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Starsector => General Discussion => Topic started by: Tartiflette on May 19, 2020, 12:38:05 AM

Title: 10th Starsector AI Fleet Building Tournament
Post by: Tartiflette on May 19, 2020, 12:38:05 AM
(http://i.imgur.com/1t1phAN.png)

   The 10th Starsector AI fleet Building Tournament has ended and here are our winners:

(https://i.imgur.com/CoUlXiD.png)

The team Dakkaholics Anonymous, formed by DaddyPants playing as Tiandong Heavy Industries and Rubin playing as Vanilla Mid-Tech, is taking the cup with a comfortable 22 points.

They are followed by Spaceballs: The Tournament Team, with mortia (Polaris Prime) and TheKart (Mayasuran Navy), that is only one fumble away with 19.5 points.

In third place, we have Light of Sura, with Deskup (Council of Approlight) and Johan (Mayasuran Navy), which ends at 18.5 points after a strong surge in the second half of the tournament.

And here is the final score sheet:
(https://docs.google.com/spreadsheets/d/e/2PACX-1vR7Zh1opGvqsOmJrLUVhb4dRgaqZK1rMHtb3ENTT3FSL5TBsTyrC6bDetSYalgv3MRS6y4rdyNun7cd/pubchart?oid=1670928779&format=image)
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As well as the rules for those that are catching up:
(https://i.imgur.com/pgHvlpp.jpg)
[close]

Congratulations to the winners and thanks to all the participants for another excellent show and a true display of sportsmanship.

Here are the replays of all the rounds:
ROUND 1:

https://youtu.be/MySIT-RlpW0 https://youtu.be/CnK0vB4j-dg
https://youtu.be/r-1HnCvVLrQ https://youtu.be/nWRHW72wldA

ROUND 2:

https://youtu.be/WIFAjo3N8Fw https://youtu.be/1OnUjBNY_x8
rematch:
https://youtu.be/xbXJqdiSchc

ROUND 3:

https://youtu.be/jRXyaITNvDE https://youtu.be/xnF1zcyIcpI
rematches:
https://youtu.be/-2ylUIPvud4 https://youtu.be/bp0-MQwEUAg
https://youtu.be/68KSmcuh_30 https://youtu.be/D0c8O6nvQWY

ROUND 4:
https://youtu.be/EiaDLhdpnvg https://youtu.be/T_ar0Bs4QbU
rematch:
https://youtu.be/KJiZB0b39JE
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And the conclusion stream
https://youtu.be/T2gcsgx5yqU

You can get the showcase cards in full resolution here:
https://www.dropbox.com/s/w5b27ze4cr58tir/conclusion_stream.zip?dl=1
[close]
Where we talk about what went well, what didn't go so well, reflect on the fleets compositions, talk about the future of the tournament, and where I reveal a bit more about what's up with those bosses and how they may be part of the future end-game, and finally we had some written QnA from Alex himself.


If you want to use the tournament mod as a "balance patch" for Vanilla (knowing that half the changes will be part of the next update), or use it to organize your own tournament, you can get it there:
https://www.dropbox.com/s/7p7u3ns47noi9av/AI%20Battles_10_5.zip?dl=1
Balance Changes
FROM ALEX

Light AC: significantly more accurate.
Light Dual AC: OP reduced to 5 from 6.
Light Needler: reduced OP cost to 7 from 9.
Railgun: increased OP cost to 8 from 7.
IR Pulse Laser: reduced flux cost per shot to 40 from 50.
Burst PD Laser: reduced flux to 200 from 300.
Heavy Burst Laser: Reduced flux cost to 300 from 500.
Assault Chaingun: reduced damage/shot to 75 from 90.
Ion Pulser:
   Increased range to 500 from 450.
   Increased damage to 100 from 75.
   Increased emp damage to 600 from 400.
Thermal Pulse Cannon: shots no longer stopped by hitting missiles

Thunder: Ion cannon replaced with Ion Cannon (long Delay) from the Claw.
Enforcer:
   Increased armor to 900 from 750.
   Increased hull to 6000 from 5000.
   Reduced shield flux/damage to 1 from 1.2.   
Hammerhead: Rear turrets no longer capable of facing directly to the front.
Brawler:
   Increased shield arc to 210 from 150.
   Increased FLux capacity to 3000 from 2500.
   Increased dissipation to 250 from 200.
   System changed to Maneuvering Jets from Damper Field

   
FROM TARTIFLETTE

Fortress shield: added 1.5s cooldown.
Phase Teleporter: added 0.5s cooldown.
Mine Strike: only has 3 charges, regen slightly slower, can't be spammed as fast.

Recall Device: limited to 3 charges regenerating every 20s.
Reserve Deployment: cooldown reduced to 20s from 30, but no longer gives extra fighters.

Sabot: removed EMP, increased acceleration (much more reliable now).

Piranha: cost reduced to 4000 from 6000.
Perdition: cost increased to 6000 from 4000.
Omen: Shield efficiency reduced to 0.8 from 0.6, upkeep raised to 0.4 from 0.3.
[close]


Special thanks to the staff:
Nia for a ton of help in setting up the wave as well as a lot of new surprise content (including a full-blown faction!),
Thaago for the submission app,
Dark.Revenant for rushing an update of the Templars to make quite a surprise,
Gwyvern for letting me use the Savior,
and the entire stream team: Nemo-Naemo, Aurica, Chimni, Gloracle, Fallen-Shogun, Surge and Nia (again)

Thanks to all that watched the competition, and see you for the next one.
Title: Re: 10th Starsector AI Fleet Building Tournament
Post by: SirHartley on May 19, 2020, 03:24:06 AM
Nice! While I suck too hard at making actual loadouts to participate myself, I very much look forward to watching the fun things people come up with.

Thank you for putting the time in to organize this!

Title: Re: 10th Starsector AI Fleet Building Tournament
Post by: SCC on May 19, 2020, 05:49:22 AM
I'm supposedly pretty good at it, but I won't have the time to compete, unfortunately. It will be nice to see Tartiflette having another go at it, he puts the most efforts into his tournament and it shows. Hopefully there will be some underdog players, as it doesn't look promising as of now.
Title: Re: 10th Starsector AI Fleet Building Tournament
Post by: namad on May 19, 2020, 07:03:33 PM
Someone else please sign up to play borken, they're my favorite faction to watch in tournaments because of their cool effects. I'm a totally n00b though and don't really want to participate myself!

