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X-Verse Fleet Fest I
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Deadbeat_Spinn



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PostPosted: Wed, 14. Apr 10, 17:02    Post subject: Reply with quote Print

Alex Vanderbilt wrote:
Indeed. Signed. Totally agree. The whole competition loses it's sense when everyone uses the same fleets. In this case we'd better use a lottery to find the winner instead of watching 10 cloned battles. Rolling Eyes I don't say, it should be prohibited to use the same fleets, but one should really think twice about using the one and only way to win sth. again and again. That just dumb in my opinion. Wink


I do agree that we have a fair amount of cloning but the majority of the clones are with four ships, the Panther, Shrike, Falcon Hauler, & Solano. Most of the other cloning is limited between 2-4 fleets and we do have a lot of ships that are limited to only one fleet.


I'll even give reasoning for my fleet,

Tenjin: A great ship but expensive, outfitting made each one cost roughly 6.8mil a piece. Out of all the M3's submitted, it's the only M3+ in all the fleets.

Solano: Again a great ship at a good price, I did want to try the Eurus/Venti but the former isn't in the game and the latter is unbuyable.

Heavy Centaur: Now I would have prefered the HCP but again due to the unbuyable tag I chose to make due with the standard version. Including myself, only one other fleet is using this ship.

Skiron: Originally I was planning on 4 Heavy Centaurs but I wanted a little variety when it came to M6's. Funny thing is the hull of a Skiron is more than the Heavy Centaur, but after outfitting the Skiron was actually cheap than the HC even though it has more guns. My fleet is the only one using this M6.

Panther: I didn't need a full carrier (M1) and since I only had 20 fighters so any other M7's I would need at least 3 of each, which at close to 150mil is well over half the 250mil budget and I wasn't about to spend that much on M7's.

Deimos: I wanted a PSG platform plain and simple. The Oddy is the second most expensive buyable M2 of all (behind the Akuma) and I didn't need something that big. I had no need for a Zeus due to price and I already had a carrier. If the Aggy was allowed it would have replaced the Deimos.


A couple of my fleets that are being worked on have several ships that aren't present in any XFF I fleets. Granted some are on the XFF I list but none are the very popular ships.


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Tenlar Scarflame





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PostPosted: Wed, 14. Apr 10, 17:14    Post subject: Reply with quote Print

Indeed, I think most fleets can be rationalized by their makers.

The Phoenixes exist as damage sinks and capital smashers, and their enormity makes them difficult for fighters to get a bead on. The Falcon Haulers are there to run anti-fighter work, and the Pelicans are disposable jeeps and missile platforms. Smile

One potential idea for the next X-V-F-F is a smaller scale ship smackdown. Where the credit cap is somewhere around 25 million - which you can easily drain into a single MM6, or spread out across a fighter group or group of gunboats... not quite enough money to do any serious spamming of anything, except perhaps M5's. Or Zephyri. Razz On that scale, the challenge is more about fine-tuning the balance between numbers, gun coverage, speed, and shields.


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Master of the Blade





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PostPosted: Wed, 14. Apr 10, 17:37    Post subject: Reply with quote Print

Quote:
One potential idea for the next X-V-F-F is a smaller scale ship smackdown. Where the credit cap is somewhere around 25 million - which you can easily drain into a single MM6, or spread out across a fighter group or group of gunboats... not quite enough money to do any serious spamming of anything, except perhaps M5's. Or Zephyri. On that scale, the challenge is more about fine-tuning the balance between numbers, gun coverage, speed, and shields.


Good idea, but we'd have to do something about the Springblossom in that one: its flak weaponry would make all other ships obsolete on such a low budget.(Cheap ship, you could use two or three on a 25Mcr budget, since they'd only need 4 or so PSSCs to completely dominate.) Anyway, I hope Technojerk's still around - it'd be terrible if this fizzled out now...


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Spitzeuk



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PostPosted: Wed, 14. Apr 10, 18:14    Post subject: Reply with quote Print

Shrike, solano - ridiculously good value for money.
Panther - almost as strong if not as strong as most other M7, decent price without the 32 hangar bay. Given the hangar bay rule this ship is by far the best choice for anyone with 30+ fighters. Also rendering carriers entirely useless in this competition.
Falcon Hauler - Fairly cheap, crazy shielding and decent weaponry potential (not sure on generator but otherwise go EBC and fill that cargo bay?)
Nova Raider - Pretty good all round ship. Excellent for the price compared to any M3+.

The competition is based around a financial cap, stands to reason that you go for the best value for money ships to win? M3+ ships are incredibly good but are they twice as good as normal M3s to make it worth it? Same for heavy variants of M6s, are they 2/3 (or 5 in the case of the Hydra) times as good as their normal variant? Especially when the Springblossom is the cheapest M6 and probably more powerful (not sure about under AI control with its speed though). Actually I'm quite surprised we have so few Springblossoms and Katanas. Lastly there is M1 vs Panther. Why would you pay 60-90 million for 30-50 hangar space when you can pay 37 mil for 32 space. Some carriers may have slightly better weapons and a fair amount more shielding but are slower, but I don't think it`ll ever justify spending double.
Given 25mil budget I think we'd just see even more Solanos, they are practically M3 ship with M4 cost.

