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PostPosted: Sat Sep 03, 2011 6:38 pm 
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Hey, I realize I'm a fuckup, but count me in.

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Will PM you when it's done.


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PostPosted: Sun Sep 04, 2011 1:13 am 
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Doogie, unless there were some objection, I was planning on using BSF4, the default that Sean made.

Starstruck, no worries, I don't think many people here hold grudges.


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PostPosted: Sun Sep 04, 2011 6:37 am 
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Spoiler: show
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I might not win. But, hey, at least I made a pretty ship.


Edit* 2nd gen baby.
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Last edited by Doogie12 on Mon Sep 05, 2011 4:37 am, edited 1 time in total.

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PostPosted: Sun Sep 04, 2011 9:08 am 
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im the one with the sucky ship lol

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PostPosted: Sun Sep 04, 2011 3:08 pm 
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May I ask if drivers can have altered turning speeds?


Best regards, and have a nice day.


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PostPosted: Sun Sep 04, 2011 9:13 pm 
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You can have altered turning speeds on drivers if they're slower, otherwise that would be an advantage. Rule of thumb: under no circumstances should any weapon setup outperform 6 stock blasters in terms of statistics.


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PostPosted: Sun Sep 04, 2011 11:23 pm 
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crap i made mine in the meta ship build. agh now ive got to make it again...

edit: checked it and i don't so never mind

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PostPosted: Sun Sep 04, 2011 11:29 pm 
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Would it be possible to use the mirv version for the no knockback effect? That way 5-hp decorative parts won't affect ship momentum if destroyed.


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PostPosted: Tue Sep 06, 2011 1:00 pm 
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can I use 0 damage weapons?

(for triggers mostly)


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PostPosted: Wed Sep 07, 2011 8:23 am 
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0 damage weapons for triggers are fine as long as you use common sense about them. Basically, don't try to work around the weapon rules by making a turret.

As for using the MIRV beta, I don't think I will. I don't want people "padding" their ships with 5 hp parts without consequence.


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PostPosted: Wed Sep 07, 2011 8:57 am 
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Apologies for the delay, I was out of town and couldn't get to a computer with BSF in order to check the submissions I got. Submission statuses are now current. Starstruck gets a cookie for his ship being approved in one go, without any errors.

I would like to wrap up submissions by the end of this week. If you haven't given me anything by Saturday or haven't contacted me at all to say you need time, then I will be assuming that you are no longer competing.


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PostPosted: Thu Sep 08, 2011 12:38 am 
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After some playtesting, I have decided to use the mirv beta. Ultimately it just plays better and prevents one or two design exploits possible in certain ships.

Also, I wanted feedback on how people actually wanted me to handle the infinite flanking loops. My ideas were to halve the ai range of both ships for that fight, to make those 2v2 fights, or simply call them draws and move on, though the last one sounds especially boring. Thoughts?


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PostPosted: Thu Sep 08, 2011 2:48 am 
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Time limit, maybe? Whoever's taken the most damage after <x> minutes loses.

I could try making a tweaked executable that has tracking and no knockback/armour simulation as well.

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PostPosted: Thu Sep 08, 2011 3:02 am 
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Well one idea would be a combination. Team battles are more exciting anyway and test the designs better instead of just hitting the front of the ships. Then if you place a time limit on it, and at the end of that look at which team has more ships in tact, I think that would come out pretty well.


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PostPosted: Thu Sep 08, 2011 6:29 am 
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Arcalane wrote:
Time limit, maybe? Whoever's taken the most damage after <x> minutes loses.


That crossed my mind, but I prefer the idea of total annihilation. Regardless, the issue is two ships circling each other without firing.

Arcalane wrote:
I could try making a tweaked executable that has tracking and no knockback/armour simulation as well.


If that proves feasible, then I would greatly appreciate it. It would certainly make this tournament better.

jwa8402 wrote:
Well one idea would be a combination. Team battles are more exciting anyway and test the designs better instead of just hitting the front of the ships. Then if you place a time limit on it, and at the end of that look at which team has more ships in tact, I think that would come out pretty well.


It is my intention to try some manner of team battles. I just want to keep the 1v1 stuff separate for the time being.


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