There's an update to the borken mod posted unofficially here:
http://fractalsoftworks.com/forum/index.php?topic=13213.msg273848#msg273848
which leads to
https://files.catbox.moe/07e6mb.7z

which IMO since it's by the official author, counts?!? maybe? maybe not?
Title: Re: 10th Starsector AI Fleet Building Tournament
Post by: Tartiflette on May 22, 2020, 01:36:10 AM
There are still a few slots open for the tournament! If some of you were on the fence, you can still join the fun!
Title: Re: 10th Starsector AI Fleet Building Tournament
Post by: Terethall on May 22, 2020, 12:18:46 PM
Did I miss tournaments 7-9? Are they on YouTube somewhere? I enjoyed watching 6.
Title: Re: 10th Starsector AI Fleet Building Tournament
Post by: namad on May 23, 2020, 02:35:16 AM
They were PvP tournaments run by people other than Tartiflette.

Here's a thread on the 8th for example: http://fractalsoftworks.com/forum/index.php?topic=17151.0
Here's the VoD playlist for 8: https://www.youtube.com/playlist?list=PLqQH1K5cVg_5gOkGNd8IvEYSKXFQOItEU

Production value was SLIGHTLY lower (because tartiflette is a perfectionist), but FUN levels were quite high still, I definitely recommend the VoDs.
Although that's just 7 and 8. 9 shall never be spoken of or seen again, it's just like windows. There is no 9 (unless I'm getting numbers mixed up).
Title: Re: 10th Starsector AI Fleet Building Tournament
Post by: Tartiflette on May 31, 2020, 06:00:52 AM
The First Half of the First round of the 10th Starsector AI Fleet Building Tournament will be held on Monday June 1st 7:30PM UTC:
https://www.tickcounter.com/countdown/2010443/round-1-stream
And will be co-hosted by NemoNaemo and Aurica on NemoNaemo's channel:
https://www.twitch.tv/nemo_naemo

The second half will be held Wednesday June 3rd at 7pm UTC:
https://www.tickcounter.com/countdown/2010450/round-1-stream
And will be co-hosted by Gloracle and Nia Tahl on Gloracle's channel:
https://www.twitch.tv/gloracle
Title: Re: 10th Starsector AI Fleet Building Tournament
Post by: Tartiflette on June 01, 2020, 12:03:45 PM
And we are LIVE:
https://www.twitch.tv/nemo_naemo
Title: Re: 10th Starsector AI Fleet Building Tournament
Post by: Thaago on June 01, 2020, 12:24:24 PM
Hype!
Title: Re: 10th Starsector AI Fleet Building Tournament
Post by: Reh on June 02, 2020, 11:09:24 AM
I loved the first round and the MVP Dram. Great commentary from both casters. :)

Would it be possible to have a small text somewhere on the screen saying the names of the players, which factions they have and which wave it currently is? I know all that information is given before the battle but it would be nice for someone one just tuned in or was distracted during the pre-battle talk.
Title: Re: 10th Starsector AI Fleet Building Tournament
Post by: furl on June 02, 2020, 12:39:12 PM
Not a native speaker - not sure if I heard correctly - what's this weapon and mod?
https://clips.twitch.tv/CrowdedAltruisticSangPipeHype
Title: Re: 10th Starsector AI Fleet Building Tournament
Post by: SCC on June 02, 2020, 12:51:21 PM
Blackout is a weapon from a mod called Seeker, available only on the unofficial Starsector Discord server.
Title: Re: 10th Starsector AI Fleet Building Tournament
Post by: Tartiflette on June 02, 2020, 01:29:50 PM
First day of round 1:
https://youtu.be/r-1HnCvVLrQ
https://youtu.be/CnK0vB4j-dg
https://youtu.be/MySIT-RlpW0

Congrats to all the participants for the great show!
Title: Re: 10th Starsector AI Fleet Building Tournament
Post by: Tartiflette on June 03, 2020, 11:56:12 AM
And day 2 of the first round is about to start! Come and join the fun at:
https://www.twitch.tv/gloracle
Title: Re: 10th Starsector AI Fleet Building Tournament
Post by: Tartiflette on June 07, 2020, 03:38:08 PM
STREAMING SCHEDULE

The First Half of the Second round of the 10th Starsector AI Fleet Building Tournament will be held on Monday June 8st 7:30PM UTC:
https://www.tickcounter.com/countdown/2022318/2nd-round-day-1
And will be co-hosted by NemoNaemo and Aurica on NemoNaemo's channel:
https://www.twitch.tv/nemo_naemo

The second half will be held Tuesday June 9rd at 7pm UTC:
https://www.tickcounter.com/countdown/2022320/2nd-round-day-2
And will be co-hosted by Gloracle and Chimni on Gloracle's channel:
https://www.twitch.tv/gloracle
Title: Re: 10th Starsector AI Fleet Building Tournament
Post by: SCC on June 09, 2020, 01:04:52 AM
Due to... Unexpected, severe AI issues, round 2 is postponed until the next week. This includes the next stream that was scheduled tomorrow.
Title: Re: 10th Starsector AI Fleet Building Tournament
Post by: Flare on June 09, 2020, 11:27:55 PM
Is the twitch vids lagging for anyone else? It's just constant stop and go when the video is playing.
Title: Re: 10th Starsector AI Fleet Building Tournament
Post by: Tartiflette on June 15, 2020, 12:07:40 AM
STREAMING SCHEDULE

The First Half of the Second Round of the 10th Starsector AI Fleet Building Tournament will be held this Monday, June 15th 7:30 PM UTC:
https://www.tickcounter.com/countdown/2033671/round-2-day-1
And will be co-hosted by NemoNaemo and Aurica on NemoNaemo's channel:
https://www.twitch.tv/nemo_naemo

SRA+LoA, The Light of Nait
DA+II, Team Awesomeforce Prime
SRD+PV, The Galatia alliance
XE+VHT, Gamer Team 6
PRV+BrDy, Merchant Guild Fleet
ORA+SRD, Purple Pirates Platoon

DaRa+FSP/CWSP/AE, Brand New Armaments
ED+KoT, For Pizza



The second half will be held Tuesday June 16rd at 7 PM UTC:
https://www.tickcounter.com/countdown/2033672/round-2-day-2
And will be co-hosted by Gloracle and Chimni on Gloracle's channel:
https://www.twitch.tv/gloracle

DA+SN, Bad Dudes
AL+MN, Light of Sura
SRA+II, Probably Cancer
VLT+SN, Yggdrasil's Electric Time Bandits
PP+MN, Spaceballs: The Tournament Team
THI+VMD, Dakkaholics Anonymous

NC+DME, Unlikely Alliance
DME+RED, The Beehive Fleet



Hopefully, everything will go right this time around.
Title: Re: 10th Starsector AI Fleet Building Tournament
Post by: Florian on June 15, 2020, 10:22:48 PM
Hi and thanx for this entertainment  ;D

I would like to fly some ships showcased in the waves, but i can't find the mod where they belong.

For example, where the Cassowary come from ? Or the white & red ships of wave five.

