a retard and will shoot at those instead of the enemy ship, potentially exposing it's weak spots to the enemy.

Posted: Thu Apr 10, 2008 11:25 am
by Tsakara
Droid wrote:I'm assuming base section hp is default.
As in, you leave it alone.
exactly
Arcalane wrote:If you have any sense of honour you'll ban Platform Fabs and Impeder Fabs because the AI is a retard and will shoot at those instead of the enemy ship, potentially exposing it's weak spots to the enemy.
thats one of those design choices that could help or hurt you in the long run. (although if the AI goes by the size circle it shouldn't target the small platforms

Posted: Thu Apr 10, 2008 11:32 am
by antisocialmunky
mtheminja wrote:
antisocialmunky wrote:Beamers + Damage Boost = Own
O RLY?

Lotsa Beamers without damage boost = beaten. The only point in damage boosting a beamer is to make it worth range boosting it. Then, of course, boosted beamers own.
Well, shock beamers anyways. :D

Posted: Thu Apr 10, 2008 4:21 pm
by Anarki
Dreadnoughts are stupid.

I'll post a dreadnought later showing why.