Welcome aboard Visitor...

Daily Screenshot

Server Costs Target


0% of target met.

Latest Topics

- Anyone still playing from a decade ago or longer? »
- Game still active. NICE! »
- Password resett »
- Darkspace Idea/Opinion Submission Thread »
- Rank Bug maybe? »
- Next patch .... »
- Nobody will remember me...but. »
- 22 years...asking for help from one community to another »
- DS on Ubuntu? »
- Medal Breakpoints »

Development Blog

- Roadmap »
- Hello strangers, it’s been a while... »
- State of DarkSpace Development »
- Potential planetary interdictor changes! »
- The Silent Cartographer »

Combat Kills

Combat kills in last 24 hours:
No kills today... yet.

Upcoming Events

- Weekly DarkSpace
05/04/24 +3.9 Days

Search

Anniversaries

22th - Tellaris
17th - Oskar von Reuenthal

Social Media

Why not join us on Discord for a chat, or follow us on Twitter or Facebook for more information and fan updates?

Network

DarkSpace
DarkSpace - Beta
Palestar

[FAQ
Forum Index » » English (General) » » Fleet Wars Tournament
Goto page ( 1 | 2 | 3 | 4 | 5 Next Page )
 Author Fleet Wars Tournament
Kanman
Grand Admiral
Pitch Black


Joined: August 26, 2005
Posts: 1017
From: Virginia, United States
Posted: 2007-03-02 16:06   
Fleet Wars Tournament

What is the Fleet Wars Tournament?

The Fleet Wars Tournament is a competition between the fleets of DarkSpace, focusing on combat skill.

Only Registered Fleets can compete in the Tournament. Fleets can Register by having a FLEET MODERATOR/ADMIN declare their fleet to be entered before March 10th in a PRIVATE MESSAGE to Grand Admiral Kanman. Once that deadline has lapsed, the registered teams will be organized into pairs for the first round of competition, and dates/times of these Fleet Duels will be arranged.

The Tournament will start with the ICC Vessel Round, Round One. All registered fleets will compete in stock ICC vessels, with no upgrades or modifications of any kind. Each registered fleet will compete in one Fleet Duel against every other fleet, one at a time. The victorious fleet of each Fleet Duel gains 1 Point. The defeated fleet gains nothing, but proceed to the next Fleet Duel.

After all fleets have fought all other fleets with ICC vessels, the total scores will be counted and listed. Then it all begins again using K'luth vessels, Round 2. After each fleet has fought all other fleets with K'luth vessels, the scores are counted and listed again. Then it begins all over again with UGTO vessels, Round 3. After all three Rounds, the total scores of all three Rounds are added together to decide the Tournament Champions. In the event of a tie, another Fleet Duel will be arranged between the two tied fleets. The two tied fleets will work together to decide on what Faction vessel type the Showdown will use. Both fleets will use the SAME faction vessel type, stock format.

After the final Fleet Duel, and the victorious Fleet is declared, the 2 LOWEST scoring Fleets will be entered into the Redemption Duel. The two fleets will discuss and agree on a faction vessel type, just like a tie-breaker. Still strictly stock vessels. Winner earns the Redemption Award and restores a little honor.

Rules and Regulations of the Fleet Wars Tournament:

(Rules are subject to change/adjustment for balancing purposes. Changes will be announced and only done when it is widely agreed such a change is necessary.)

1) Only Registered Fleets can compete in the Tournament.

2) Fleet Duels are 5 ships vs. 5 ships. No exceptions.

3) Fleet Duels will occur in the AvR map, on DarkSpen's server.

4) Strictly Stock Ships. No upgrading or modding is permitted for any vessels.

5) No extra systems. No systems/weapons/engines may be carried in cargo for swapping.

6 ) No boarding enemy vessels. This is a COMBAT competition.

7) No jumping out/away. These duels are to the death of every combatant of one side. Short jumps (not exceeding 2500 GU) are permitted for tactical purposes.

8 ) All Fleet Duels will be monitored by two independent judges (one on each faction) to record kills and check for cheating of any kind.

9) Uninstalling of weapons to conserve energy is now LEGAL, but be warned. We have had experiences where the server would not let it be reinstalled.

10) No excessive cloaking. Staying cloaked for more than 40 sec for dreads, 20 sec for cruisers and 15 sec for dessies, within a 120 second period is illegal. No cloaking is permitted for frigs and scouts. This is to avoid cloaking and running around until you completely restore all hull and armor.

11) No stations permitted. This is to be a competition of tactical skill in combat. Sitting still and firing a whole bunch of weapons does not apply.