Could please make a short list of the mods used for the waves ?
Title: Re: 10th Starsector AI Fleet Building Tournament
Post by: RustyCabbage on June 15, 2020, 11:44:24 PM
Roughly:
InventorRaccoon's Arsenal Expansion - for I think some Cavaliers in round 1 wave 1.
AxleMC131's Disassemble Reassemble - LP Mantas in the round 2 Luddic Path wave.
Dark Revenant's Ship & Weapon Pack - Wall, LP Dominator, Framebreaker (LP Onslaught), more LP ships and stuff.
Tartiflette's Torchships and Deadly Armaments - All sorts of stuff sprinkled throughout the waves.
Tartiflette's Seeker Ship Pack - Notably the Cassowary, but also the Gawon, Bullhorns, Clippers, etc.
Nia Tahl's Tahlan Shipworks - Legio Infernalis ships (round 1 wave 3), Great Houses of Kassadar ships (round 2 wave 2), Lostech ships (round 1 wave 5), the Rosenritters (of round 2 wave 5) and I think a few other miscellaneous ships.

The Keep and the Rampage have yet to be added to any ship packs, but will probably end up in Seeker eventually.
You can find links to the mods either in the mod index, on the Discord, or in the tournament spreadsheet (https://docs.google.com/spreadsheets/d/1vIkIXot4KFB8CoodfwBhOZxKkMs7OZBuK5Edph7l1IA/edit#gid=1503874188).
Title: Re: 10th Starsector AI Fleet Building Tournament
Post by: Florian on June 16, 2020, 01:34:02 AM
Thank you ! =)
Title: Re: 10th Starsector AI Fleet Building Tournament
Post by: Tartiflette on June 16, 2020, 11:36:30 AM
One of our casters fell ill, therefore we have to postpone tonight's stream until tomorrow, same hour same twitch.
Apologies for the inconvenience. (I swear this tournament is cursed)
Title: Re: 10th Starsector AI Fleet Building Tournament
Post by: Modo44 on June 17, 2020, 10:55:11 AM
(I swear this tournament is cursed)
Nah, it's just par for 2020.
Title: Re: 10th Starsector AI Fleet Building Tournament
Post by: Tartiflette on June 17, 2020, 12:06:00 PM
Speaking of which, today's round is about to start on Nemo's twitch since our scheduled streamer is still ill.
https://www.twitch.tv/nemo_naemo
Title: Re: 10th Starsector AI Fleet Building Tournament
Post by: Titann on June 23, 2020, 10:44:31 AM
so when is the next round? cant wait for another fun round
Title: Re: 10th Starsector AI Fleet Building Tournament
Post by: SCC on June 23, 2020, 10:46:21 AM
It's next week. Last round is going to happen two weeks after that. Schedule was changed, because Tartiflette found himself more busy than he was expecting.
Title: Re: 10th Starsector AI Fleet Building Tournament
Post by: Tartiflette on June 23, 2020, 12:53:15 PM
Speaking of rounds, I added the VoDs to the OP.
Title: Re: 10th Starsector AI Fleet Building Tournament
Post by: BigBeans on June 29, 2020, 04:17:13 AM
Is the next round tonight?
Title: Re: 10th Starsector AI Fleet Building Tournament
Post by: Tartiflette on June 29, 2020, 04:45:51 AM
Sorry, I still need to fix a few thing so it will be tomorrow. I'll post the schedule tonight.
Title: Re: 10th Starsector AI Fleet Building Tournament
Post by: Tartiflette on June 29, 2020, 11:33:15 PM
Well, this tournament is truly cursed but we have streams!

The first half of the 3 Round will be cast TODAY Tuesday June 30th on FallenShogun's channel, cohosted by Laharl, at 7pm UTC:

https://www.tickcounter.com/countdown/2059503/round-3-day-1
https://www.twitch.tv/fallenshogun

ORA+SRD: Purple Pirates Platoon
XE+VHT: Gamer Team 6
DA+II: Team Awesomeforce Prime
SRA+II: Probably Cancer
SRD+PV: The Galatia alliance
AL+MN: Light of Sura

NC+DME: Unlikely Alliance



The second half will be streamer Wednesday July 1st on Nemo-Naemo's channel, co-hosted by Aurica, at 7.30PM UTC:

https://www.tickcounter.com/countdown/2059509/round-3-day-2
https://www.twitch.tv/nemo_naemo

PRV+BrDy: Merchant Guild Fleet
DA+SN: Bad Dudes
SRA+LoA: The Light of Nait
VLT+SN: Yggdrasil's Electric Time Bandits
PP+MN: Spaceballs: The Tournament Team
THI+VMD: Dakkaholics Anonymous

DME+Red: The Beehive Fleet
ES+KoT: For Pizza
Title: Re: 10th Starsector AI Fleet Building Tournament
Post by: Titann on July 05, 2020, 12:52:34 PM
when is next tournament? It was fun to watch.
Title: Re: 10th Starsector AI Fleet Building Tournament
Post by: SCC on July 05, 2020, 01:06:34 PM
This tournament has not ended yet. It will end with the fourth round, which is going to happen in two weeks, on 15th of July or about that date. After that? Tart's going to take a break, a year or so should suffice.
Title: Re: 10th Starsector AI Fleet Building Tournament
Post by: Seita on July 14, 2020, 12:48:09 AM
Tournament week?
Title: Re: 10th Starsector AI Fleet Building Tournament
Post by: Tartiflette on July 14, 2020, 01:53:56 AM
I'll probably have an announcement today when/if I'm confident I can finish everything left to do.
Title: Re: 10th Starsector AI Fleet Building Tournament
Post by: Tartiflette on July 15, 2020, 01:24:42 AM
Well, tentative stream announcement:

The first half of the Round 4 will be cast Wednesday July 15th on Nemo-Naemo's channel, co-hosted by Aurica, at 7.30PM UTC:

https://www.twitch.tv/nemo_naemo

The second half of the Round 4 will be cast probably on Gloracle's channel, otherwise possibly on Nemo's (I'm waiting for some responses)

https://www.twitch.tv/gloracle

The matches will be run in the order of the ranking, with hopefully 7 ranked matches on day one, the rest on day 2.
Title: Re: 10th Starsector AI Fleet Building Tournament
Post by: Modo44 on July 16, 2020, 12:27:50 AM
So what was that 7th wave? We need to know, man.
Title: Re: 10th Starsector AI Fleet Building Tournament
Post by: SCC on July 16, 2020, 12:33:34 AM
SINDRIII!
The mod will probably be released tomorrow, after the tournament has ended.
Title: Re: 10th Starsector AI Fleet Building Tournament
Post by: Tartiflette on July 16, 2020, 12:45:56 AM
Sadly it's not in a state to be released yet. I'll try to have a barebone release Sunday, but no promise.
Title: Re: 10th Starsector AI Fleet Building Tournament
Post by: MrDaddyPants on July 16, 2020, 07:46:51 PM
It's finally over 8)

Thx Tart and Nia for organizing.

