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Black Sun Syndicate's Squadron Shootout (Submissions Closed)

#1
Alright, everyone! This is the official announcement thread for the Squadron Shootout, sponsored by the Syndicate of the Black Sun and hosted by me, Menti.

The base rules of this tournament are going to be fairly standard for anyone who has been watching or participating in my previous tournaments. It will be a double elimination format with each match being a best 2 out of 3 and each round lasting until one entry is despawned or a maximum of 10 minutes. Should a battle last for 10 minutes, the winner will be the entry with the most HP remaining as seen in the AI menu (aka the “C” menu) which is based off % blocks remaining. That’s pretty standard.

What is different about this tournament is that it is going to have some restrictions in what can and can’t be built as far as structural elements and components go. This tournament is going to be focused on semi-realism and sensible construction.

For example, craft are expected to be constructed in such a manner that they could be operated by a physical crew. No components are allowed to be hidden away entirely. Your engines, ammo, AI, weapon systems, and other major components must be avatar accessible. I should be able to spawn into the chair in your bridge, then take a tour of the vessel and be able to get a feel for how it operates without detaching my camera from my avatar.

Smaller turrets need not be avatar accessible, but larger ones should. Be sensible about this. If the gun is so large that anyone doing maintenance or repair work on it would need more than just an access panel to work on it, it should be avatar accessible. Teleport pads DO NOT QUALIFY for accessibility. You must be able to physically walk from place to place. Also, compartments that are accessible need to not be flooded. They either need to be above the waterline or have an air pump in them.

In addition to things needing to be avatar accessible, they must be placed in sensible locations. For example, engines must be placed in an engine room and their exhaust vented externally. Ammo must be in a magazine. Where those rooms are is up to the designer, but you cannot simply distribute your engines, AI, and ammo randomly around the ship in small chunks solely for the purpose of redundancy. Also, propulsion components must be external to the hull. Enclosing propulsion components completely within the hull is not allowed, but they may be armored. They just cannot be placed within the hull itself and must be a separate component in and of themselves. If removing the armor around your propulsion piece and/or removing the propulsion piece itself would cause the vessel to flood were it under water (even just 1 compartment), that is not allowed either.

One caveat to note for this is that if a design is small enough that it would simply be serviced from the outside then the internal components need not be avatar accessible (though propulsion components must still be external). An example of this would be a small, single person fighter. I expect most constructs in this tournament will be too large to qualify for this, though.


To help people understand better, here's a video with some explanations of
what ships are expected to do:







Now that we’ve gone through the aesthetics, it’s time to move on to the crunch! The following things are banned:

-Particle Cannons
-Weaponized lasers. This includes LAMs but not laser guidance for missiles.
-Shields
-Small and Huge Jet Engines (Not Custom Jet Engines, those are allowed)
-Ion Thrusters
-EMP for every weapon system. No EMP is allowed at all.
-Graviton Ram rounds
-Railguns
-LUA
-Repair tentacles
-Hydrofoils except for the purpose of depth, roll, and pitch control for submarines. They may not be used to balance an otherwise unstable hull or to lift your hull from the water to reduce drag.
-Warp drives
-Fortresses
-Jet Stacking
-Excessive Spin Block Clipping

Unlike previous tournaments, I will allow the use of banned blocks for aesthetics in this tournament. However, if I discover you have used a banned block for any purpose other than aesthetics your entry will be rejected or immediately disqualified and removed from the tournament.

While ACCs are not banned entirely, they are restricted. The ammunition customization portions must be EXACTLY 13 components in size for any and all shells you fabricate, meaning they must consist of EXACTLY 1 ammo controller, 1 single ammo customizer, and 6 double ammo customizer blocks. What this does is forces shells of specific gauges to be in appropriately sized loaders and magazines. There will be no 166.66mm belt fed guns, for example. This causes shells to scale in the following way:

1m autoloaders - 18mm-76mm
2m autoloaders - 77mm-152mm
3m autoloaders - 153mm-230mm
4m autoloaders - 231mm-307mm
6m autoloaders - 307mm-460mm
8m autoloaders - 461mm-500mm

These are the mechanical, in-game limitations based on gauge and shell length, just for reference.

