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Should Dieterling Devices be banned?
Yes. By selecting this option, I acknowledge the fact that I am not using a Device in my design. 39%  39%  [ 18 ]
No. By selecting this option I either use these on my ship, or think they are fair enough as is. 61%  61%  [ 28 ]
Total votes : 46
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PostPosted: Fri Jan 25, 2008 6:36 am 
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Posts: 474
Location: USA
Team-Based Custom Fleet Tournament

Here's the news section. READ THIS. Lots of things can change, and a small news announcement may require you to rethink your ship. Red announcements are must-reads, and involve the rules.

News (Newest at top of list)

-Now entering Phase Three- submission. All old news has been archived.

Phase Three:
Welcome to phase three! This is the submission phase, and it will end as soon as all ships are in. I will not begin to look over any ships until all are in. The following is how I would like ships submitted.

In a Perfect World
Ideally, each group leader will send me a single PM, containing a Zipped file containing the following.
-Each ship's .shp file
-Each ship's .sb3 file

Additionally, the PM MUST (MUST) contain an accurate itemized list of where all of your points went.

In a Slightly-Less-Than-Perfect World
Each team member will send me their ships individually. I would like a zipped file hosted on the database containing:
-An .sb3 file
-A .shp file

Additionally, I need an itemized list of your point expenditure.

Deadline for Phase Three: All Ships In


Current Roster

Team Alpha:
1.Natch
2.CmdPrompt
3.Himura.Kenshin
4.Droid

Team Beta:
1.Iron Ham
2.Admiral Evars
3.Sponge
4.DarkenShroud

Team Gamma:
1.derekiv
2.EndlessInfinity
3.Jafo
4.Master Chief

Team Delta:
1.TrashMan
2.antisocialmunky
3.ChaosTheory
4.TheBlueEcho

Introduction
Welcome to a new take on the custom ship tournaments. Unlike a typical tournament, where it’s everyone for him/herself, this tournament is based on teams of four. It will be a standard team vs. team tournament-style brawl.

We’ll start with four teams, but if the interest is there, I can add more. Due to the difficulties of making a ladder with an odd number of teams, if we have too many people but not enough to form a team of four, the extras will become alternates in the event that a team member is unable to compete.

Please discuss any point value that you think should be changed. I am especially interested in getting input on the “favoring” system, where light weapons are cheaper for Corvettes, heavy weapons for Battleships, and medium/misc for Frigates.

Signing Up
Slots will be filled on a first-come, first-serve basis. Teams will be filled in order. If for whatever reason you would like to be on a team that is not yet filling, send me a PM and I’ll make sure you get on that team. This would be useful if, for example, you wanted to make sure you were on the same team as your friend. During signup, the roster will be at the end of this introductory post. Once construction starts, I’ll move it to the top.

Building a Ship
The table of point values for ships in the next post. Notice that this is a 200 point system as opposed to the traditional 100, and that weapon values are different for different classes of ships. Have fun! Special thanks for CmdPrompt for letting me use that his latest tournament rules revision as a base for this ruleset.

Entering a Ship
During the signup phase, I encourage everyone to comment on the point values, and so they are up for debate. This said, I wouldn’t encourage ship building until signup is done, or you may have to make numerous changes to your ship as the point values change.

When you complete your ship, post it in the thread with a point breakdown so I can see what you spent your points on. Post a .SHP and a SM file- I have V2 and V3. ZIPs are always nice ;).

News Archive
Phase two news.
-Submission date changed. Now starts on the 3rd, and ends on the 4th.
-Submission date changed. Now starts on the 25th, and ends on the 26th.
-Submission starts on February 22, and ends on February 23.
-RogueThunder has left the competition, being replaced by antisocialmunky.
-Lancelets are now restricted to 2 per ship!
-QwiceNitely has left the competition, being replaced by Master Chief.
-All slots filled! Moving on to Phase Two! All old news moved to bottom of post.
Phase one news.
-_Ti__ has dropped out of the tournament.
-Point Value Change: Pulse Guns are not 2 points for Corvettes. Yay balance!
-Rule Change: You may only upgrade a section's HP 4 times
-Point Value Change: Nano Matrix/Mega Tach
-Rule Change: Minor tweak involving deflector purchase Read it for more info.
-Rule Change: Weapons may no longer touch.
-Rule Change: Section Scaling Read it for more info.
-Point Value Change: Missile Launcher (again)
-Team Gamma Filled. Only one slot remains!
-Goduranus has dropped out of the tournament. One slot open on beta
-Mr_Wizard has dropped out of the tournament.
-Fixed a nasty typo in the Modify Base Stats section. Make sure your point values are still correct!
-Team Beta Filled. Only Gamma remains!
-Team Delta Filled.
-Point Value Change: Missile Launcher
-Sections are now scaleable (partially). Check the rules for details.
-Team Alpha Filled. Now seating team beta!

