New fleet tournament (extension till 14th june)

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

Moderators: th15, Moderators

Do you think this tournament will work/be any good?

Poll ended at Wed May 21, 2008 4:25 am

yes
6
55%
no
0
No votes
too easy to exploit
5
45%
 
Total votes: 11

Lloyd16
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Joined: Wed Feb 13, 2008 6:59 pm

New fleet tournament (extension till 14th june)

Post by Lloyd16 »

In this tournament each of you will build a fleet, using up to 300 points

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ship class core hp base speed  base accelection  base turning  
Frigate      300        0.4            0.08         0.32
Cruiser      400        0.28           0.05         0.25
Battleship   500        0.2            0.03         0.18
Dreadnought  600        0.12           0.01         0.10
Each ship starts with these stats.
you can spend points for these boosts
speed 1 point= 0.3 frigate, 0.2 cruiser, 0.1 battleship
accelection 1 point= 0.05 frigate, 0.03 cruiser, 0.01 battleships
turning 1 point= 0.25 frigate, 0.18 cruiser, 0.1 battleship

dreadnoughts only get stat boosts by thrusters
1 thruster=1 point= 0.12 speed, 0.04 accelection, 0.1 turning
any ship can use thrusters, but they must be facing the back of the ship.

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 class     section cost    base hp of sections    hp add per section(1 point)
frigate         2 points/1         100                   150
cruiser         1 point/1          150                   200
battleship      1 point/2          200                   250
dreadnought     1 point/2          250                   300
each ship can be up to 150 points, except dreadnoughts that can have up to 200. only 1 dreadnought per fleet.

each fleet will choose 1 group of weapons, and will get cheaper weapons/modules from that group, but will have a penalty in some way.
(note: some weapons/modules appear in more then 1 group)

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close range
weapon           cost      cost if chosen group
Pulse gun           2            1
Gattling pulse      2            1
Mining beam         2            1
Scatter beam        2            1
Frosch gun          12           8         limit 1 per ship, 2 per fleet
penalty: double cost to long range projectile group weapons
The fast-moving, hard-hitting, in-your-face class. may be dominated by frigates. Lack of long range support could hurt.

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beamers
weapon           cost       cost if chosen group
Mining beam      2                    1
Scatter beam     2                    1
Beam             3                    2
Shock beam       3                    1
Mega beam        4                    2      
penalty: double cost to pd
This class will stay in beaming range, and will suffer from little/no pd, meaning this class will rely on deflectors most of the time.

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drones
weapon                         cost        cost if chosen group
Demeter                          2                   1       
Demeter pod launcher             12                  8        limit 2 per ship, 4 per fleet
Gluon Bolter                     4                   2
Missile launcher                  2                   1
penalty: half speed of all ships, double cost for all weapons/modules except long range projectiles
This class is all about let the private die first. This class will be slow, lumbering battleships. Expect a dreadnought in this kind of fleet.

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Long range projectiles
weapon                cost         cost if chosen group
Weasel gun             3                  2
Pulser                 4                  2
Railgun                3                  2
Plasma charge          2                  1
Gosling launcher       3                  1
penalty: double cost hp add, and close range weapons
This group is bring pain without them returning the favour. The double cost hp add will hurt frigates. Could be full of cruisers and battleships.

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Navy
weapon             cost          cost if chosen group
Blaster                2                     1
Gattling blaster       3                     1
Railgun                3                     2
Missile launcher        2                     1
Flak gun               2                     1
penalty: double cost alien tech.
The old style weapns, This class has options on both med and long range attacks, and potational to spam a number of them. The 16 point aegis-deflectors will hurt. flankers and tanks likely.

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Alien tech
weapon                cost         cost if chosen group
Tachyon cannon          2                   1
Tachyon driver          3                   1
Tachyon repeater        12                  9          limit 2 per ship, 4 per fleet.
Point beam              2                   1
Aegis deflector         8                   6             limit 2 per ship, must be gap of 40 degrees measured from core
penalty: double cost of other pd, and navy group
This group has cheap tachs, but little else to support them. only point beam defence may hurt, as well as only beam weapons to support on an attack. any class is an option.

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Module
module               cost       cost if chosen class
Deflector            4                2            limit 1 per 3 sections
Gravitic Impeder     6                4
Platform Faberator   9                6
Impeder Faberator    9                6
Lancet beam          6                4             limit 2 per ship, 6 per fleet
Particle gun         2                1
penalty: double cost of drones,close range and navy groups
Expect lots of platforms, and cheap deflectors will mean frosch guns will be happy facing these ships. lack of ship to ship offence may hurt. expect a dreadnought.

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Non group weapons/modules
weapon              cost          
Quad blaster        3
Repeater gun        1
Sidewinder          2
Nano matrix        15            limit 2 per fleet
Dieterling device  12            limit 1 per fleet, no battleship or dreadnought
Flux Projector              Restricted for AI reasons 
Booster             4            limit 2 per ship
Teller Torpedo      2
Gravity Beam        4
Rorschach           5
notes:
any AI can be chosen, except kamakize
AI range can not be beyond 1000
weapons must not touch in shipmaker
sections may be scaled up to 3 times, must not be aegis defectored.
between 3 and 8 ships can be entered in a fleet.
can not parent weapons from core, but core may be covered.
parenting must be logical and sections may not be covered more them 60%. Only 1 dreadnought per fleet.
Aegis deflectored sections hp must be cut to a quarter of normal, after hp adds have been applied.

