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Poll: Are you planning to take part in this tournament?
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Yes, I will likely take part
66.67%
18 66.67%
Maybe
22.22%
6 22.22%
No, I will not take part
11.11%
3 11.11%
Total 27 vote(s) 100%
* You voted for this item. [Show Results]

  • 9 Vote(s) - 4.56 Average
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Sea Encounters - Battleships! [ongoing battles]

#1
Star 

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Tournament Vision

This tournament builds upon experience from my previous one Sea Encounters - Light Cruisers. What I'd like to further develop the core concepts of no-aim spoofing citadel, no-jitter steering and balanced armament stepping up with the ship size comparing to its predecessor.

I'd like to introduce a battle system that would deliver the following
★ Fun battles!
★ Semi-realistic/historical looking ships with scores for design (vote by community), primary a semi-plausible vessels mimicking anything starting from the age of steam towards early post WW2 designs with some light fantasy/alternative history themes accepted as well.
★ Main focus on artillery duels that includes long range with some dumb-fire torpedoes, bombs, mines and depth charges. All with semi-realistic but still fun fire rates
★ Special challenges like air strike, torpedo boat, submarine attack to ensure the armament is balanced and built to deal with historical threats


[Image: tumblr_static_blhsc5b5e0ow8c04c4kooggso_640_v2.jpg]

[Image: lg_829786.jpg]

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[Image: seacruiser_kunst_111_b1.jpg]

[Image: 640px-Fartygsportr%C3%A4tt-HMS_SVERIGE.jpg]

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[Image: EYpY2tFs0lY1q6OH.jpg]

[Image: 199369-stranger_640x480.jpg]

[Image: 340017-alexfas01_640x480.jpg]
primum non nocere
___________________________________
new tournament:
★★★ Sea Encounters - Battleships! ★★★
Reply

#2
Lightbulb 
▁ ▂ ▄ ▅ ▆ ▇ █ Forces █ ▇ ▆ ▅ ▄ ▂ ▁
Participant created
Tournament participants will be preparing the following:
battleship - main craft that would participate in all battles both against other battleships and challenge craft
★ one or two corvettes - a support during the challenge battles fulfilling AA, ASW, torp boat destroyer roles (not necessary all of them)
★ two planes - support during the challenge battles acting as a spotter, fighter, ASW

See below design rules for details.

Challenges
The following craft will be provided by me based on designs proposed by contributors and will be delivered in form of a challenge battles.

Here's some intelligence information on what to expect.

light frigate - an under 20k resource gunboat. It will try to stay within 2-3k distance and pepper the BB from that distance. Light self defence AA - 2 autocannons set to a close range or so. It's more that 1k blocks, so battleships can engage it with it's main guns on it. A squad of 2-3 frigates have been spotted...
submarine - an under 15k threat. These will be launching torps that are set pretty deep so light craft with draught with up to around 5-6m should be fairly safe from it. It will try to stay 50-60 m deep. Top speed is quite good, but it will drop to 4-5 m/s if there is any craft nearby. Vulnerable to depth charges. A squad of 2-3 subs have been spotted...
torp boats - small, fast and agile and operate at a closer range than light frigates. Not much more is known for now.
strike planes - an under 1k craft used en masse. Dive bombers and potentially torpedo bombers too. They will try to target and swarm the battleship, but there might drop some payload on their way... 20-40 planes have been spotted.

▁ ▂ ▄ ▅ ▆ ▇ █ Battlefield █ ▇ ▆ ▅ ▄ ▂ ▁
★ Open ocean - no landmass (based on T3hJimmer's Pro Pain map)
★ I will be using w0otness's Tournament Mod
★ Spawn at 5000m, forward facing, spawn gap 250 m, ships spawn in water, aircraft in the air (using tournament mod setting), no spawnsticks
★ Maximum distance at which you can sail away - 3500m. This means that the vehicles are expected to close in from 5000m to each other and then go into a brawl below 3500m range. Be careful and test your turning circle with your guns firing.
★ Allowed altitude between -10 and 400 meters
★ If vehicle will violate any the above 2 rules it will incur a penalty time. Maximum penalty time is 120s after which offender will self-detonate
★ Battle time - arround 15 min (to be decided_
★ Detection equipment - not required, but encouraged - automatic detection is going to be set to 0.90 (line of sight obstruction cannot be by-passed by using sub-object)

▁ ▂ ▄ ▅ ▆ ▇ █ Design rules █ ▇ ▆ ▅ ▄ ▂ ▁

Battleship

Resources
★ 180k material maximum to build your ship
★ Single ship only (up to 2 planes considered <1k each, corvette <15k)
★ No resources provided meaning that repairs, ammo processing and steam engine power is not possible
★ Unlimited fuel
★ Unlimited ammo boxes - these can be placed only in citadel location.

