Page 1 of 18

Motherships Tournament ##Judging in Progress##

Posted: Thu Apr 10, 2008 8:35 pm
by Daxx
All motherships now adjudicated. The deadline for the escorts will be the 13th June, each team will submit 8 ships to me by that time. Since there are no further rounds, infractions committed at this point will lead to a ship being disqualified from the competition (but because I don't believe in fucking people over for accidents, each team may also submit one reserve ship for use in the case of a main ship being disqualified). Teams Alpha and Beta have 102 points per ship, Gamma 100.

Pictures of the Motherships can be found here:
Alpha
Beta
Gamma

-----

Welcome to the Motherships Tournament! This is a rather special tournament where you get to build the titans in question!

Each team of eight will collaboratively construct a Mothership with which to rule the aether. The point limit for this is 800 points, and must conform to the Mothership hull class. At the end of the first deadline, designs must be submitted from each team. A snapshot of each team's design will then be made public.

Before the second deadline, team members must construct 100 point ships of their own as escorts for their team's Mothership. These ships must conform to either the Frigate, Cruiser or Battleship hull classes. Each team of eight will therefore end up with one Mothership and eight smaller escorts.

Code: Select all

==Hull Points==

Attribute----|----Frigate----|----Cruiser----|---Battleship--|--Mothership---|
Core HP Base |      300      |      400      |      500      |     500       |
Core HP Add  | 1 point/10    | 1 point/25    | 1 point/50    | 1 point/50    |
Sections     | 2 points/1    | 1 points/1    | 1 point/2     | 1 point/2     |
Sec HP Base  |      100      |      150      |      200      |      200      |
Sec HP Add   | 1 point/150   | 1 point/200   | 1 point/250   | 1 point/250   |
Max Speed    | 1 point/0.20  | 1 point/0.15  | 1 point/0.10  | 1 point/0.05  |
Accelerate   | 1 point/0.05  | 1 point/0.02  | 1 point/0.01  | 2 points/0.01 |
Turning      | 1 point/0.20  | 1 point/0.14  | 1 point/0.08  | 1 point/0.04  |

Set the Core’s HP to the Core HP Base value that appears in the column of the hull class you have chosen, and the Max Speed, Acceleration, and Turning to zero.

As you buy sections, set their Custom HP to the value listed in the Sec HP Base row. You may increase this by purchasing section HP upgrades as listed in the Sec HP Add row.
The maximum number of times any one section can be increased in hit points is 5. Sections targeted by an Aegis generator must be set to 40 HP; this cannot be increased.

Sections can be resized a maximum of 3 times, but for every expansion or contraction, it must be contracted or expanded in the opposite direction. If you want to make something wider, it gets shorter. If you make something longer, it gets thinner.

Each point spent on either Max Speed, Acceleration or Turning will increase the ship's respective characteristic by the amount appropriate for the chosen hull class.

No more than 60% of the ship's total point value may be spent on Hull Points.

Any AI can be selected and any AI Range set.

==Loadout Points==

Module/Weapon---|----Cost----|-Max(MSMax)-|
=Projectiles====|============|============|
Pulse Gun-------|----- 1 ----|------------|
Gatling Pulse---|----- 2 ----|------------|
Blaster Cannon--|----- 2 ----|------------|
Gatling Blaster-|----- 3 ----|------------|
Quad Blaster----|----- 3 ----|------------|
Repeater Gun----|----- 1 ----|------------|
Tachyon Cannon--|----- 2 ----|------------|
Tachyon Repeater|----- 9 ----|- 2 (4) ----|
Tachyon Driver--|----- 3 ----|------------|
Plasma Charge---|----- 3 ----|------------|
Missile Launcher|----- 1 ----|------------|
=Beams==========|============|============|
Mining Beam-----|----- 1 ----|------------|
Scatter Beam----|----- 2 ----|------------|
Beamer----------|----- 3 ----|------------|
Shock Beamer----|----- 3 ----|------------|
Mega Beam-------|----- 4 ----|------------|
=Point=Defense==|============|============|
Flak Cannon-----|----- 3 ----|------------|
Particle Gun----|----- 3 ----|------------|
Point Beam------|----- 3 ----|------------|
=Misc===========|============|============|
Demeter Launcher|----- 2 ----|------------|
Demeter Pod Lchr|---- 12 ----|- 2 (4) ----|
Weasel Gun------|----- 3 ----|------------|
Pulsar Gun------|----- 4 ----|------------|
Sidewinder------|----- 2 ----|------------|
Railgun---------|----- 4 ----|------------|
=Modules========|============|============|
Gosling Launcher|----- 3 ----|------------|
Nano Matrix-----|---- 15 ----|- 1 (2) ----|
Gravitic Impeder|----- 6 ----|------------|
Platform Faber--|----- 8 ----|------------|
Impeder Faber---|----- 6 ----|------------|
Dieterling Devic|---- 18 ----|- 1 (0) ----|
Flux Projector--| Restricted |- 0 (0) ----|
Booster---------|----- 5 ----|- 2 (4) ----|
Aegis Deflector-|----- 6 ----|- * --------|
Deflector Shield|----- 4 ----|- ** -------|
Teller Torpedo--|----- 2 ----|------------|
Gluon Bolter----|----- 3 ----|------------|
Lancet Beam-----|----- 6 ----|- 2 (4) ----|
Frosch Gun------|---- 15 ----|- 0 (1) ----|
Gravity Beam----|----- 4 ----|------------|
Rorschach-------|----- 4 ----|------------|

* You may have 1 Aegis Deflector per 4 sections, not counting your core. Aegis'd sections are set to 40 HP, and cannot have any weapon or module  parented to or mounted on them.
** You may only have 1 Deflector Shield per 3 sections, not counting your core.
Section requirements for Aegis and Deflectors are cumulative, so 1 Aegis and 1 Deflector Shield requires a minimum of 7 sections.