Image


Last edited by Sponge on Tue Mar 04, 2008 5:29 am, edited 53 times in total.

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 Post subject: Ship Construction
PostPosted: Fri Jan 25, 2008 6:36 am 
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The following is the form used to construct your ship. You will notice immediately that one point buys you less than it would in most tournaments, and that is because this is a 200 Point tournament. Why? Because more points = a higher resolution. What if, under a 100 point system, a weapon was too strong to be one point, but too weak to cost two? Under a 200 point system, that weapon simply becomes three points.

There are also different module/weapon prices for the different ship classes. Light weapons/modules will generally be cheaper for the Corvette, and heavy weapons/modules will be cheaper for the Battleship. The Frigate sits in the middle.

Here are the steps:

1.
Select your Ship Class

Code:
Battleship: Heavy armor, heavy weaponry, but slow.
Frigate: In-between a Battleship and a Corvette.
Corvette: Light armor, light weaponry, but fast.


2.
Set Base Stats

Open ShipMaker and set the stats of your ship. They differ depending on ship class.
Code:
Base Stats-|--Battleship---|----Frigate----|---Corvette----|
Core HP    |----- 500 -----|----- 400 -----|----- 300 -----|
Section HP |----- 300 -----|----- 250 -----|----- 200 -----|
Max Speed  |------ 0 ------|------ 0 ------|------ 0 ------|
Accelerate |------ 0 ------|------ 0 ------|------ 0 ------|
Turning    |------ 0 ------|------ 0 ------|------ 0 ------|


3.
Modify Base Stats

Spend points on your base stats. All of the following costs ONE point.
Code:
Add Stats--|--Battleship---|----Frigate----|---Corvette---|
Core HP+   |----- 25 ------|----- 15 ------|----- 5 ------|
1 Sec. HP+ |----- 150 -----|----- 125 -----|----- 85 -----| Max 4 upgrades per segment.
Max Speed+ | ---- 0.05 ----|-----0.08 -----|---- 0.11 ----|
Turning+   |----- 0.05 ----|-----0.08 -----|---- 0.11 ----|
Accelerate+|----- 0.01 ----|---- 0.02 -----|---- 0.04 ----|


4.
Purchase Sections

Sections have different costs for different ship classes.
Code:
Sections--|--Battleship---|----Frigate----|---Corvette----|
Points----|------ 1 ------|------ 2 ------|------ 3 ------|


5.
Select Your Weapons and Modules

Weapons and modules are different prices for different ship classes. Make sure you’re looking at the correct category.