My feedback on the tourney. (again it’s feedback.. not meant to be “ you made dis, I *** all over it post..” )
Wall of text incoming !

1.   I liked soft antispam rule. On one hand I hate antispam, because it means weaker fleets overall, on the other hands it softens blow from overpowered or wrongly priced ships, that some mods or vanilla have. Better balance is worth it.

2.   I don’t like vanilla weapons exclusion. Mods shouldn’t be balanced around its mods weapons exclusively, if your hulls are broken by vanilla weapons, its bad hulls for the tournament, or campaign for that matter. More weapon choices means more variety and more interesting builds in the tourney. For example I wanted to put flak canon in hujings turret. I believed it would be the best weapon for the slot in the OP budget I had. And flak canon is never considered OP or anything. Well I had Burst Flak Cannon in Tiandong, so I can’t use flak canon (tourney rules). Burst flak was unsuitable and was 10 OP. So I considered even a railgun or small needler. But sadly had to pay full 10 OP for HMG as it preformed best of all bad options. Sadly ship was probably 4-5% worse because of that. And this kind of sacrifices add up, some factions are arbitrary luckier that they have precisely the weapon you need for specific build and with specific flux/OP stats. Difference between your faction having +-800 range kinetic and HE medium ballistic weapon (which you are forced use) or not (which means having access to like 10 vanilla weapons instead) is an arbitrary advantage, by virtue of not more powerful weapons, but having a choice for more suitable weapon for specific purpose and flux/OP budget.

3.   Some factions don’t have enough ships (this is exasperated by weapon rule) to execute multiple (or sometime even single) viable fleet style/strategy. For instance I don’t think high tech could really build a standoff long range fleet and its only realistic option is rush down wide fleet. Vanilla fighter split is arbitrary and unbalanced. I think if factions were bundled together it (something like VHT+ THI+ PRV) it would mean better tourney because of better balance and larger variety of ships and strats and more space for creative fleet building overall.

4.   This ties in into 70% CR. Most fleets were not at 70% CR to really experience this issue, but it’s not a lot of time for “steady” or “aggressive” fleets that are standoff/long range to safely kill the wave. Which is one of the reasons we chose rushing “balls to the wall” wide strategy. For instance defensive kiting ora+sylph fleet might be very strong in this format, but for me as player it seemed too risky to go for, solely because of CR. Also phase ships, certainly phase frigates, even with hardened subs are not viable, because of 70 CR.

5.   I don’t think the pricing of cruisers and capitals is correct. I’d do (at least!) -15% discount on capital ships and -10% on cruisers to make them more competitive. I feel that most players with capital ships would have gotten more points overall if they just spammed DD’s with some cruisers.

6.   Refitting budget feels bad. I think it should scale up the less points you have so you can fix your fleet and come back. And overall ratio of testing and prep before rd1 and after rd1 combined was like 7:1 for me. There was basically so little to do after rd1, it felt boring. Paying for hullmods again is weird.

7.   I don’t think multiple front attacks or constant switching of wave directions is good idea, maybe for boss wave. But overall it just screws some fleets over and forces things like SO on carriers. While some factions have a reasonably fast carriers from the get go.. it’s not encouraging wide array of ships and strats, it forces players to field more “generalist” ships.. And finally combined with huge battlespace it basically invites randomness in. Randomness anchored in AI *** ups. If every wave was top down, on smaller battlespace, I doubt you’d see -+4 points variability in fleets, because there would be less room for AI rng.

8.   And finally maybe waves 1-4 should be known before the round, or even at the beginning of the tourney. And also battlespace. So participants can actually build for the challenge they’ll face. The jazz around building waves so there is a good spread of scores, seems by definition that it would discriminate against some fleets, while helping other fleets.. We don’t have 10, or 20  or 100 rounds. For most “generally capable” fleet to win, instead it’s the one who got lucky that it performs well enough on unknown battle space against unknown waves. Having waves known beforehand would also transfer work load to make it all balanced from the organizer unto the players, and would hopefully prevent some uncompetitive 1 point flops…

9.   Officers. (I know they were implemented 5 minutes before the tourney..) I don’t think giving everyone same officers that automatically level up is good design. Officers and their levels should be part of the hull budget or some officer budget. Get 5 level 1’s. Or 1 lvl 5 or get another ship. As they were implemented you basically put an officer on your strongest ships, there was no min maxing or any real decision making involved. You could basically tell by looking at DP points of the fleet where the officers would be, and where the most experienced officer would be.

10.   Hull budget, while I had enough good frigates to make it work for me so I didn’t have an issue spending most of my budget every round. But I had this issue when I tried to build a high tech fleet. Sometimes you just can’t field useful hulls for your desired strategy that would fill the whole budget and you have a hole of 30k unspent or being 20k over... Being able to spend increments of (1000 credits) on officer exp would help with this. Or being able to transfer funds to the next round… Again balance wise it’s completely arbitrary if hulls in your faction are capable to fill your round budget well or not, it’s another 4-5% chance of your fleet being better if it does.

11.   And lastly I’m not a fan of vanilla tourney patches that change ships stats for worse. Like what happened to omen. If it’s was just badly priced. Just change the price, don’t break viability of a ship itself.

Title: Re: 10th Starsector AI Fleet Building Tournament
Post by: SCC on July 17, 2020, 12:35:09 AM
3.   Some factions don’t have enough ships (this is exasperated by weapon rule) to execute multiple (or sometime even single) viable fleet style/strategy. For instance I don’t think high tech could really build a standoff long range fleet and its only realistic option is rush down wide fleet. Vanilla fighter split is arbitrary and unbalanced. I think if factions were bundled together it (something like VHT+ THI+ PRV) it would mean better tourney because of better balance and larger variety of ships and strats and more space for creative fleet building overall.
For what it's worth, high-tech isn't meant to be able to do that. High-tech ships have good flux stats, speed, short range weapons and are expensive, they're built to be aggressive. If they could reliably destroy enemies from afar, they could just kite enemies to death, with enemies being unable to do anything about it, unless they spam enough fighters or are faster than high-tech already. You could say that the same isn't true of low-tech, because of safety overrides, but, well, that's getting banned for the next tournament...

6.   Refitting budget feels bad. I think it should scale up the less points you have so you can fix your fleet and come back. And overall ratio of testing and prep before rd1 and after rd1 combined was like 7:1 for me. There was basically so little to do after rd1, it felt boring. Paying for hullmods again is weird.

