Motherships Tournament ##Judging in Progress##
Moderators: th15, Moderators
-
- Commodore
- Posts: 515
- Joined: Thu Nov 29, 2007 6:37 am
- Location: Cleveland, Ohio USA
-
- Vice Admiral
- Posts: 1235
- Joined: Wed Jan 02, 2008 4:27 pm
- Location: Elysium
Not much point in just about any tournament atmosphere, IMO. I haven't really seen examples of ships which boost core HP when there are other things which the points could have been better spent on (e.g. weapons).DarkenShroud wrote:Not much point in this atmosphere.
[b]GONE UNTIL FURTHER NOTICE[/b]
Increasing the Core Hit points increases the hitpoints of all weapons, making them harder to snipe off. On most 100 point ships it isnt really an issue since you never had enough points left over to really make a dramatic increase in the weapon hit points. If you have points left over for your Mothership, however, core boost will really help you keep your weapons longer against Lancet spam.
I don't think there should be a cap on it, increasing weapon hitpoints only really has that one use, and won't save them if the section is destroyed.
Also about my suggestion of increasing the section boost cap of motherships to 8, I found that this, while a good valuse for them, did cause a problem if that mothership has nanomatrixes. So if we still want motherships to have nano's I would say just sticking with a cap of 5 is fair.
I don't think there should be a cap on it, increasing weapon hitpoints only really has that one use, and won't save them if the section is destroyed.
Also about my suggestion of increasing the section boost cap of motherships to 8, I found that this, while a good valuse for them, did cause a problem if that mothership has nanomatrixes. So if we still want motherships to have nano's I would say just sticking with a cap of 5 is fair.
[img]http://i30.photobucket.com/albums/c317/Mr_Arch_Wizard/transpdiscovery.gif[/img]
-
- Vice Admiral
- Posts: 1032
- Joined: Wed Jan 30, 2008 8:22 am
-
- Vice Admiral
- Posts: 1033
- Joined: Tue Nov 13, 2007 6:36 pm
- Location: Stuttgart, DE
- Contact:
So, has anybody else started running into this? It's going to suck if each team wins when they are the enemy because their motherships fires all its weapons, and the only workaround I can think of is to use less weaponsDaxx wrote:I think I see what you mean. I'll try with other large ships, though, and see if I can confirm this happening.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
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 minimize any chance of this happening in your design.
There's nothing I can do about it unless th15 fixes the bug in the meantime.

Office hours: 12:30-2:00 PST M-F, in #BSF.
I've not been able to confirm it since.
We only have 6 slots left to fill, see if you can convince other people to join Gamma so we can get going!
EDIT:
I can confirm the bug.
Unfortunately, I don't think there's anything I can do about it. Only th15 can solve this problem. You guys could probably ameliorate this by thinking more carefully about your loadouts, especially since you know the situation.
One other thing I'd like to ask is for someone with a powerful computer to volunteer to test the bug to see if it's an issue with performance.
Nevertheless, I will of course try to make this as fair as possible - each team will fight on both the enemy and allied sides - 1 win each way will mean matches will continue to be alternated between the two until a clear victor emerges.
One other measure I will take to prevent this being too much of an issue is to make a rule about formations:
Motherships must be front and centre of a formation. The escorts can be arranged in any formation behind the Mothership.
We only have 6 slots left to fill, see if you can convince other people to join Gamma so we can get going!
EDIT:
I can confirm the bug.
Unfortunately, I don't think there's anything I can do about it. Only th15 can solve this problem. You guys could probably ameliorate this by thinking more carefully about your loadouts, especially since you know the situation.
One other thing I'd like to ask is for someone with a powerful computer to volunteer to test the bug to see if it's an issue with performance.
Nevertheless, I will of course try to make this as fair as possible - each team will fight on both the enemy and allied sides - 1 win each way will mean matches will continue to be alternated between the two until a clear victor emerges.
One other measure I will take to prevent this being too much of an issue is to make a rule about formations:
Motherships must be front and centre of a formation. The escorts can be arranged in any formation behind the Mothership.
Last edited by Daxx on Tue Apr 15, 2008 6:37 am, edited 1 time in total.
[/post]
I want to say that motherships seem a little crazy in terms of how many pieces they can have. You could legally have a mothership with 720 pieces and you'd still have 240 points left over, which could easily buy 60 deflectors (less then that if you want it to move). This would give you a super tank ship that could sit in front of a fleet armed with long ranged weapons and take all the hits while the other ships sit there, or it could have the core in front and act as a hugeass kkw that would hit and probably kill almost all of the ships in the enemy fleet. If I'm wrong somehow then I apologize in advance, but I don't think I am.
-
- Vice Admiral
- Posts: 1032
- Joined: Wed Jan 30, 2008 8:22 am