So how can you prevent the best value for money ships being the most common? Maybe change the budget to something that isnt about credits:
Budget as number of ships? - hello Eclipse/Hyperion/Boreas spam (I'm aware you can't buy Hyp, yes)
Budget as number of guns? - not sure how that would go
Given limit for ships of each class? - would probably force fleets to be even more similar.


TLDR; When you limit a competition to a budget you have to expect the best value for money ships to be the most common.


PS I'm aware that my fleet is perhaps the biggest offender as I have all of the above mentioned ships. The fleet was designed to win - even though the winner will probably be a specialised fleet that gets drawn up against what it is designed to counter IE lucky Razz

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NUKLEAR-SLUG



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PostPosted: Wed, 14. Apr 10, 18:19    Post subject: Reply with quote Print

Code:

Family G'Yvr


Raptor          1x      80,535,325
Shields 2GJ     2x      1,495,848
CIG             8x      359,016
FAA            12x      7,479,216
Tempest        30x      1,010,760


Mamba          15x      24,160,200
Shields 25Mj   30x      2,571,000
PAC            90x      3,506,040
Tempest       300x      4,042,800


Chimera        10x      54,373,750
Shields 25Mj   30x      2,571,000
HEPT           40x      5,609,440
PBE (turret)   20x      4,986,160
Tempest       250x      3,369,000 


Asp            21x      14,588,385
Shields 25Mj   21x      1,799,700
PBE            42x      10,470,396
Tempest       315x      4,244,940


Viper           3x      16,341,345
Shields 25Mj   12x      1,028,400
PBE (turret)    3x      747,924
Tomahawk       60x      1,347,600
                      ---------------
                        249,869,785




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Deadbeat_Spinn



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PostPosted: Wed, 14. Apr 10, 18:32    Post subject: Reply with quote Print

Leave it to NUKLEAR-SLUG to come up with an all Split (war)fleet and I like that fleet name. Laughing

I think we now close to having all 7 races and a Corporation being used as a full fleet.

  • Argon: Stealth Hunter & Phinixa
  • Boron: Mutiny
  • Paranid: Not yet
  • Split: kalu & NUKLEAR-SLUG
  • Teladi: Tenlar Scarflame, ashkrowe, & Wildjames
  • Terran: travisdh1 & stemardue
  • Yaki: Not yet
  • OTAS: Killjaeden


Almost.....we just need a full Paranid and a full Yaki fleet. Some came close, GCU Grey Area for the Yaki and Alex Vanderbilt for the Paranid. Both had only 2 ships and 1 ship, GCU & AV respectively, that wasn't Yaki/Paranid in origin.

Guess I have to retract my statement that there's only one M3+ all the fleets. I suspect this fleet could do rather well. What is somewhat worrying is the sheer amount of Tempests that his fleet is fielding.


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perkint



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PostPosted: Wed, 14. Apr 10, 19:11    Post subject: Reply with quote Print

What a surprise - N-S wades in with nearly 1,000 explosive warheads...

Razz

Tim


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GCU Grey Area



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PostPosted: Wed, 14. Apr 10, 19:21    Post subject: Reply with quote Print

Deadbeat_Spinn wrote:
[*]Yaki: Not yet

Would have preferred to have stuck purely to Yaki ships. The reasons for a couple of non-Yaki ships in the Reaver fleet are simply the high cost of Yaki ships & the non-availability of the Yaki M6 & M7s in the vanilla game.

Fleet was originally planned around 2 capitals (Akuma + Hoshi) but bringing the fleet within budget that meant fielding an M1 with minimal guns & very limited fighters - discovered while I was putting together my fleet that Yaki capitals are bloody expensive - Akuma is the single most expensive buyable ship in the game & Hoshi is one of the most expensive carriers.

That's why the Hoshi was replaced with a pair of Deimos M7s (& half a dozen Chokaros). Deimos is the nearest equivalent (& looks identical) to the Yaki Kariudo Hauler, which currently isn't available in the vanilla game. It's also why they haven't been equipped with PSGs. Thought about it for a bit (particularly when all the fighter spam fleets turned up) but, since PSG is not a weapon option for the KH, decided to stick with the flaks instead.

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Deadbeat_Spinn



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PostPosted: Wed, 14. Apr 10, 19:37    Post subject: Reply with quote Print

@GCU Grey Area,

I agree completely with this. Out of any race/faction, the Yaki are the hardest fleet to field due to the lack of M6/M7/M7M's (even though the ships exist within the game files and are practically complete clones of Commonwealth ships) and as you mentioned Yaki capitals are very expensive. Even the Pirates would be easier to field since they have M6's (that are varients of Commonwealth ships and have different stats) and an M7.