Citadel
A special location in the center of the ship. It needs to be of a cuboid shape (each side is a rectangle) and at its minimum width/length/height is 3 blocks.
Optionally, citadel can have 2 walls splitting it into 3 sections. Walls need to be vertical, going from side to side and 1 block thick.
It needs to be made exclusively of ammo boxes (and AI components) each having a "path" to any other ammo box though other ammo boxes - ensures single detonation will get them all (within a section). If one ammo box explode- all explode and AI kill is ensured (within a section). Center of Mass indicator needs to be present inside of the citadel (see exception below)
[Image: n5QMhnf.jpg]

citadel with separators:
[Image: T4q0GAw.jpg?2]

There are some battleships heaving a center line turret placed near center of mass that would conflict with a valid citadel. There is an exception to allow its building such turret. In such case citadel needs to start immediately behind or in front of that turret without having any armour between the turret well and the citadel. Splitting walls can be placed normally.

Citadel connected to CoM turret well
[Image: e979M0n.jpg?2]

AI
★ Any AI components are allowed but need to be placed inside of a citadel - see above. All AI Mainframes need to touch at least one ammo box to ensure ship goes down when citadel explosion happens.
★ Aim point selection card(s) can be set to anything - it’s ok for some armament to target key components (like citadel) and some to go for random block (incapacitation, gun system destruction etc.)

Structural and buoyancy
★ Submissions need to be generally in the spirit of the competition, but top-notch, replica esthetics is not required. There will be scores for looks by community vote, so it might pay off to put some effort into it. Participants are encouraged to send description/history of their ships and photos (e.g. of historical ship it is based on)
★ Heavy armor is banned - not compatible with historical fire rates
★ Stone is banned - masons are on leave, too cheap and cheesy
★ Armor need to be placed in a balanced way on both sides of the ship
★ Shields are banned
★ Hydrofoils are banned - they provide too good stability and don’t encourage building for “passive buoyancy”
★ Air pumps are allowed
★ Please place a origin block somewhere on the water level near the center of mass indicator (inside of the hull) so your ship is not spawned under water. This also helps with presenting the ship in tournament mod.

Steering, propulsion and engine power
★ Standard rudders are banned - they provide far too twitchy experience in its raw form in general and especially if we want to have effective long range artillery dues.

★ Each design needs to carry one JitterBgone2©(JBG) rudder devices. The device consists of 1 huge propellers with a spin block at the bottom facing backwards. JBG device need to be placed behind the center of mass so it dosn't turn the ship when in idle position and should be controlled by ACBs. These should rotate to spinblox to +-85 degrees (or less). No instant turn is allowed as this device must provide smooth, gradual turning force that introduces "rudder shift time". ACB could be initiating turns by sensing left/right yaw or other events. Builders are encouraged to put it in protected inside of the hull (out of sight - out of mind). It’s fine to create an spin block fake rudder for looks only which can use same ACBs as JBG devices do (you might get some extra votes for looks).
★ Any other form of steering is banned including differential thrust
★ Any form of propulsion is banned with exception of huge propellers
★ Number of Huge propellers is limited to 5 (in addition to the ones used for JBG). These need to be placed symmetrically behind center of mass so they don't make the ship turn when powered. These need to be facing back and fully exposed from the back side. Speed is not capped. More speed could be achieved with hulls build for it (less mass, less drag).
★ Drive fraction of propellers or their turning speed cannot be altered during the match (via ACB or otherwise)
★ Engine power needs to be delivered from fuel engines only. Carburettor and Injector components are banned, so the engines could reach decent size. Maximum of 3 fuel Engine Generators to limit excessive redundancy.

Weapons
Weapons need to be placed in a balanced way on both sides of the ship, but absolute left/right symmetry is not required.
All weapon types are optional.

Turrets
★ Only 1x1m turrets are allowed - for turret traverse speed to be a consideration (smaller turret - better rotation)
★ No sub-object nesting (turret on turret) that is intended to bypass traverse speed limitation on 1x1 turrets. Other uses are allowed.

Main guns
★ APS only
★ Maximum of 40 components per firing piece.
★ Maximum of 360 component overall used for main guns
★ Maximum number of 2 barrels per firing piece
★ Banned components - shell ejectors, graviton ram, EMP, timed, altitude and proximity fuses, squash head (aka HESH), shaped charge (aka HEAT)
★ Minimum blocks to engage - 1000 (set at LWC) - to prevent main guns shooting at anything other than other battleships. You need to depend on your secondary suite to fight other threats.