Scoring: each fleet will have a flag ship.
points will be given after 10 minutes has gone past, or 1 fleet is destroyed.
You will start with 500 points
gain points equal to ships destroyed
half points for disabled ship at 10 min mark
half points of ships destroyed by enemy.
flag ship counts double. if you have a dreadnought, that is your flag ship.

you must state which group your fleet will be based on.
you may use weapons from any group, but follow the prices given.
i will allow changes to weapon groups up to when the rules are called balanced, or 3 weeks from 30th april. from then all enteries are stuck with their chosen group. you must enter before 1st june, and a group must be chosen for the entry to count.
submissions will not be until june, so no rush yet.

Entries
ASM beams "Beam team"
Jafo alien tech
Daxx alien tech
elecboy navy
lloyd16 navy "The royal space navy"
this will be round robin format.
submit your ships by 13th june. need someone to check mine. remember to follow the price rules for your group.
if you wish to enter late please post here, and i will see if anyone has a problem with your late entry.

Edit: added poll.
1st may: changed scoring system and added description of each class.
3rd may: halfed turning boost per thruster.
Last edited by Lloyd16 on Sat Jun 14, 2008 3:15 am, edited 10 times in total.
Daxx
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Location: England

Post by Daxx »

Any limit to weapons per section? Do thrusters provide all three effects for the one point? How do section hit points work? Can we buy additional hit points? Can you have both deflectors and aegis? Can you parent to aegis'd sections? Do we get to choose starting formations? Just for clarification, can any ship have weapons from any group, but get the discounts in their own group?

I'm in on this one, reserving judgement on which grouping. Interesting experiment.
[/post]
Lloyd16
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Posts: 148
Joined: Wed Feb 13, 2008 6:59 pm

Post by Lloyd16 »

only limit is no touching weapons. thrusters give all 3 bonuses. section hp works like in any other tournament. Yes you can buy additional hitpoints. yes you can buy from any group, with the discounts for your group, remembering that most groups have double price on another. Starting postions can be chosen. Everything else is a case of "it does not say anything, so you can do it"
half of this tournament is using the groupings to your advantage, the other half is exploting the rules. a good exmaple is that drones have Missile launchers, so you could say use are using drones but only use the Missile launchers.
Also you can't hide your choice for very long, as it needs to be public, alone with saying you are completing, by june 1st.
Also if anyone sees a balance issue please say.
antisocialmunky
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Post by antisocialmunky »

... This is going to be bloody. You can only have two Aegis with no section limit right?
Don’t worry it has airbags.
Lloyd16
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Joined: Wed Feb 13, 2008 6:59 pm

Post by Lloyd16 »

Yes. however there is no deflector limit, except for 1 per 3 sections.
i wonder how may people will use that. :? :roll:
Edit: just realised scoring system will be unfair on larger fleets, so redone it here.
start tournament with 500 ponits
get points depending on ships destoryed (1 point spend on that ship=1 point to destroying team)
half if disabled, but not destoryed in time limit.
lose points in same way as gain.
antisocialmunky
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Post by antisocialmunky »

Congrats, you just broke the game.
Don’t worry it has airbags.
Lloyd16
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Post by Lloyd16 »

If you are talking about the aegis deflectors, you can't just put 2 section 26's together and call that a ship, because you must leave a 40 degrees gap between them.
Daxx
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Location: England

Post by Daxx »

How do you determine if a ship is disabled?
[/post]
Anarki
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MASTER CHIEF IS GAY

Post by Anarki »

I can create an aegis-bunker with these rules.

Hahaha! Muhahahahahaha!
Daxx
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Location: England

Re:

Post by Daxx »

Anarki wrote:I can create an aegis-bunker with these rules.

Hahaha! Muhahahahahaha!
You and everyone else, and their mothers. You have to figure out how to beat these insanely broken ships.
[/post]
antisocialmunky
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Post by antisocialmunky »

... More insanely broken ships. We've been over this in Com's thread.
Don’t worry it has airbags.
Lloyd16
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Joined: Wed Feb 13, 2008 6:59 pm

Post by Lloyd16 »

A ship is disabled if it can not fight back. Meaning it has no damaging weapons. I may ban aegis deflectors to make it more balanced. unless anyone has any better idea's.
JaffaJoke91
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Post by JaffaJoke91 »

Please do not ban aegis... please! i am going to enter, and destroy all with strategic use of aegis! all bow to alien group ships!
Need... More... COOKIES!
antisocialmunky
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Post by antisocialmunky »

You'll never get close enough to use them.
Don’t worry it has airbags.
DarkenShroud
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Post by DarkenShroud »

Its diverse, it introduces a new class into tournaments, weapons are divided well between factions, and you have made battleships actually viable to make now. Good job all around, I voted yes good idea and you should move forward when you feel your ready.



Aegis use............


I like Daxx's format where a section targeted by a aegis is reduced in hp and so on. Otherwise there just bound to be exploited like normal.
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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