8.   And finally maybe waves 1-4 should be known before the round, or even at the beginning of the tourney. And also battlespace. So participants can actually build for the challenge they’ll face. The jazz around building waves so there is a good spread of scores, seems by definition that it would discriminate against some fleets, while helping other fleets.. We don’t have 10, or 20  or 100 rounds. For most “generally capable” fleet to win, instead it’s the one who got lucky that it performs well enough on unknown battle space against unknown waves. Having waves known beforehand would also transfer work load to make it all balanced from the organizer unto the players, and would hopefully prevent some uncompetitive 1 point flops…
Refitting budget was meant to be "prepare for the next round", but it ended up being "fix your mistakes, if you know how to". Without knowing anything but the vaguest (and not even entirely true) description of low-tech, midline, high-tech, everything-lol rounds, there's no specialisation to be made, just do the best you can against "everything".

7.   I don’t think multiple front attacks or constant switching of wave directions is good idea, maybe for boss wave. But overall it just screws some fleets over and forces things like SO on carriers. While some factions have a reasonably fast carriers from the get go.. it’s not encouraging wide array of ships and strats, it forces players to field more “generalist” ships.. And finally combined with huge battlespace it basically invites randomness in. Randomness anchored in AI *** ups. If every wave was top down, on smaller battlespace, I doubt you’d see -+4 points variability in fleets, because there would be less room for AI rng.
I don't know if that would fix distribution. I'd have to ask Tart to open 4th & 6th tournament score sheets, because I don't remember how it looked exactly, but at least in 6th, with waves only from the top, there almost was a tie for the first place, second place was a tie and there was a bunch of people with third best score.
I do agree that current setup is very hostile to dedicated support ships. I think only your fleet could have gotten away with it, as the sheer width meant that there's always a warship to hide behind, but everyone else had to use their fast carriers, if they had any, or battlecarriers that could survive long enough for support to come. I would have to wait until Tart releases final round's variants, but I don't recall anyone besides SRAARS going for battlecarriers and using fast (sometimes SO'd) carriers instead. Its effect can be also seen in how low-tech fleets are made: that is, as high-tech as possible, with fast, manoeuvrable ships, because this playstyle that doesn't handle flanking well was in a tournament format that was about flanking you all the time. And also because SO is bonkers.

11.   And lastly I’m not a fan of vanilla tourney patches that change ships stats for worse. Like what happened to omen. If it’s was just badly priced. Just change the price, don’t break viability of a ship itself.
Cruiser-tier shields on a frigate is a bit too much, don't you think?
Title: Re: 10th Starsector AI Fleet Building Tournament
Post by: Tartiflette on July 17, 2020, 12:39:41 AM
1. Antispam was too weak, making DD spam too affordable.

2. Most factions had access to vanilla weapons though, only a handful couldn't: SRA, DA and Brdy, and they all performed well.

3. The main issue here is that fleets are too big, at least 2, maybe 3 times larger than what I'd like to see. Ships variety wouldn't be an issue if an end fleet was a Capital ship and 2 cruisers. Additionally having distinct fleets to cheer for and playing a faction as best as you can are some of the main driving forces of these tournaments.

4. CR stuff is imperfect, but it is also a game design imperative since some mechanics rely on it, and there is a technical limitation component too.

5. I'm not sure I would agree given that officers help larger ships more. Sure DD spam showed its strength, but if there were more rounds I believe tall fleets could have taken the lead. Plus I don't want to get into one-size-fits-all solutions because it would have to be applied to everything, therefore everything becomes a point of argument. I'm working on a better system for the next tournament anyway.

6. It was a bit too short, I wanted to bump it to 150K but people have been screaming at me with every change I made to the rules or the mission mid-tournament. As for scaling, the problem become to balance it properly, therefore it would be a potential point of arguments. Hullmods are too cheap if you can buy them once and for all, and it would be an insane job to track who bought what when and make sure they is no cheate... nobody made a mistake.

7. Oh yeah, I'm sure you would have loved to be able to establish a solid impenetrable line of ships from side to side in a tiny map that no wave can outmaneuver. It would have been so interesting to watch!

Besides, you can test it: everything from the top favor the waves. It makes them more concentrated and drives up attrition against most fleets. Varied spawn zones made the fights more interesting to watch too. And after the Admiral AI fix, I don't think I saw carriers get caught alone: escort ships always had time to rejoin them. It also forced fleets to have such escort around instead of solely relying on "ships of the line". You say it invites randomness but most fleets were very consistent in their results, the exception being the fleets built atop a single ship that can be taken out, but for those, the battlesize doesn't matter.

8. No, deal with it.

9. I disagree completely, the point was to force participants to choose whether to invest in a large ship to make the most out of their allotted officers. Besides, officers are impossible to price (and would be yet another point of constant arguing), and doing so would compound with the issue of large ships being too expensive. Think of the current system as if capitals had their officer price "baked in".

10. Tracking leftovers is something I'd like to have, but is a nightmare to implement in a way that isn't another large overhead on the organizer workload. It wasn't a big issue in previous tournaments when there was a shared budget for hulls and weapons since it was easier to max out each round.

11. Most of the changes are vanilla changes for the next game update. other changes in the past have been integrated to the base game (such as sabot pods firing two missiles instead of 4 for example). Therefore, deal with it.
Title: Re: 10th Starsector AI Fleet Building Tournament
Post by: Hiruma Kai on July 17, 2020, 12:16:13 PM
Cruiser-tier shields on a frigate is a bit too much, don't you think?

Sorry, this statement is a personal pet peeve of mine, and always rubs me the wrong way.  And I often see the sentiment expressed on the twitch streams.  I don't think its the shields on the Omen that make it stand out.  Omen has high tech frigate tier shields.  At best I can see it stated it has low or mid-tier destroyer shields.   Its shields are 33% better than a tempest or 40% better than a Wolf, if they were built in the same way.

I mean, if I outfit ships in the same way most people outfit the Omen, the statement clearly becomes false.  Cruisers can be outfitted to have 2-3 times the effective shield capacity of a maxed out shield Omen.  It is the combination of incredibly high speed beyond that of even most frigates (155 base is only beaten by the Tempest, Afflictor, Hound, and Hyperion), with a powerful and free ship system that is basically a medium+ weapon (seems better than a Flak cannon for example) with a low flux cost, and the expectation that ship doesn't need to do real damage, which then combines with high tech frigate tier shields.  The fact is the Omen can be built ignoring offense since it has built in offense already.  The whole package is really powerful, but its not because of the shields.  Drop the speed to 120, or swap the ship system with the Shrike's, and I don't think people would complain about the shield.

