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Post by redparadize on Oct 20, 2016 23:26:41 GMT
While waiting for multiplayer, here is little casual challenge for anyone interested.
Rules are simple: -If it work in-game. Than its permitted. -Fleet can have any number of ship, drones and missile. As long as the total value is below 100mc -There is no mass limit (I could not figure out why there would be one. Economics rules!) -Battlefield is Mars (its a fairly neutral, with a medium gravity)
What is required to be posted: -Each participant will post picture of their fleet composition, ship description, and associated module. (user design sharing is encouraged, but optional) -Each participant will post a description of what their tactic and battle plan will be.
Since we will not be able to combat these fleet against each other. There will be no winner per see. Its just a format to facilitate comparison and discussion on equal ground. The goal is to learn and improve our self.
People are encourage to debate theoretical outcome of a battle between two players fleet, but keep it polite and good spirited.
Have fun!
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Post by elouda on Oct 20, 2016 23:50:59 GMT
Love the idea. Are there any rules regarding 'glitched' modules? I don't mean the overly efficient rail/coilguns (which atleast are internally consistent to some degree), but specifically the ones that break the integrator for those modules intentionally to produce the 100km+ 'laser' guns.
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Post by redparadize on Oct 21, 2016 0:06:54 GMT
We can consider these dishonorable to some extent. But many don't exactly know what is physic breaking. I would prefer to get into argument on whats legit or not. If someone is willing to do the math, we could split participant into two group.
On my side, I will not (knowingly) use them. And I will be happy to with comment regarding this.
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Post by captinjoehenry on Oct 21, 2016 0:07:48 GMT
Ah one thing is you will need a mass limit as while cost limit is good that is the cost of the combat fleet and a combat fleet that weighs 100 times as much has terrible delta v and cost just as much as a super high quality ship made of pure money and weighs in at all of 1% of the hostile fleet. The 100 times as big fleet will require more than 100 times as much cost for an invasion stage as a fleet that weighs less. So unless both of these fleets were built already in orbit one or both of them will need an invasion stage and super heavy ships need truly insane invasion stages
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Post by redparadize on Oct 21, 2016 0:15:40 GMT
There is not premise, just a context. For mass, I am open minded. I do not wish to steer design toward anything, but adding another metric on top of credit can only be arbitrary.
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Post by captinjoehenry on Oct 21, 2016 0:31:02 GMT
Honestly considering how vital it is for space craft to be as light as possible at minimum the lightest fleet that is any good should get a sticker simply due to how much easier it would be to get from target to target. Really in almost all premises if you can for the same cost and performance you will always want the lightest fleet possible so I feel if there isn't a mass limit at least give a good light weight fleet recognition.
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Post by redparadize on Oct 21, 2016 0:35:28 GMT
I am open to suggestion. If most agree on a mass limit, I am willing to implement it. I however feel that we could have several page before most agree on a number
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Post by ross128 on Oct 21, 2016 0:36:48 GMT
Well, I doubt anyone will really be breaking the scales with a 100Mc budget anyway (unless we decide to use a long million instead).
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Post by redparadize on Oct 21, 2016 0:42:04 GMT
Well, I doubt anyone will really be breaking the scales with a 100Mc budget anyway (unless we decide to use a long million instead). Hahaha! That I remember my youth, we were spending more time debating rules than playing games! I chose a low limit on purpose. I want to limit the scope of this, at least for the first iteration of the contest. It will be interesting to see if tactic change with costs. Again, if most want to go for a higher max credit, I am open to it.
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Post by elouda on Oct 21, 2016 0:51:32 GMT
I think no mass limit is fine. Mass has its own inherent cost in terms of delta-V and acceleration.
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Post by RA2lover on Oct 21, 2016 0:56:59 GMT
Except when getting to the combat zone.
I'd add a cost to mass instead. Say, build a transfer system that can move the fleet, say, 10~15km/s, and add the transfer cost to the tally - preferentially with a minimum acceleration restriction of at least 0.1~0.5m/s² at full mass so people don't cheat with MPD thrusters.
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Post by redparadize on Oct 21, 2016 1:17:33 GMT
Battlefield is Mars, there is no premise. Its basically like starting a sandbox.
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Post by cuddlefish on Oct 21, 2016 1:26:46 GMT
I started to look at my list, and then I realized my favorite counter-missile uses nearly a MCr of U-235 (2.5MT fission). I'll need to do some... engineering. That, and I've slashed the ammo reserves from 80 to 10 per intercept ship.
I think mass is self-limiting when you have a credit budget, assuming there's a reasonable dV floor.
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Post by redparadize on Oct 21, 2016 1:41:55 GMT
Yeah My dwarf 3kt had the same issue but with Pu239. I slashed 1/2 of its cost by switching to Pu233. I posted it in the post your design tread, but you will see it again here!
I just realised that Hydrogen Deuteride is 4 times more expensive than Methane... Oh well...
Edit: Ok... With methane, for the same Dv, I end up with something 40% heavier, 40% smaller and 10% cheaper. I will still end up with a lower theoretical max Dv. It does present advantage trough...
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Post by someusername6 on Oct 21, 2016 2:47:27 GMT
I like a cost-only restriction to make people optimized in one direction.
I'd like to also see a mass-only restriction challenge, and see what types of ships come from that instead.
How about a mass limit of 100 kt, no credit limit?
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