Motherships Tournament ##Judging in Progress##

Various custom ship tournaments go here, along with old encounters.

Moderators: th15, Moderators

Tsakara
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Post by Tsakara »

alpha if any openings remain
Jafo
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Post by Jafo »

Beta for me.
ChaosTheory
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Post by ChaosTheory »

Two things I'd like to ask about:
No more than 60% of the ship's total point value may be spent on Loadout Points.
Does this include the MS? Becaus ethat seems kind of silly for an 800 point ship.
Modules and weapons may not overlap in shipbuilder.
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-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.
Generally, one or the other is good, but not both. I perfer the first rule only. Most tourneys say that if a weapon does not cross any other weapon in the shipbuilder (or in game when rotated if you want to tkae it further) it is legal. 2/section also seems kind of silly for an MS tourney, frankly.
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Anarki
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Post by Anarki »

Gamma please.
Tsakara
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Post by Tsakara »

I really wish the MS could fit a dietering its the only flaw in my evil plan
Anarki
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Post by Anarki »

I wish flak costs were expodentional... 8 flaks can render pretty much anything useless. Combine with gravitic impeders, and you got yourself an invulnerable shield against projectiles, essentially. Only railguns stand a chance, but they don't seem to blow up Aegis sections...
Mr_Wizard
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Post by Mr_Wizard »

Could a Mothership get one more little addition? I am only asking because I am finding it hard to spend every point. I reccomend that the maximum times a section ban be boosted on Motherships be increased to 8, allowing for sections with 2200 hit points. This is the only 200 points above the average hitpoint value on the test mothership I made. It also makes it easier to spend evenly on hull points and loadout points on motherships because I don't need to add quite so many sections to reach the same balance with the 60% rules.
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Anarki
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Post by Anarki »

Sections may overlap up to 10%.
Too small. 50%, maybe. But 10%? That's ridiculous.
DarkenShroud
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Post by DarkenShroud »

I like the 10 percent, it forces people to use hp boosts and not rely on plating. To much overlapping is shady and bullshit anyways. I like the fact that weapons and modules must be only 2 per section. And maynot overlap. Just need to get more creative. And not use the same albative plating everytime/spam weapons on a single section. I like the rules the way they are, keep them such. These rules make it a challenge to build a powerful ship/escort. I don't see either of these requests as a needed. Please do not change the rules. 10 percent coverage is fine, so is 2 weapons per section. Its your toureney, your rules. There fine the way they stand. And make for a nice balance. Oh and letting the mothership have more increases then the other ships in hp is not a good idea. Having 800 points to spend will make it have more sections, and just because its bigger, should not mean it should have more hp. Its made from the samething as our otherships. So it should have the same hp range, just be bigger. Anyways, keep the rules the same again. There is no problem with them and all this is just nit picking.


The points ratio to mothership building is kinda screwy.

I would suggest you allow motherships to have either a max of 75 percent loadout/75 percent max to hullpoints/stats. That is a max of 600 points can be put towards either. The 60 percent max points to each is just to restrictive for builders of motherships. And is quite confusing to calculate. But at 75 percent its easy to calculate. 60 percent is a good max for escorts though I fully agree with that. And is easy to calculate. If this seems to extreme, how about a 500 point limit to a motherships loadout or hullpoints/stats. That would be much more balanced and easy to determine and judge?


This suggestion is not nick picking, this suggestion holds weight


Since you are restricting motherships to 2 weapons/modules per section, and keeping there hp the same. I feel they need whats above to make them standout as motherships. And not just be a large battleship in our eyes lol.