You may put a smaller shell in a larger autoloader/magazine combination, but doing so is inefficient and not recommended. Why throw a 45mm shell in a 2m autoloader when you can put it in a cheaper, smaller 1m one?

This is a fleet-based tournament, so every entry must have 3 main vehicles. Each vehicle has its own materials budget and restrictions as follows:

-Flagship*: 150,000 materials max**, must be surface vessel.
-Escort 1*: 75,000 materials max**, must be a non-surface vessel.
-Escort 2*: 75,000 materials max**, wildcard.

*One blueprint per entry, please! Use a spawn stick to spawn in your 3 craft.
**Unused budget in one craft MAY NOT be transferred to another.


A surface vessel is defined as a displacement hull craft that sits on the surface of the water, such as a battleship or an aircraft carrier. Thus, a non-surface craft would be an aircraft or submarine. Wildcard means that it can be basically anything that is not banned. A hovercraft that does not touch the water is an aircraft, not a surface vessel. Even if it’s only half a meter above the water.

The flagship may have up to 3 sub-vehicles spawn from it and the escorts may have 1 each, thus it is entirely possible to make your fleet a naval air squadron of 5 sub-vehicles so long as the motherships remain within budget. However, due to limitations with the game, you cannot use sub-vehicle spawners on ships that are already being spawned in by a spawn stick. You have to put all vehicles, including your sub-vehicles, on the spawn stick itself. Just make sure to annotate which sub-vehicle goes to which mothership in the e-mail/PM you send your design in with.

Entries will be spawned 1500m apart, facing one another, and at sea level. Build your spawn stick accordingly. I will not be making large adjustments in elevation to make sure your surface vessel spawns on the surface, your aircraft in the air, or your submarine under water. As long as your spawn stick is small enough to have 0 combat value it does not count toward your vessel count nor materials budget. The second entry spawned in will be spawned 1500m from the nearest opponent.

A spawn stick should spawn in your fleet and that is it. It should do no more. Using a spawn stick to spawn your vehicle in closer or further away than intended by the rules will cause your entry to be rejected.

--Out of Bounds

Vehicles must remain within 1500m of an enemy at all times. Exceeding this range is considered out of bounds. A vehicle that creates an out of bounds situation and stays out of bounds for more than 60 seconds in a single round will be disqualified and despawned manually. If multiple vessels bear equal responsibility, none of their timers will start until responsibility shifts more heavily to one of them. For example, two surface vessels are sailing away from each other and exceed 1500m. Neither will have their clock started. However, the first vessel to make the turn and start sailing back toward its opponent will no longer be responsible and thus its opponent’s timer will start. There are a few caveats to the out of bounds rules.

Battle Damage Caveat - Normally, the vessel that is sailing away from an enemy will be the one held responsible and disqualified for being out of bounds. This does not apply if the out of range condition is caused by an opponent being slowed/disabled by battle damage. The damaged craft will be disqualified if it has no enemies within 1500m and its opponent given a victory via ring out so long as it has another target within 1500m. If there are only two vessels left, the mobile vessel still bears the responsibility of maintaining the range with its enemy.

Chasing Caveat - If a situation arises where craft of dissimilar speed begin to fight, it is possible that an entry may simply be too slow to keep up with the rest of its team and its opponents. In this case, the craft will not be disqualified so long as it is making an effort to close the distance. However, the Battle Damage Caveat overrides the Chasing Caveat. If the craft is unable to keep up due to damage, it will be disqualified and despawned.

The maximum elevation a craft may fly at is 300m and the minimum is -75m. Going any higher or lower is considered out of bounds and shares the same 60 second clock as the 1500m distance. I will be using a custom map for this battle and will be spawning the ships out in the middle of the ocean where the depth is effectively infinite.