12) Dread Restrictions: A maximum of three of the five vessels may be dreads. The other two vessels must be cruiser or below.

13) All Fleet Duels start with all vessels lined up horizontally, facing the opposing fleet, with an initial distance between them of 2000 GU. Specific fleet formations are permitted in place of a general 'line-up'.

14) The battle begins when any two opposing vessels reach 1000 GU from each other. No shots be fired until this occurs. The other vessels need not charge in if it is desired that they hang back.

15) All players on one side of a Fleet Duel must be members of the fleet they represent. No mercenaries. Also, a player may not switch fleets to compete for two fleets in the tournament.

16) Fleets found to have even one member cheating in any way during a Fleet Duel will be BANNED from the Tournament permanently. No exceptions.

17) Awards will be presented immediately after each Fleet Duel in the DS Lobby English. These awards will be tracked by Kanman, but you may also feel free to track your own personally. Stay in the server after the Duels are completed so the judges can record ship conditions that determine Award status.

18) Armor Rotation is legal.


Awards:

Fleet Wars Tournament Champions '07 --- Awarded to the final victorious fleet.

Kill Master --- Awarded to the single player with the most Tournament kills.

Kill Award --- Awarded to a player for a kill.

Survivor Award --- Awarded to members of a fleet to survive to victory.

Flawless Victory --- Awarded to a fleet that wins a Fleet Duel with no vessel losses.

Neo Award --- Awarded to any player that gets two or more kills after becoming the last remaining survivor of his/her fleet.

Armor Award --- Awarded to any player to win a Fleet Duel with no hull damage. This award also applies to vessels that take hull damage but a supply ship restores the hull to 100% by the instant of the last enemy vessel's death.

Redemption Award --- Awarded to the Fleet to come out victorious in the Redemption Duel.


Currently Registered Fleets

VCA
-Esf-
ASF
Raven
=TB=

REGISTRATION HAS CLOSED

Fleet Duel Results for Round 1, ICC Vessels

Duel -------------------- Victorious Fleet

VCA vs -Esf- ------------- Undefined
VCA vs ASF -------------- Undefined
VCA vs Raven ----------- Undefined
VCA vs =TB= ------------ Undefined

-Esf- vs ASF -------------- Undefined
-Esf- vs Raven ----------- Undefined
-Esf- vs =TB= ------------ Undefined

ASF vs Raven ------------ Undefined
ASF vs =TB= ------------- Undefined

Raven vs =TB= ---------- Undefined

Current Scores for Round 1, ICC Vessels

VCA ---- 0 Points
-Esf- --- 0 Points
ASF ---- 0 Points
Raven - 0 Points
=TB= -- 0 Points

Awards Granted

None

[ This Message was edited by: Kanman *FC2* on 2007-03-13 08:23 ]
_________________


-Smokey-
Grand Admiral

Joined: October 22, 2004
Posts: 784
From: Florida
Posted: 2007-03-02 16:30   
sounds cool but modding should be allowed, because arent ugto ships the best stock?
_________________


Kanman
Grand Admiral
Pitch Black


Joined: August 26, 2005
Posts: 1017
From: Virginia, United States
Posted: 2007-03-02 16:39   
No. they are pretty well even. I will be running practice fleet duels this week to refine the rules for the best balance, but without a LARGE playerbase to test, the results will be subjective. If someone OWNS in a duel, is it because their ships were better or because the pilots were better? Hard to define balance like that.
_________________


BackSlash
Marshal
Galactic Navy


Joined: March 23, 2003
Posts: 11183
From: Bristol, England
Posted: 2007-03-02 16:59   
No upgrading or modding for UGTO?

So, ICC are allowed to do whatever they like then?

And even a modded ICC ship (unupgraded) is far superior to most of the ships on K'luth and UGTO (Torp MD, Torp MC, ED, etc).

There was also an official fleet tourmanet/duel map made by Drafell about a year ago. You might want to ask him about using it. Infact, I'm pretty sure the admiral server is setup to run another server specificly for this (I also remember Rock's team won the last tourny (I happened to be in it )).