I'll note you can build a Shrike such that it has 360 degree "Capital-tier" shields in the same way that an Omen has "Cruiser-tier" shields, but I don't think I've ever heard anyone say that Capital-tier shields on a 8 DP Destroyer is a bit much.  It can even be built to have more shield per DP than an Omen, but I don't think I've ever seen that done.
Title: Re: 10th Starsector AI Fleet Building Tournament
Post by: intrinsic_parity on July 17, 2020, 12:32:21 PM
I don't think it makes any sense to say 'cruiser tier shields' at all. Shield efficiency does not scale with ship class (shield efficiency can be any value for any size ship, it mostly depends on the design), and shield upkeep scales inversely with ship class. The only metric that scales with ship class is capacity, and the omen does not have exceptional capacity for a frigate.

Hiruma Kai hit the nail on the head with regards to the ship system. The omens system is super strong since it effectively counters fighters locally (frigates biggest weakness IMO) and gives a bunch of free shield pressure which is generally lacking on high tech ships. The speed is nice but I don't think it matters that much. The system is the reason to use it (and the great campaign hullmods), the survivability just lets it use the system.
Title: Re: 10th Starsector AI Fleet Building Tournament
Post by: SCC on July 17, 2020, 01:15:53 PM
Omen has 0.6 shields, unlike Wolf or Tempest, meaning it starts with 33% better shields, it starts with similar flux stats, its weapons are few in number and its EMP emitter is a very efficient and versatile, if random at times, weapon. It can tank quite a lot, simply because there's not much going on, unlike other ships, so it can disregard vents entirely. I wouldn't say ~12k effective shield HP is low-mid destroyer tier, it's closer to what Eagle or Aurora start with, about 90% as much. Unlike cruisers, it enjoys being a small, fast target, meaning that it's also less likely to get hit in the first place.

You might be better at building Shrikes than me, but my 360 degree 23k effective shield HP Shrike ends up being heavily reliant on sabots and in a way starved for dissipation, because even if the only thing it has is heavy blaster, 390 dissipation is still quite short of that. Regular Shrike builds are closer to 12k shield HP, which is the same as Omen, except on a more expensive, hotter-running platform. It's also a bigger target.

I guess that Omen doesn't truly have cruiser-tier shields, only almost cruiser tier shields that are hard to hit that its effective durability is around cruiser tier shields.
As for its EMP emitter, it's a part of what makes it good (and as a weapon, it's incredible), but for shield durability, the most important part is the flux draw, which I already mentioned. People like it because it's not just a durable distraction, but a mean anti-fighter frigate as well.
Title: Re: 10th Starsector AI Fleet Building Tournament
Post by: MrDaddyPants on July 17, 2020, 01:31:21 PM
There is no argument. Omen is overpowered. It's just sad to make it trash. Just increase it's cost and DP. High tech can still use it, but has to pay a fairer price. It's not like the ship is broken op, it's just priced wrong.
Title: Re: 10th Starsector AI Fleet Building Tournament
Post by: intrinsic_parity on July 17, 2020, 01:56:44 PM
Omen has a little over 4k base effective shield HP (2500 *1/.6)... Sure if you completely max it out with hull mods and max capacity, it will have lots more effective shield HP but so would any other ship that spent their OP in that way. It has nowhere near what a cruiser would have if a cruiser spent its OP on making its shield tanky (Eagle would have ~32k with max caps, hardened shields and flux coil adjunct). The problem is that other ships have to spend their OP on weapons and dissipation to be good at combat, but the Omen gets all that stuff for free from its ship system so it gets to spend most of its OP on becoming a tank.
Title: Re: 10th Starsector AI Fleet Building Tournament
Post by: Hiruma Kai on July 17, 2020, 02:47:33 PM
Omen has 0.6 shields, unlike Wolf or Tempest, meaning it starts with 33% better shields, it starts with similar flux stats, its weapons are few in number and its EMP emitter is a very efficient and versatile, if random at times, weapon. It can tank quite a lot, simply because there's not much going on, unlike other ships, so it can disregard vents entirely. I wouldn't say ~12k effective shield HP is low-mid destroyer tier, it's closer to what Eagle or Aurora start with, about 90% as much. Unlike cruisers, it enjoys being a small, fast target, meaning that it's also less likely to get hit in the first place.

You might be better at building Shrikes than me, but my 360 degree 23k effective shield HP Shrike ends up being heavily reliant on sabots and in a way starved for dissipation, because even if the only thing it has is heavy blaster, 390 dissipation is still quite short of that. Regular Shrike builds are closer to 12k shield HP, which is the same as Omen, except on a more expensive, hotter-running platform. It's also a bigger target.

I guess that Omen doesn't truly have cruiser-tier shields, only almost cruiser tier shields that are hard to hit that its effective durability is around cruiser tier shields.
As for its EMP emitter, it's a part of what makes it good (and as a weapon, it's incredible), but for shield durability, the most important part is the flux draw, which I already mentioned. People like it because it's not just a durable distraction, but a mean anti-fighter frigate as well.

Sorry for the confusion.  I think we are making the same points if we compare posts.  I'm not arguing the Omen is under powered.  I could see it being too cheap in terms of DP.  What I was arguing was:

Cruiser-tier shields on a frigate is a bit too much, don't you think?

is simply not true from my point of view.  Lets consider a frigate with the same exact stats as the Omen, but with the Shrike mobility system. I don't think it would be too much.  The statement also implies the Monitor needs to be reigned in as well as the Omen.  It depends on what else that frigate is capable of doing while having that kind of shield.  If you take away the Omen's ship system, as you rightly note, its doesn't have much going on.  The Shrike is another counter argument.  Give it 23k Shields, some PD and no real offensive weapons, and it is not overpowered and in fact not very effective in killing things, yet it does have more starting shields than the Onslaught, Legion, Conquest, Odyssey, and Astral.

Anyways, sorry for the derail.
Title: Re: 10th Starsector AI Fleet Building Tournament
Post by: Grievous69 on July 17, 2020, 11:29:59 PM
Well since this evolved into an Omen discussion, I might as well chime in. I'm also leaning more towards the increase costs rather than make yet another meh high tech frigate, we have enough of those already. The Omen is cool and useful because it has a clear role in the battle and is actually good at it, why take that away. I agree in its current state it might be a bit too much, so maybe just increase it to 6 DP? I don't see how it would still break anything. If anything it's gonna be harder to spam in tournaments.
Title: Re: 10th Starsector AI Fleet Building Tournament
Post by: Tartiflette on July 21, 2020, 01:48:46 AM
Every VoD has been added to the OP. We'll have one last stream during the week to officially close this tournament, with Nia, some of the streamers and me. We'll officially congratulate the winners, talk about how the tournament went for us, our highlights, as well as share some behind-the-scene stuff and talk a bit more about this new faction and those bosses.
Title: Re: 10th Starsector AI Fleet Building Tournament
Post by: Tartiflette on July 24, 2020, 03:35:26 PM
The closing stream of the 10th Starsector AI Fleet Building Tournament will be held this Sunday at 6om UTC on Surge's channel:

https://www.tickcounter.com/countdown/2098218/tournament-closing-stream

https://www.twitch.tv/surge753

We will congratulate the winners, as well as reflect on the tournament unfolding from the point of view of the staff. We will share some behind-the-scene tidbits, talk a bit about what could be improved for the next tournament, as well as sharing Alex' answers to some questions about the Tournament. I will also open up about my intentions around the Bosses and how they will be integrated into Seeker in the future.
Title: Re: 10th Starsector AI Fleet Building Tournament
Post by: RustyCabbage on July 29, 2020, 08:48:34 AM
Welp, since the tournament is over I decided to write out an overview of my midline fleet in case anyone was interested in some of the considerations I had designing my variants and thoughts on the viability of other midline ships under this ruleset. Plus it's good to have it out in writing, anyhow.

Imgur album of final variants (https://imgur.com/a/so5dydW)

Gryphon
Spoiler
Basically as soon as the officer rules were proposed (i.e. I could have the Missile Specialization skill) I decided that I wanted to run Gryphons. I have a soft spot for them since lots of people think they are absolutely terrible AI ships and I, uh, don't. They're fantastic second line ships and since they don't have very high weapon flux they're respectable on the front line as well.
Weapon Groups and Choices
The core to making a usable AI Gryphon is linking the large and medium missiles, since otherwise they'll be prone to firing one but not the other (except maybe Harpoons? But then you can't have Sabots :V). I chose a mix of Locust+Sabot since they're universally good (even despite the tournament nerf for the Sabot), which is important given the autofire nature of the Locust, and have similar refire times. Originally, I used Annihilators in the small missile slots to get maximal longevity (since they last nearly as long as the Locust), but after feedback from DaddyPants, I swapped them to Reapers which did well but didn't fire as often as preferred, leading to the ultimate choice of Harpoons. For the medium ballistic I also considered the Heavy Needles, the Hypervelocity Driver, and the Dual Flak Cannon. The former was expensive in credits and OP and easily shield flickered (bad with the emp-less Sabots), the HVD had the first two issues and low DPS (but would probably still be generally acceptable), and the DFC severely messed up the rangefinding of the ship, so that despite being PD the ship was in even more danger than the Heavy Autocannon. To save on OP I dropped the back left Vulcan, assuming that the two Vulcans on the front right would provide adequate cover.
Other stuff
Finally, I opted for a 30:1 capacity to dissipation ratio - around 15 seconds to vent from max flux, which is generally enough to fully reset between waves. Hullmods are kinda self-explanatory: ECCM for missiles and Efficiency Overhaul saves 4k in maintenance for relatively little cost. Unofficered Gryphons were set to Aggressive (default for every ship in my fleet was Reckless) to limit the chance of them dying horribly due to variance.
[close]

Valkyrie
Spoiler
I didn't really think about using Valkyries when planning out my fleet, till someone in the tournament chat pointed out just how absurdly cheap the Valk is. 20k upfront is equivalent to a Centurion, but at 3 DP it ends up being even cheaper to maintain.
Loadout
I initially threw on some Converted Hangar Partisans from SWP, which are fairly strong interceptors with 2x Swarmers, but it became clear the battlespace was too large for them to be especially useful, so I transitioned to Thunders where possible. In the first round, there were no Sensor Relays to provide ECM Rating, so during refits I also added ECM Package, though this became unnecessary by the final rounds. Finally, although it's generally terrible value, I put EO to save 600 credits when required (e.g. round 2). One to two tac lasers were used for range finding, but I didn't think about it too hard.
[close]

Drover
Spoiler
No midline fleet would be complete without them. I went through over half a dozen Drover variants and I'm still not sure what the optimal variant would be.
Weapons and Fighters
For round 1 I heavily prioritized the use of Khopeshes for the heavy HE that wouldn't miss as much against the slow low tech ships (the tournament nerfed Reserve Deployment for fighters--no extra wings--but basically left bombers unaffected). In later rounds, I began transitioning to Thunders both due to increasing ship speeds and the battlespace becoming too large for other fighters to cross the distance effectively (they weren't the obvious choice due to the aforementioned RD nerf, plus another nerf making the Ion Cannon high delay). The four missile mounts used Harpoons, though I also considered the use of a single linked auto-firing weapon like the Hornet or Salamander (it didn't test well firing all the Harpoons asap). I used Vulcans when permissible by OP and Reliants otherwise, though the latter are so bad it'd have been worth considering just leaving the slots empty.
Other Stuff
The main considerations for hullmods were Expanded Deck Crew (mandatory), Efficiency Overhaul (saving 2.4k credits per round--also mandatory), Hardened Subsystems (reasonable since in testing they sometimes suffered from CR death), and, when DaddyPants suggested it, Expanded Missile Racks (adding a total of 32 Harpoons by Wave 6 for 12 OP is in hindsight an extremely obvious choice). After the possibility of multi-directional waves became apparent I changed the personality of the ships from Reckless to Cautious. This ended up causing problems for the Thunder Drovers, since they would end up escorting ships instead of aggressively attacking; I dealt with this by introducing a mixed Khopesh and Thunder variant. The Drover provided a lot of room for variation, and there’s probably still room for refinement.
[close]

Hammerhead
Spoiler
Despite generally being the shining star of Midline alongside the Drover, I wasn't too enthused about using the Hammerhead, even before the rebalance to their rear turrets (better angle behind, can't point forwards). They were simply too expensive maintenance-wise to prioritize in the early rounds, and they were edged out by Brawlers (at least, pre-changed Brawlers) in the later rounds.
Loadout
In any case, I simply used a Safety Overrides variant prioritizing flux capacity. People also still question the inclusion of Extreme Modifications, so here's my explanation: Automated Repair Unit reduces the penalties of using EM but costs only half the total OP, so in exchange for occasional mitigated malfunctions I get the bonuses of ARU plus an additional 6 OP. The value of ARU is especially significant between the 20-40% Combat Readiness range, since the natural malfunctions will also be repaired faster. This means that while other ships have a massive decrease in performance once they reach the 40% CR threshold, EM-ARU ships only slowly decline until they hit 20% CR, effectively flattening their performance curve (note that they have significantly more problems below 20% CR, but the fleet was designed to rarely reach that point). That's an extra 80 seconds of adequate performance relative to other ships, and since for my ships the extra OP was shuffled into Hardened Subsystems, there's a further 20.67 seconds gained per round (on top of the usual benefits). EM-ARU is a damn good combination that almost all non-carrier ships should at least consider. Also the Railgun nerf (to 8 OP) hurts the non-SO version of the ship.
[close]