Max and MSMax refer to the maximum number of this module a single ship and a Mothership respectively may carry.

No more than 60% of the ship's total point value may be spent on Loadout Points.

==Additional Rules==

-All ships must be parented logically (that is, with a contiguous path to the core, parented sections touching). Modules and weapons must sit on the sections to which they are attached.
-Sections may overlap up to 10%. Modules and weapons may not overlap in shipbuilder.
-Ship cores must be default, and no modules/weapons may be parented to them. The core may be completely covered if desired.
-Each section may parent at most two modules/weapons. No attributes may be changed for weapons or modules except for colouring - that is, they must have default arcs, HP and so forth.
The tournament will be based on a points system, with points allocated for destroying or crippling enemy ships. After facing off against each team, the totals will be added together and the team with the most points wins.

Teams

Team Alpha
1. antisocialmunky
2. Lloyd16
3. kaaskopp
4. Master Chief
5. mtheminja
6. Mr. Wizard
7. elecboy
8. Tsakara

Team Beta
1. Comus
2. Mjolnir
3. DarkenShroud
4. ChaosTheory
5. EndlessInfinity
6. Himura.Kenshin
7. Bad Boy
8. Jafo

Team Gamma
1. Anarki
2. Anty
3. TehJarl
4. Krakow Sam
5. Celdur
6. Ukomalkaizio
7. Griffin999
8. ct4900

Posted: Thu Apr 10, 2008 8:36 pm
by antisocialmunky
Team Alpha FTW!

Posted: Thu Apr 10, 2008 8:46 pm
by Lloyd16
Looks like an interesting idea. i'll join alpha.

Posted: Thu Apr 10, 2008 8:47 pm
by kaaskopp
id like to join alpha

Posted: Thu Apr 10, 2008 8:58 pm
by Daxx
Oh, and one thing I wanted to ask entrants re: point defence - do you want fixed costs or scaling costs?

Posted: Thu Apr 10, 2008 9:02 pm
by antisocialmunky
I vote for fixed. They are expensive this time around. Also, can we parent two moduels to the Core like in the other tournement?

Posted: Thu Apr 10, 2008 9:06 pm
by Daxx
antisocialmunky wrote:Also, can we parent two moduels to the Core like in the other tournement?
Oops, forgot to mention that. No, everything has to be attached to a section.

Posted: Thu Apr 10, 2008 9:18 pm
by antisocialmunky
One last thing, have you ever noticed a bug where allied ships with tons of weapons will not fire all their guns while enemies can? I've run into that with several large ships. I'm kinda worried about that happening in this tournement.

Posted: Thu Apr 10, 2008 9:27 pm
by Daxx
antisocialmunky wrote:One last thing, have you ever noticed a bug where allied ships with tons of weapons will not fire all their guns while enemies can? I've run into that with several large ships. I'm kinda worried about that happening in this tournement.
I've never noticed that, but to be fair each round will be run both ways to see if there's a difference.

Posted: Thu Apr 10, 2008 9:32 pm
by antisocialmunky
Well, I can confirm it for you. The reason why you don't see it as much on Motherships is they have weapons firing every which way. However, if most weapons are forward mounts, then its fairly obvious. For example:

http://www.wyrdysm.com/battleshipsforev ... lantis.shp

Posted: Thu Apr 10, 2008 9:46 pm
by Master Chief
Yes! Another MS tournament! Count me in on Alpha! :D

Posted: Thu Apr 10, 2008 9:53 pm
by Comus
I'm in. Put me down for Beta - might as well start filling out the other teams.

Posted: Thu Apr 10, 2008 10:01 pm
by Daxx
antisocialmunky wrote:Well, I can confirm it for you. The reason why you don't see it as much on Motherships is they have weapons firing every which way. However, if most weapons are forward mounts, then its fairly obvious. For example:

http://www.wyrdysm.com/battleshipsforev ... lantis.shp
I think I see what you mean. I'll try with other large ships, though, and see if I can confirm this happening.

If you're worried, then bear two things in mind: the first is that I'll be running battles both ways around to see if there is indeed any difference (first to two clear victories, tennis style); and the second is that you should try to minimise any chance of this happening in your design.

There's nothing I can do about it unless th15 fixes the bug in the meantime.

Posted: Thu Apr 10, 2008 10:24 pm
by kaaskopp
ive tested it too, but... i can't see any weapons not firing. ive got a pretty good computer, maybe its a performance thing?

Posted: Thu Apr 10, 2008 10:41 pm
by Mjolnir
Team beta fro me.