[ This Message was edited by: BackSlash *Jack* on 2007-03-02 17:00 ]
_________________


-Smokey-
Grand Admiral

Joined: October 22, 2004
Posts: 784
From: Florida
Posted: 2007-03-02 17:22   
icc are allowed to upgrade 1 engine right ? not the whole ship unless i read it wrong. I guess its for power since we have shields
_________________


Veronw
Marshal

Joined: December 13, 2004
Posts: 554
Posted: 2007-03-02 17:44   
actually, jack, that sounds like a good idea. having each side build up a cluster and then duke it out....
_________________


Kanman
Grand Admiral
Pitch Black


Joined: August 26, 2005
Posts: 1017
From: Virginia, United States
Posted: 2007-03-02 19:30   
If you read all the rules, one towards the bottom states that ICC dreads may upgrade ONE engine, and no other ICC vessel make may any upgrades or mods.
_________________


Lark of Serenity
Grand Admiral
Raven Warriors

Joined: June 02, 2002
Posts: 2516
Posted: 2007-03-02 20:01   
stock, the ships are balanced enough. modding will just make the imbalances that exist exagherated.

IE: i can put AM torps on my AD and get the firepower of a kluth ship and the protection of an ICC. but stock, im stuck with fusion torps, and i believe some missiles...
_________________
Admiral Larky, The Wolf
Don't play with fire, play with Larky.
Raven Division Command - 1st Division


-Smokey-
Grand Admiral

Joined: October 22, 2004
Posts: 784
From: Florida
Posted: 2007-03-02 20:27   
ships pretty balanced now just played some in darkspens while stock
_________________


Supertrooper
Marshal
Pitch Black


Joined: March 18, 2004
Posts: 1895
From: Maryland, U.S.A
Posted: 2007-03-03 01:13   
Why not have it to where the fleets who are to fight agree on the ships and rules for the duel?



PS. TB will own you all.
_________________


  Email Supertrooper
Enterprise
Chief Marshal

Joined: May 19, 2002
Posts: 2576
From: Hawthorne, Nevada
Posted: 2007-03-03 01:19   
1. No EDs. No PDs.

2. Increase jump limit to 2500.

3. Allow armor rotating.

4. Allow the removal of energy draining systems to shunt power elsewhere.

----

Reason for 1. These two ships are unbalanced beyond belief.

Reason for 2. 2500-3000gu is a reasonable combat arena to fight.

Reason for 3. Valid combat tactic that isnt always easy to pull off.

Reason for 4. Valid combat tactic.

----







-Ent
_________________


Supertrooper
Marshal
Pitch Black


Joined: March 18, 2004
Posts: 1895
From: Maryland, U.S.A
Posted: 2007-03-03 01:53   
Stock ships this version are horrendously unbalanced.

Going modded would be about as best as you can go, unless you guys want to do an all extractor battle (DO IT!)
_________________


  Email Supertrooper
doda *EP5 no longer exception...*
Grand Admiral

Joined: December 11, 2005
Posts: 1012
From: happy land
Posted: 2007-03-03 02:29   
uhhhh if i remember right unmodded icc cruisers and destroyers have an insanily high amount of armour in comparison to armour of other fleets(especially destroyers). So you may want to deal with that.
_________________
Please resize your Admin - signature
VCA since June 5th 06

Enterprise
Chief Marshal

Joined: May 19, 2002
Posts: 2576
From: Hawthorne, Nevada
Posted: 2007-03-03 04:26   
ICC have little armor, they make up for it in shields.

Silly.




-Ent
_________________


Kanman
Grand Admiral
Pitch Black


Joined: August 26, 2005
Posts: 1017
From: Virginia, United States
Posted: 2007-03-03 11:19   
Quote:

On 2007-03-03 01:19, Enterprise wrote:
1. No EDs. No PDs.

2. Increase jump limit to 2500.

3. Allow armor rotating.

4. Allow the removal of energy draining systems to shunt power elsewhere.




Reason for ignoring 1. Without modding or upgrading, these vessels are not so powerful but can still act as a great counter-measure to MDs etc.

Reason for accepting 2. 2500 gu is fine, but I will not go any higher.

Reason for ignoring 3. redirecting shield energy in conjunction with armor rotation could give the ICC an unfair advantage.

Reason for ignoring 4. Valid combat tactic, indeed, however experience in the DarkSpen server has shown that often when a system is removed and placed in cargo, the server will not let it be reinstalled again. I have seen this happen with QSTs on many occations.


A lot of thought and ACTUAL trial battles went into the formation of the rules as I have produced them. We know this to be about as balanced as we can achieve in this version. These rules were not just tossed together in 10 minutes on a whim. The battles appear fair and hull damage as well as systems going off line does not mean you are dead in 4 seconds, as it does with upgraded ships.
_________________


Goto page ( 1 | 2 | 3 | 4 | 5 Next Page )
Page created in 0.024803 seconds.


Copyright © 2000 - 2024 Palestar Inc. All rights reserved worldwide.
Terms of use - DarkSpace is a Registered Trademark of PALESTAR