Secondary guns
★ APS only
★ Maximum caliber - 250 mm
★ Maximum of 25 components per firing piece.
★ Maximum number of 2 barrels per firing piece
★ No limit on total number of components for secondary guns!
★ Banned components - shell ejectors, graviton ram, EMP, altitude and proximity fuses
★ Can act as a AA and anti-torpedo

Torpedoes
★ Maximum of 100 gantries
★ Minimum 5 ganties per launch pad - to prevent micro torp/granade spamming
★ Banned components - EMP, IR/radar seekers, laser receivers, torpedo sonar, missile interceptor, LUA

Other
★ 10 simple rams are allowed (no spinblock/turret mounts)
All other weapons are banned that includes the nuke - as it would be nice to be able to examine ship damage (e.g. citadel pen) after ship gets a critical hit

Sub-classes and traits

These are an alternative subl-classes and traits that could be optionally selected to modify the standard battleship.

Battle Cruiser
Speed/maneuverability traded for resource allowance.
★ 20k less resource for construction (160k instead of 180k)
★ An additional JBG
★ 2 additional huge props for propulsion

Ignore safety procedures
This ship ignores ammo storage procedures and keeps the citadel armoured doors open to get better rate of fire.
★ No citadel division walls
★ Main gun component allowance is 45 per APS (standard is 40)
★ Main gun component allowance is 405 in total.

Carrier support
Speed/maneuverability traded for resource allowance.
★ 15k less resource for construction (165k instead of 180k)
★ 10 additional planes always support in battle

You can select multiple traits.

Corvette
Small support ship. Suggested role: AA/ASW/anti-torp boat
Same build constraints as the battleship with the changes listed below
★ 15k resource
★ single JBG rudder
★ up to 2 huge backward-facing propellers (each huge one can be traded for up to 9 small propellers)
★ carburettor and Injector components are allowed

Weapons
guns
★ APS only
★ Maximum caliber - 150 mm
★ Maximum of 20 components per firing piece.

Missiles
★ No minimum number of ganties per launch pad - to enable building ASW depth changes

Optionally, two smaller 7.5k resource ships could be build instead.

Planes
A pair of planes (there can be 2 different designs)
Suggested roles: spotter/fighter/ASW
★ 1.5k resource each
★ heliblade spinner is the only allowed propulsion
★ carburettor and Injector components are allowed
★ helium pump is allowed if somebody wants to make a small balloon/blimp

Weapons
guns
★ APS only or autocannons
★ no restrictions for APS

Missiles
★ No minimum number of ganties per launch pad - to enable building ASW depth changes or small bombs


Other rules
★ Excessive clippling is banned (check your turrets and spinblocks)
★ No hologram projectors and banners - sadly they don't work consistently on Linux and ugly, red question marks are displayed instead
★ Ships need to be able to significant damage to itself against itself
★ No Lua

▁ ▂ ▄ ▅ ▆ ▇ █ Tournament format and scoring █ ▇ ▆ ▅ ▄ ▂ ▁

Note: The exact format is still to be decided and depends on number of participants.

★ Each round: one points per opponent's % health loss
★ Each round: one points per own vehicle's % health retained
    Example
  • In round one: ship A destroyed ship B and had 80% health left
  • ship A gets 100+80 = 180 points.
  • ship B gets (100-80)+0 = 20 points.
  • In round two: Ships incapacitated each other to a draw with ship A 60% health left and ship B 70%
  • ship A gets (100-70)+60 = 90 points.
  • ship B gets (100-60)+70 = 110 points.
  • Overall match score: ship A gets 180+90 = 270 points and ship B gets 20+110 = 130 points.
★ After a match is published it's going to be a subject of community vote in the forum. Where each voter would be able to choose between the two competitors. One points per % of votes. For example getting 80% of votes means 80 points. These points are going to be added to the overall match score.
    Voting criteria
  • pleasing looks and adherence to the spirit of the competition
  • swimming proudly in the water (vessel's freeboard)
  • avoiding any cheese behaviour

▁ ▂ ▄ ▅ ▆ ▇ █ Submitting your entry █ ▇ ▆ ▅ ▄ ▂ ▁

★ I will be accepting a single entry per participant.
★ Please send link to your blueprints via private message (this forum) with "Sea Encounters" in the title
★ Please name your blueprint as (your name) (craft class - Battleship|Corvette|Plane) (craft name) - e.g harnas1977 Battleship ORP Beaver, harnas1977 Corvette ORP Azure
★ Include short description of your entry and a single optional photo (could be your ship or the one you are basing your design on) - this is going to be used for voting
★ Include weapons manifesto (complete list of your weapons) for battleship only (for remaining craft is optional) using the following format
    Main guns
  • (optional turret name): (number of turrets) * (number of guns per turret) * (calibre) (number of components per gun) (warhead type)
    (…)
    Secondary guns
  • (optional turret name): (number of turrets) * (number of guns per turret) * (calibre) (number of components per gun) (warhead type)
    (…)
    Torpedoes
  • (optional turret name): (number of turrets) * (number of launcher pads per turret) (number of gantries per pad)
    (…)