Oh and one more thing. Not having any rules to stop aegis exploiters is a very very bad idea. I would have banned aegis from this tourney in general. Why you ask, because its possible to make a ship which is 95 percent immune to all attacks using this set up you have going. So either restrict aegis to one per escort, and four per mothership. Or your gonna have some 3 hour long battles going on with small fast aegis ships that cannot be breached. Other then by dementers or ships that have a super low range and or jump on top past aegis. Please remove aegis use or restrict it as I have recommended. Those who disagree merely want to exploit aegis use, which makes me sick :evil: Please do something about this, unless you want me to remake my escort ship using two - four aegis which surround my entire ship so no one can penetrate it. The only good thing you have going, is the fact that aegis sections must be at 50 hp. Which means that some beamer designs and Missile designs maybe able to simply blow away aegis sections with enough fire. Please take this entire post into account and act accordingly. Thanks for the great tourney, I hope you see things my way lol.
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Anty
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Post by Anty »

I would like to join any open team

I think the aegis rules are actually good this time, because they can be easily beaten by ships that can cause a short burst of high damage (schock beamers for example)

btw: what are the rules for stretching sections?
DarkenShroud
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Post by DarkenShroud »

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.
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Daxx
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Post by Daxx »

Answers to points people have raised.

The 60% ratios: Yes, this is deliberate. I knew people were going to complain, but I see this as being a positive step in tourney ship building. Too many ships are basically no hull and all weapons. A mothership built along normal lines will simply be the maximum amount of weapons slapped on the smallest possible hull, which I don't want to see. I want to see massive motherships duking it out and blowing off loads of sections. I don't want to not be able to see a ship because it's hiding beneath 400 blasters sitting on its hull.

The parenting limit: Similarly, I don't want to see ships which are big balls of sections that have everything parented to a tiny cluster in the middle. This also promotes having more sections.

The Aegis: If you can't deal a big chunk of damage to a ship in one go, perhaps you don't deserve to destroy it. You should be expecting everyone else to try to make ships which surround themselves with Aegis, and design accordingly.
My testing shows that Aegised ships are still very vulnerable if the ships they face are designed with the Aegis rules in mind. You should be looking at using tachyons, missiles, plasmas, blasters and railguns. Revisiting the weapon statistics, however, does lead me to the conclusion that it would be better if there were more weapons able to take them out; accordingly, I'm reducing aegis hitpoints to 40. Remember that whilst lancets aren't so great against aegis'd ships when they're fully surrounded, after a gap opens up they can make a right mess of them.
Unrestricted use of aegis is non-negotiable, because I want to see if this will work (and I believe it shall).

Point Defence:
I'm still open to the scaling option. Bear in mind, though, that I'm thinking more along the lines of something that will encourage less PD use, not more. If anything, this is the way to reduce any problems with aegis abusers.

Motherships:
Should the Motherships be "special"? Yes, they probably should. Should that be by giving them an advantage? No. This isn't just about them; ideally a mothership should be able to go toe-to-toe against a group of escorts and the fight should be reasonably even. Increasing hit-points is not a bad idea, but the real objective was to force the motherships to be bigger. If anyone can give me a good reason why they think motherships should have something special - preferably something that makes them more... mothershippy... then feel free to suggest.
Speed/Accel. 0 ships are disallowed. I do not want to see anything even remotely resembling distributive aegis armour (though nice idea). Plus, I feel that the ships in this should really be ships and not stations.
Last edited by Daxx on Sun Apr 13, 2008 6:18 am, edited 2 times in total.
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Himura.Kenshin
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Post by Himura.Kenshin »

Distributive Aegis Armor?
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Anarki
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Post by Anarki »

Aegis has a problem with faster flanking ships - they will evade concentrated fire, therefore very difficult to kill.

Secondly, enough PD will render an Aegis dreadnought invulnerable - a combination of Flak Guns and Gravitic Impeders will render most assaults fruitless.

Make all PD have a scaling cost after a certain point, and make Flak have the highest scaling cost, since it is the most powerful when used in large numbers.
DarkenShroud
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Post by DarkenShroud »

I tend to disagree with anarki here. 8 ships and a mothership will get past flak . They will come from all sides, and possibly bear beamer weapons as well as projectile. Plus there fire will come from all sides, and a mothership will respond to one or two sides for the most part. Eitherway I don;t think there will be a offensive or defensive problem here now that aegis sections are only 40 hp.


I like the rules as they stand, thanks Daxx for not budging. Solid rules, and limiting. Which I enjoy throughly.
If it ain't broke, then don't try to fix it

A renegade is only what he makes of himself - Magius to Huma


You have only yourself to blame for failure
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