Code:
Attribute-------|-Battleship-|--Frigate --|--Corvette--|
=Projectiles====|======================================|
Pulse Gun-------|----- 3 ----|----- 2 ----|----- 2 ----|
Gatling Pulse---|----- 4 ----|----- 4 ----|----- 4 ----|
Blaster Cannon--|----- 4 ----|----- 3 ----|----- 2 ----|
Gatling Blaster-|----- 5 ----|----- 4 ----|----- 5 ----|
Quad Blaster----|----- 6 ----|----- 7 ----|----- 8 ----|
Repeater Gun----|----- 4 ----|----- 3 ----|----- 2 ----|
Tachyon Cannon--|----- 9 ----|---- 10 ----|---- 11 ----|
Tachyon Repeater|---- 19 ----|---- 20 ----|---- 21 ----|
Tachyon Driver--|----- 7 ----|----- 6 ----|----- 7 ----|
Plasma Charge---|----- 4 ----|----- 5 ----|----- 6 ----|
Missile Launcher|----- 2 ----|----- 2 ----|----- 2 ----|
Attribute-------|-Battleship-|--Frigate --|--Corvette--|
=Beams==========|======================================|
Mining Beam-----|----- 3 ----|----- 2 ----|----- 2 ----|
Scatter Beam----|----- 5 ----|----- 4 ----|----- 3 ----|
Beamer----------|----- 7 ----|----- 6 ----|----- 5 ----|
Shock Beamer----|----- 7 ----|----- 6 ----|----- 7 ----|
Mega Beam-------|----- 7 ----|----- 8 ----|----- 9 ----|
Attribute-------|-Battleship-|--Frigate --|--Corvette--|
=Point=Defense==|======================================|
Flak Cannon-----|----- 3 ----|----- 3 ----|----- 3 ----|
Particle Gun----|----- 4 ----|----- 4 ----|----- 4 ----|
Point Beam------|----- 3 ----|----- 3 ----|----- 3 ----|
Attribute-------|-Battleship-|--Frigate --|--Corvette--|
=Misc===========|======================================|
Demeter Launcher|----- 6 ----|----- 5 ----|----- 4 ----|
Demeter Pod Lchr|---- 19 ----|---- 21 ----|---- 23 ----|
Weasel Gun------|----- 7 ----|----- 6 ----|----- 7 ----|
Pulsar Gun------|----- 8 ----|----- 9 ----|---- 10 ----|
Sidewinder------|----- 5 ----|----- 4 ----|----- 5 ----|
Railgun---------|----- 7 ----|----- 8 ----|----- 9 ----|
Attribute-------|-Battleship-|--Frigate --|--Corvette--|
=Modules========|======================================|
Gosling Launcher|----- 6 ----|----- 5 ----|----- 4 ----|
Nano Matrix-----|---- 50 ----|---- 50 ----|---- 50 ----|
Gravitic Impeder|---- 10 ----|---- 11 ----|---- 12 ----|
Platform Faber--|---- 50 ----|---- 50 ----|---- 50 ----|
Impeder Faber---|---- 40 ----|---- 40 ----|---- 40 ----|
DieterlingDevice|---- 30 ----|---- 25 ----|---- 20 ----|
Flux Projector--|----NO AI---|----NO AI---|----NO AI---|
Booster---------|----- 9-----|---- 10 ----|---- 11 ----|
Aegis Deflector-|-----80-----|-----80-----|-----80-----|  1 per 10 sections
Deflector Shield|---- 10 ----|---- 10 ----|---- 10 ----|  1 per 4 sections
Teller Torpedo--|----- 5 ----|----- 4 ----|----- 5 ----|
Gluon Bolter----|----- 7 ----|----- 8 ----|----- 9 ----|
Lancet Beam-----|---- 10 ----|----- 9 ----|----- 8 ----| 2 per ship MAX
Frosch Gun------|---- 26 ----|---- 28 ----|---- 30 ----|
Gravity Beam----|----- 6 ----|----- 7 ----|----- 8 ----|
Rorschach-------|---- 13 ----|---- 12 ----|---- 13 ----|
AI:
-Any AI and range may be chosen. All battles will be fought in a 2500 x 2500 sandbox.

The Core:
-May be covered by other sections.
-Weapons or modules cannot be parented to the core.
-Cannot be small, civilian, or defense platform core.

Shields:
-Aegis shields are allowed, but are very expensive and limited to 1 per 10 sections.
-Aegis may not be on the section they shield.
-Sections "spent" on deflectors are cumulative. IE, you have 18 sections. You get an Aegis, which requires 10 sections. You can then only use 2 normal deflectors, as you only have 8 sections remaining for deflector purchase. This simpler than it sounds.
-Deflector shields are allowed, but restricted to 1 Deflector Shield per 4 sections.

Sections:
-Sections may only be scaled up or down four times, and you may scale in either axis.This does not mean you can scale four times in both axes- you have four scales TOTAL Scaled sections may not have Aegis generators on them. Section 26 may not be scaled.
-Parenting between sections must be logical.
-Sections may overlap other sections within reason. No more than 25% (give or take) can be covered by another section.