Example:
ORP Beaver weapons manifesto
    Main guns
  • Front Punisher: 2 * 2 * 285mm 45 components APHE
  • Back Finisher: 1 * 2 * 305mm 45 components Sabot
    Secondary guns
  • Plinker: 6 * 1 * 150mm 25 components Timed Frag
  • Jabber: 2 * 1 * 200mm 25 components Inertia HE
Torpedoes
[*]Sinker: 1 * 5 5 gantries
[/list]
no rams

★ Submissions will be accepted by 28/6

Happy building!

Discord
primum non nocere
___________________________________
new tournament:
★★★ Sea Encounters - Battleships! ★★★
Reply

#3
HYPE
Reply

#4
If the material limit is big enough and the rules allow...

XIMARKA ROUND 2 BOIS.
"If it's stupid but it works, it's not stupid."-TheMightyJingles.

My last name is Proctor
The Proctor is a ship in the game
Yay. I'm happy.

Blueprint thread: http://www.fromthedepthsgame.com/forum/s...?tid=28006
Reply

#5
BB dont fight subs.
That is not the role bbs
There is always a weak-spot if you search Hard enough.

If you fire enough AP at that shield, at some point you're going to come through.

There is no "best" I wouldn't even say there is anything universally good, Good is subjective, I find everything bad even if it's in theory good against this or that.

Reply

#6
Whoop! Screw the Yamato, I'm making something similar to the CharlesMartel-class because it's derpy af and a curvy gal.
Reply

#7
H-44 anyone? or Bismarck?

I probably wont build replica this time, its already anoying to build a destroyer replica
There is always a weak-spot if you search Hard enough.

If you fire enough AP at that shield, at some point you're going to come through.

There is no "best" I wouldn't even say there is anything universally good, Good is subjective, I find everything bad even if it's in theory good against this or that.

Reply

#8
(2018-05-03, 12:35 PM)benzo711 Wrote: If the material limit is big enough and the rules allow...

XIMARKA ROUND 2 BOIS.
c.a. 140-150k

(2018-05-03, 12:56 PM)Skyer Wrote: BB dont fight subs.
That is not the role bbs
Utilizing planes, escort ships and firing at surfaced subs should be expected.

(2018-05-03, 01:01 PM)Captain_Fox Wrote: Whoop! Screw the Yamato, I'm making something similar to the CharlesMartel-class because it's derpy af and a curvy gal.
ChM could make a lot of sense potentially as battle-cruiser sub-class (less material allowance, but more rudder/propeller allowance)

(2018-05-03, 01:04 PM)Skyer Wrote: H-44 anyone? or Bismarck?

I probably wont build replica this time, its already anoying to build a destroyer replica

You can't go wrong with Bismarck. It's one of the ships I'd consider imitating .
primum non nocere
___________________________________
new tournament:
★★★ Sea Encounters - Battleships! ★★★
Reply

#9
I'm talking about this beautiful derp nugget.

http://www.naval-encyclopedia.com/wp-con...tel-BG.jpg

Of course, won't be looking exactly like it. We need more blocks like 2x2 corners and crap to get those curves looking right.

And it's a more fictional design anyway. XD Going to be easier to pronounce, simply the Dragon-Class.

Already got the shells done too! Big Grin
Reply

#10
With 140-150K you can build a Bismarck-sized replica, but it will be made out of bloody cardboard. It will not be effective at all, since its citadels will be punctured with enormous ease.

Currently have an Iowa replica with the full AA suite online.... but I have no way to armor the citadel(s) to anywhere close to acceptable degrees.

Probably best to stick to 180m length-ships like Ferram4 did with his New Mexico. A New mexico would be a good choice in this one again: plenty guns, compact design.

As for rules:
3 citadels: front citadel with front aiming AI, rear with rear aiming AI, and center on CoM with steering AI.
Have front turrets conencted to front AI and rear to rear AI, and AA.secodaries to CoM AI perhaps?
Everything that ever started to exist, has a cause.

(There is) A time to kill, and a time to heal; a time to break down, and a time to build up;
-Ecclesiastes 3:3
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