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Post by RiftandRend on May 13, 2017 0:40:29 GMT
How much limits.txt editing would be allowed? Milligram rails can reach ~500 km/s and compete well with lasers.
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Post by vegemeister on May 13, 2017 2:15:34 GMT
As long we do not have an in-depth sensor system (and the ability to blind or burn out sensors), missiles will continue to dominate. They will still dominate because we will have semi-active radar guided missiles! <3 5. Do we set limits on material compatibility? Fluorine? 8. Should things that would generally be unpleasant to the crew be allowed? Reactors 1 degree from meltdown, reactors blasting radiation everywhere except for the (temporary) shielding of 1 cm of lithium-6, paper thin crew capsule walls? Personally, I think this is not completely unrealistic, in a total war / Firefly reaper situation. Though it would be nice to know which fleets are running on the edge and which aren't. I agree with this! And, trying the first time to make a nuclear reactor last night, how do you know how far it is from meltdown? Set radiator temperature safety_factor kelvins over whatever you actually want. Design reactor. Reduce radiator temperature.
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Post by batflag on May 13, 2017 22:35:58 GMT
I think that if missiles will be considered at all, we will need to allow custom entries to the AI.txt to allow for missile groups larger than 50. This will open up a big variable which is how well the AI is programmed... you could customize the AI of the fleet to counter a particular doctrine.
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Post by Treptoplax on May 14, 2017 3:55:22 GMT
I think that if missiles will be considered at all, we will need to allow custom entries to the AI.txt to allow for missile groups larger than 50. This will open up a big variable which is how well the AI is programmed... you could customize the AI of the fleet to counter a particular doctrine. To a limited extent you can work around this by building small carrier drones; 20-50 of those can easily pump out enough missiles/microdrones to lag everything into oblivion.
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Post by randommechanicumguy on May 14, 2017 6:18:08 GMT
Now that I've finally got the chance to play the game. I'll be able to provide my pc to host the tournament if you want
The limits I'm thinking of could be Mass - 5kt Cost - 100mc Missile count - 200 missiles
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Post by goduranus on May 14, 2017 7:13:48 GMT
Let's start simple. This is a first tournament, so let's just run with stock AI and stock Limits and see what works, and allow this tournament reach the largest percentage of players. If it works well we can add new rules and expandions later.
I would like the mass and cost limits to be lower, like 1kt and 10mc. A duel between hundreds of cannons could be more lag than the average computer can handle.
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Post by RiftandRend on May 14, 2017 7:40:29 GMT
I think the lack of an agreed upon standard is going to make setting this up nearly impossible.
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Post by goduranus on May 14, 2017 8:34:03 GMT
Actually I think the problem is that the OP has only just gotten the game, once he plays a week or so he will get a good idea of missile count, ship costs, laser limits etc.
In the mean time we could post some examples as reference, to show whether certain size and cost limit that we propose are reasonable or unreasonable.
The ships posted on page two are imo pretty good, with only 550 tons and 3MC.
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Post by Enderminion on May 14, 2017 11:46:35 GMT
Let's start simple. This is a first tournament, so let's just run with stock AI and stock Limits and see what works, and allow this tournament reach the largest percentage of players. If it works well we can add new rules and expandions later. I would like the mass and cost limits to be lower, like 1kt and 10mc. A duel between hundreds of cannons could be more lag than the average computer can handle. Kind of hard to make a 10mc ship, so how about 10Mc?
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Post by apophys on May 14, 2017 12:02:50 GMT
Yes, let's agree on 1 kt and 10 Mc with a completely unmodified game. At least for the first tournament. I'll start with a serious entry: Barbecue 72.txt (13.65 KB) It's a bare-bones drone carrier package: That launches 72 of these:
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Post by tukuro on May 14, 2017 17:01:39 GMT
Even 10 Mc is still way too much. 1 Mc is enough to buy you thousands of missiles. Considering however that most of the mass and cost is taken up by propellant, reactors, radiators, crew modules and armor, you'll end up with ships that can still be reasonably simulated in 1 vs 1. Now, I know some people want to show off their 10 Gm laser stars, "fleet" carriers, macros missile massacres and relativistic sandblasters, but unless we get time dilation there's no point actually trying them out in a tournament setting.
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Post by gedzilla on May 14, 2017 18:28:29 GMT
Even 10 Mc is still way too much. 1 Mc is enough to buy you thousands of missiles. Considering however that most of the mass and cost is taken up by propellant, reactors, radiators, crew modules and armor, you'll end up with ships that can still be reasonably simulated in 1 vs 1. Now, I know some people want to show off their 10 Gm laser stars, "fleet" carriers, macros missile massacres and relativistic sandblasters, but unless we get time dilation there's no point actually trying them out in a tournament setting. so u want to set it to 1kc ? honestly, the limit on missiles shouldnt be cost, we should decide a limit. we still need a decent money limit so we can have some armor, and guns and stuff. 10MC, seems to little, IMHO. just make a hard limit on missile (like only 200 can be spawned in at a time)
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Post by randommechanicumguy on May 14, 2017 18:43:27 GMT
Yes, let's agree on 1 kt and 10 Mc with a completely unmodified game. At least for the first tournament. I'll start with a serious entry: It's a bare-bones drone carrier package: That launches 72 of these: this is nice but how would i load this in the game
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Post by AdmiralObvious on May 14, 2017 18:50:28 GMT
Yes, let's agree on 1 kt and 10 Mc with a completely unmodified game. At least for the first tournament. I'll start with a serious entry: It's a bare-bones drone carrier package: That launches 72 of these: this is nice but how would i load this in the game With codes. I'm skeptical of the design, super high DeltaV, but almost no acceleration. Depends on if we want transsolar combat or just orbital combat.
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Post by randommechanicumguy on May 14, 2017 18:52:37 GMT
this is nice but how would i load this in the game With codes. I'm skeptical of the design, super high DeltaV, but almost no acceleration. Depends on if we want transsolar combat or just orbital combat. but what do i do to load the userdesigns.txt file into the game? sorry im dumb
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