Weapons and Modules:
-There is no limit to the number of modules/weapons on a section, provided they comply with the second rule.
-Weapons and modules must rest, without overlapping (or touching), on its parent section. Overlapping onto nearby sections is permitted for larger weapons, provided the weapon still looks to be on top of its parent section.
-Weapons and modules may touch, and may cover the section, but again, may not overlap.
-Arcs may NOT be modified AT ALL.

*Thanks to CmdPrompt, who was kind enough to let me use his latest ruleset as a base for this system.*


Last edited by Sponge on Fri Feb 01, 2008 11:42 am, edited 17 times in total.

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 Post subject:
PostPosted: Fri Jan 25, 2008 6:44 am 
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Count me in.

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Shipmaker With Most Utility/Balance
Most Annoying Member


Last edited by Natch on Fri Jan 25, 2008 6:59 am, edited 2 times in total.

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 Post subject:
PostPosted: Fri Jan 25, 2008 6:47 am 
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I like the bigger resolution idea a lot.
This'll be an interesting tournament, I'd like to sign up as well.


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 Post subject:
PostPosted: Fri Jan 25, 2008 6:49 am 
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Schweetness.

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 Post subject:
PostPosted: Fri Jan 25, 2008 6:54 am 
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All three of you signed up.


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 Post subject:
PostPosted: Fri Jan 25, 2008 6:59 am 
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Also, please let us scale sections. I liked being able to do that. How about this:

Sections may not be upscaled in both axis. You must downscale a section first in one axis to upscale in another axis. Maximum of # downscales in either or both directions.

_________________
AWARDS:
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Shipmaker With Most Utility/Balance
Most Annoying Member


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 Post subject:
PostPosted: Fri Jan 25, 2008 7:01 am 
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I'll bite his time.
Aside from an exam tomorrow and another on Tuesday, I have next week off.


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 Post subject:
PostPosted: Fri Jan 25, 2008 7:17 am 
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Natch wrote:
Also, please let us scale sections. I liked being able to do that. How about this:

Sections may not be upscaled in both axis. You must downscale a section first in one axis to upscale in another axis. Maximum of # downscales in either or both directions.


Fair enough- I've added that in. I watched the Mothership tournament closely, and noticed some ships abused the privileged to scale segments. If any ship is gaining a questionable advantage from scaling, I'll ask that the scaled section be returned to its native state, or at least scaled back down a bit. I'll say 10 upscales in any direction at the very most. This doesn't mean that I won't ask you to downscale if you put a big section in front of your ship, upscale it 10 times, and call it fair. I realize everyone can do that and so it's really not that unfair, but it really kills the point of strategic ship design.

Droid wrote:
I'll bite his time.

Great! Added you to the roster.


Last edited by Sponge on Fri Jan 25, 2008 7:18 am, edited 1 time in total.

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 Post subject:
PostPosted: Fri Jan 25, 2008 7:17 am 
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I'm really tempted to make an Aegis whore ship that completely bends the rules, but doesn't break them.

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 Post subject:
PostPosted: Fri Jan 25, 2008 7:19 am 
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Natch wrote:
I'm really tempted to make an Aegis whore ship that completely bends the rules, but doesn't break them.

Haha... Check the price of Aegis ;). Since the new tournament rules ban them outright, I made them really expensive. If you're a die-hard aegis fan, go ahead and use one, but I think their price is too steep for the tactical advantage they provide.


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 Post subject:
PostPosted: Fri Jan 25, 2008 7:22 am 
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I did. And I'm saying I could still make an Aegis whore.

The ship would have less than 10 points for weapons, though. Gotta take into account sections required for each aegis and agility.

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Shipmaker With Most Utility/Balance
Most Annoying Member


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 Post subject:
PostPosted: Fri Jan 25, 2008 7:24 am 
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Why can't you use the "small" core?

(I like that core! I use it in all of my ships, lol)



Oh, and I'm in, if you'll have me.


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 Post subject:
PostPosted: Fri Jan 25, 2008 7:25 am 
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Natch wrote:
I did. And I'm saying I could still make an Aegis whore.

The ship would have less than 10 points for weapons, though. Gotta take into account sections required for each aegis and agility.
Make it stationary? :lol:


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 Post subject:
PostPosted: Fri Jan 25, 2008 7:27 am 
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Then we get a whopping 20 points for weapons.

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AWARDS:
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Shipmaker With Most Utility/Balance
Most Annoying Member


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