Centralized resources will be used. Each team will be given 30,000 materials for the purpose of ammunition manufacturing and repairs.

Automatic detection will be used. There is no need to build any detection equipment.

Finally, I am restricting this tournament to 32 entries on a first come, first served basis. Should we have more than 32 entrants and interest in this format remains high then I will do a second season of this and those that did not make it into season 1 will be given priority in Season 2.

So, to sum this all up:

Every entry will have 3 main vessels in a single blueprint. The flagship must be a surface vessel and has a materials budget of 150k. One escort must be a non-surface vessel and the other is a wildcard. They each have a materials budget of 75k. This budget is non-transferrable. The flagship is limited to 3 sub-vehicles while each escort is limited to 1. ACCs are restricted to EXACTLY 13 component ammo manufacturers (1 ammo controller, 1 single ammo customizer, and 6 double ammo customizers). No more, no less. Craft must be constructed in such a way that if they were built in the real world they would be able to be maintained, serviced, and repaired by crew members. Materials storage containers are not needed as I will be using the centralized resource system and will give each team 30,000 materials to use for manufacturing and repair operations.


Oh, and one last thing! I will not be personally participating in this tournament. Why? Because there are going to be PRIZES! Real, tangible winnings! The Syndicate of the Black Sun is offering up Steam Gift Cards for first, second, and third place!

1st place wins a $40 Steam gift card.
2nd place wins a $20 Steam gift card.
3rd place wins a $10 Steam gift card.

So bring out your best designs, people! There’s loot to be won! Keep in mind though that this tournament is not just about making powerful, effective designs. We want semi-realism at the very least and any entry that does not live up to that will be rejected!

Submissions will ONLY be taken via e-mail (my e-mail address is mentidabrony@gmail.com) or forum PM. You may post your blueprints to the thread if you wish to share them, but I WILL NOT ACCEPT A BLUEPRINT UNLESS IT IS E-MAILED OR PM’D TO ME. Period. No exceptions.

When you submit your fleet, please include, at the very least, the percentage of your fleet’s total block count that each individual vessel takes up, INCLUDING sub-vehicles. For example, if your flagship is 100 blocks and both escorts are 50, that means your flagship takes up 50% and your escorts take up 25% each. Also do not forget to include an indication of which sub-vehicle goes to what mothership. Not including any piece this information will result in your entry being rejected.

The final deadline for submissions is Sunday, October 23rd.

Thanks everyone, good luck, and I’ll see you on the battlefield!

Challonge bracket: http://challonge.com/SquadronShootout

Current Roster
(29/32 slots filled)

Fleet Obscuritis by Obscure
IMN Yari by Twistshock
Force of Nature by Aw_Fiddlesticks
DERP Fleet by Monte Boer
His Broken Bladers by Crushed Ember
Xanderzoo Fleet by Xanderzoo
Despair Crew by Kaz
Mesotethys Strike Force by Neekap
Surface Fleet by Ivan
Spirit of 76 by ferram4
Bravo Task Force by Gaming19
1st Void Crusade by Shieldmate
Biped Brigade by Stoic Steve
Coneezean Imperial Enforcement Fleet by Coneezean Emperor
JF-27S by Gladyon
Battle Barge INC by Varien101
Fleet of the North Star by Tomson
Fire and Brimstone by Th3Jimmer
Coastal Defense Task Force Juliette by Bean
The Argonauts by Nobidexx
Bloody Waters by Kreuz
Operation Waddenubung by The LightLoD and Nutterchap
1st Kriegsmarine Fleet by Armenor
Crusader Fleet by Linch
Dois Selos e Um Carimbo by AdNecrias
Second Special Assault Squadron by Marion and DiazKincade
Viking Fleet by CharlesBT
Kraken Unleashed by SlimPickens
Team Striker by Chromoid and Char_Charodon.
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#2
Ya hear that boys? REAL EMONES!!!!
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#3
MONI!!!
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#4
Interesting tournament, would enter if I knew how to budget a build, might try it though.
Fire for effect
[Image: Xx28lJc.gif]
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#5
I may have missed it, but will automatic detection be used, or do the entries need detection equipment?