I wonder if it could be allowed that your Deimos be converted to Kariudo Haulers since you already outfitted them with KH's in mind rather than as true Deimos. We should bring this up with TJ if and when he reappears, I saw him on the forums very briefly yesterday (i.e. 5min or so).


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Stars_InTheirEyes





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PostPosted: Wed, 14. Apr 10, 19:40    Post subject: Reply with quote Print

NUKLEAR-SLUG wrote:
Code:


Shields 2GJ     2x      1,495,848



Thats quite a thin shield...


By the way, PSG can kill missles too, right?


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Alex Vanderbilt
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PostPosted: Wed, 14. Apr 10, 19:42    Post subject: Reply with quote Print

Deadbeat_Spinn wrote:
Almost.....we just need a full Paranid and a full Yaki fleet. Some came close, GCU Grey Area for the Yaki and Alex Vanderbilt for the Paranid. Both had only 2 ships and 1 ship, GCU & AV respectively, that wasn't Yaki/Paranid in origin.

Guess I have to retract my statement that there's only one M3+ all the fleets. I suspect this fleet could do rather well. What is somewhat worrying is the sheer amount of Tempests that his fleet is fielding.


Well, my fleet is set up with Ships from one faction, the Profit Guild. No problems there with not having one Split ship in there. Paranid Very Happy

I'm still not sure about the missiles. I reduced my count a bit, but it still should be sufficient for the AI and the estimated length of the combat. Wink Estimating the used missile(s) per minute by standard fights against Xenon in a game, 300 is way too much. I got a missile every 10 to 20 seconds which is rather low. Rolling Eyes

@007 Of course, they can! That's why I use them. Wink

AV


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Deadbeat_Spinn



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PostPosted: Wed, 14. Apr 10, 19:42    Post subject: Reply with quote Print

007bradz wrote:
NUKLEAR-SLUG wrote:
Code:


Shields 2GJ     2x      1,495,848



Thats quite a thin shield...


By the way, PSG can kill missles too, right?


That shielding is the maximum for a Split Raptor. And yes PSG's can kill missiles....they can kill anything and everything given enough time.


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PostPosted: Wed, 14. Apr 10, 20:05    Post subject: Reply with quote Print

Just in case anyone is still interested about the fighter spam, I did some more testing. Yet again with my fleet vs X2-Eliah's since there was a savegame handy. Three rounds that played pretty much in similar fashion. Fleets approach, fighters engage. About 30 seconds later ships are stopping. At this point most of the ships have stopped, perhaps 30 of them are moving in total from both fleets. Since fighters were the first ones to make contact, they are still without support from capital ships and get slaughtered by moving ships (and being outnumbered 1 to 6). Missiles are being fired by moving ships that have them. Fighterspam moves to next ships, corvettes and make short work from them. Turrets do some damage, but not nearly enough. Fighterspam moves onto Big ships. First two rounds the ships either moved or fired more than one turret. Or didn't do either. Third one had actually some effective turret action. Moving fighters get to sit in place and shoot at the still capships with only a few doing attack runs. Most shoot just a little outside range to do any damage. Interestingly when no ships are actually fighting, all gain the ability to move, but return to same sitting in place when fighting starts again. Results: ~140 solanos + 8 plecos left; ~130 solanos + 6 plecos left; panther left with 57% hull since 70 fighters were shooting from too far and being blasted to bits.

Turrets: Turrets in general fired even when ships were stopped. When bigship turrets didn't fire, plecos in range did.

Oh, and for reference my system is Q9550 @ 2,83GHz, ATI 4870 and 4Gb of 800MHz DDR2. Tests were run on full details and 1920x1200. The few other fights I've tested have had 80-100 ships at a time and no stopping in the scale of this. Perhaps the next Fleet Fest should have a cap on ship numbers?


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PostPosted: Wed, 14. Apr 10, 20:22    Post subject: Reply with quote Print

Had similar problems, though in real game. When I accepted a couple of patrols and the sector is one hell of a battlefield my turrets often cease firing. Probably the limits of the game engine. Never noticed stopping ships though.
And yes, later XFFs should have fighter caps. Better saying a fixed number than the available docking bays or most fleets will use Panthers again.


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Deadbeat_Spinn



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PostPosted: Wed, 14. Apr 10, 20:49    Post subject: Reply with quote Print

My two cents on fighter and fleet cap for future XFF battles,

Fighters: 100 (though the majority of current fleets that contain fighters don't exceed 100).

Fleet: 150 (same as above).

Additions: Pirate ships and varients become accessible when building a fleet. My reasoning behind this is adding a bigger variable when it comes to fights and fleets could be more diverse.

As for Xenon I think they should remain off limits for one major reason. Xenon M1's and M2's are by far the cheapest of their respective classes and someone would most likely throw together a Xenon M2 fleet. Hullwise one could field 3 Xenon K's for close to the same price that 1 Boreas costs.


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