Centurion
Spoiler
One of the most underrated ships in the game (except to Thaago!), the Centurion has a fairly high upfront cost for a frigate but pays for itself many times over given how tanky they are. Damper Field is an incredibly powerful system, possibly the most powerful after RD and the Astral's Recall.
Early Loadout
They're further boosted by the ability to use SWP's Contender Cannons, which are a low OP, low Flux HE small ballistic that isn't abjectly terrible like the Light Mortar. Since Railguns were nerfed and Light Needlers were buffed (to 7 OP), I used the latter as my kinetic option. Armored Weapon Mounts provided more per-OP value than Heavy Armor, and Hardened Shields are basically always good value for frigates with over 3600 capacity. Shield Conversion - Front gave the ship full coverage and reduced the relatively high upkeep. The aforementioned EM-ARU-Hardened Subsystems help to maintain longevity. The only issue with the latter combination is that Extreme Modifications and Efficiency Overhaul are incompatible, so when using the latter hullmod to deal with budget gaps (800 saved per Centurion) there would be a minor dip in performance.
Late Loadout
By Round 4, the lack of good point defense in my fleet was starting to feel problematic, so I swapped to a variant that switched the two Light Needlers for a Railgun, a Vulcan Cannon and IPDAI. Unfortunately, I had to drop Armored Weapon Mounts to fit them in.
[close]

Brawler
Spoiler
The Brawler is another amazing, top-tier frigate, but has a very low upfront to maintenance cost ratio, so it couldn't be effectively implemented until the later rounds. The tournament also uses the next version of the Brawler, swaps Damper Field for Maneuvering Jets, but adds 60 degrees of shield arc as well as increased capacity and dissipation. Honestly, the loss of Damper Field makes it a major nerf and kinda kills the viability of close range variants.
R3 Loadout
Opting for a more stand-off oriented build, I debated between double Heavy Autocannon and HAC and a Heavy Mortar. HVD and Heavy Mauler would be too expensive and wouldn't help with the ships' frontline role anyways. My initial builds used Harpoons in the universal slots, but eventually I opted for Reapers to save OP. Since I no longer had Damper Field to vent flux, I opted for a capacity heavy build. Additionally, although the minimal number of engines means that Extreme Mods can cause them to flame out or otherwise spin erratically (see DaddyPant's Nanzhongs for examples), the introduction of Maneuvering Jets meant that there would generally be enough maneuverability to make it workable.
R4 Loadout
In general whenever I wanted to save on credits, I preferred to use Efficiency Overhaul on my Brawlers over my centurions, both to reduce the spins due to flameout and because the Extreme Modifications Centurion variants significantly outperformed the EO variants. I used two different variants: one standoff going for HAC and Heavy Mortar (instead of dual HAC) with EO and one CQC with an HMG and a Flamer with Extreme Modifications.
[close]

Comments on other midline ships:
Spoiler
Conquest
Despite its questionable AI performance, I really wanted to make the Conquest work. It had a lot of potential as an officered ship for relatively low cost and maintenance. Unfortunately due to hiccups with the test mission I didn't have the chance to adequately test them. Next time I'll bring one with ACGs.

Victory (SWP)
Let's see, it's exorbitantly expensive compared to the Conquest, has terrible maneuverability, worse missile slots and only works in one direction. I had severe doubts about the Victory's effectiveness and never seriously considered one. (That didn't stop me from trying a Shield Bypass one, but it was predictably terrible.)

Heron
Between the Valkyrie and the Drover, I didn't really have a need for yet more carriers. Plus cruisers are expensive and I already had 2 Gryphons in my Round 1 roster (the only time the addition of a Heron would make sense). Absolutely not a bad ship though.

Owl (TADA), Vulture (SWP)
Both are interesting SO-ships. The Owl's 135-degree front shield arc makes it kind of unusable, and once again cruisers are expensive, especially since EM-ARU-HS means I can't run Efficiency Overhaul.

Eagle, Falcon
The former is an all-around decent ship, but the standoff variant with HVDs and Heavy Maulers wouldn’t fare very well working with my extremely wide Tiandong partner, and an SO build suffers from similar issues as the Vulture - there’s just too much opportunity cost. Regarding the Falcon, since wave combat with restoring CR heavily emphasizes DPS (part of why we went Safety Overrides on so many ships), I didn’t seriously consider the Falcon which has lower offensive potential than even a Hammerhead.

Albatross (SWP)
Honestly I really like the Albatross. It has superb PPT and excellent maintenance stats coupled with a strong hull and decent flux stats, and of course the incredible Damper Field ship system. The only reason I didn’t end up using them was that the midline destroyer niche was already filled by Drovers and Hammerheads, so there wasn’t really an opportunity to put them to good use. In my opinion, they’re one small OP buff away from being an integral part of midline fleets, which is imo a good position to be in.

Archer (SWP)
DaddyPants argued Archers were worth using, and they certainly have decent viability with 3 medium missile mounts at a decent budget, but I couldn’t design any fits for them that seemed especially good. They were also annoyingly fragile.

Sunder
As I mentioned with the Albatross the destroyer budget range was unfortunately already saturated, so the Sunder didn’t really get a chance to be considered. In general, they were even more fragile than the Hammerheads while having lower PPT and higher maintenance costs.

Vigilance
Cheaper upfront than a Brawler at 10k, but the high maintenance (also 10k) relegates it to being a round 4 purchase at most. DaddyPants seemed to like them, but to me it felt like they were made of paper and died to nearly anything.

Pest (TADA)
At 8k, it's an interesting option, but any time I had 5+ EM Centurions/Brawlers I could just swap them to EO and grab another Brawler instead.

Monitor
Terribly expensive at 25k credits per hull, along with high maintenance (12k per round) for a frigate and basically abysmal DPS made the Monitor just obviously non-viable.
[close]



Thanks Tartiflette, Nia, the casters and the participants for making this tournament as entertaining as it was! Thanks also to DaddyPants for being a very competent partner who let me steal his budget.
Title: Re: 10th Starsector AI Fleet Building Tournament
Post by: Tartiflette on August 04, 2020, 12:54:24 AM
Well this is it. With the conclusion Stream uploaded on youtube, I can officially close this 10th tournament. You will find the winners announcement as well as all the replays and scoresheets you need in the OP. Big round of applause to all the participants, big slap on the back of the whole staff, and big thanks to all the watchers. See you all for the next one.
Title: Re: 10th Starsector AI Fleet Building Tournament
Post by: Ced Riggs on August 04, 2020, 01:05:05 AM
This has been one of my fave things to watch while working or doing other things, and was more exciting and teaching than any such event I could have expected. Major kudos to all involved.