And just for the record, no limits on ACC barrel count, and ACCs can be direct-fed as well, right?

And one more thing: is entry modification allowed after submitting before deadline?
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#6
Sounds very interesting! Will probably take a lot of time to understand the rules (especially those related to realism), probably even more to figure out what would be viable.

A few questions to start off:

- What will the detection settings be?
- Are docking stations allowed?
- Do subvehicles spawned by 1 of the 3 main vehicles have to share that vehicle's class? For example, can I have a flagship that spawns an aircraft, or an escort 1 ship that spawns a surface ship?
- Are escort 1 ships considered out of bounds if they're no longer fully below the water (if it's a sub) or touch the water (if they're an aircraft) ?
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#7
(2016-09-21, 09:28 PM)Nobidexx Wrote: Sounds very interesting! Will probably take a lot of time to understand the rules (especially those related to realism), probably even more to figure out what would be viable.

A few questions to start off:

- What will the detection settings be?
- Are docking stations allowed?
- Do subvehicles spawned by 1 of the 3 main vehicles have to share that vehicle's class? For example, can I have a flagship that spawns an aircraft, or an escort 1 ship that spawns a surface ship?
- Are escort 1 ships considered out of bounds if they're no longer fully below the water (if it's a sub) or touch the water (if they're an aircraft) ?

1:I knew I forgot something! I will be using automatic detection for this tournament.

2Big Grinocking stations are allowed, but will eat up one of your sub-vehicles to use them.

3:The sub-vehicles spawned by your main fleet can be whatever you want them to be. Aircraft, submarines, frigates, whatever.

4:No, neither of these will be considered out of bounds. I will not consider the flagship out of bounds if it sinks fully under the water either (as long as it stays above -75m) as this tournament has weaponry available to it that can damage underwater vehicles easily, unlike the BB Brawl.
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#8
(2016-09-21, 09:26 PM)Zijkhal Wrote: I may have missed it, but will automatic detection be used, or do the entries need detection equipment?

And just for the record, no limits on ACC barrel count, and ACCs can be direct-fed as well, right?

And one more thing: is entry modification allowed after submitting before deadline?

1: Automatic detection will be used.
2: There are no limits on ACC barrel count and they can be direct fed.
3: Yes, updating your submission will be allowed up until the deadline. However, you will not be allowed to scrap an initial entry in favor of a completely new one if the 32 entry limit is reached. In other words, no submitting something that barely qualifies just to grab a slot, then working on your real entry.
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#9
(2016-09-21, 09:35 PM)Menti Wrote: 4:No, neither of these will be considered out of bounds. I will not consider the flagship out of bounds if it sinks fully under the water either (as long as it stays above -75m) as this tournament has weaponry available to it that can damage underwater vehicles easily, unlike the BB Brawl.

How will ship classes be determined then? Let's say my escort 1 ship is a submarine. It initially stays below the water as a regular submarine does, but when it reaches 80% health it automatically surfaces thanks to an ACB (so that it doesn't despawn because of below 80% health and sinking). Would you still consider it as a non-surface vessel and therefore accept my entry despite this?

(2016-09-21, 09:35 PM)Menti Wrote: 3:The sub-vehicles spawned by your main fleet can be whatever you want them to be. Aircraft, submarines, frigates, whatever.

Isn't that a bit easy to exploit? I mean, I'm sure someone will make a flagship that's relatively small (like, a small PT boat that's only worth 10k materials or so) and spawns a 140k airship that does the actual work.
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#10
No shields?

ACCs with only EMP and Grav-ram shells banned?

Direct-fed guns allowed?

LAMs banned?

...

Hope your computer does well with projectiles! Big Grin
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[Image: 1cen8H1.jpg]

"Professional tournament manager/resusciteur."

-Skullsploder, 2016

My avatar is from a webcomic called The Archipelago! Go check it out!
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