Fractal Softworks Forum

Starsector => General Discussion => Topic started by: Astraltor on August 11, 2019, 12:09:32 AM

Title: 7th Starsector Fleet Building Tournament
Post by: Astraltor on August 11, 2019, 12:09:32 AM
(https://i.imgur.com/6Jny2IN.png)

Status: COMPLETE (click for final status post) (http://fractalsoftworks.com/forum/index.php?topic=15978.msg265995#msg265995)

Congratulations to Kissa Mies, the first two time AI Fleet Building Tournament winner!

Tournament mod downloads:
AI Battles (https://drive.google.com/open?id=1ERFjTTCXnZwHmkgkSNOyfJhfsMEv_iv1)
Fleet data and matches (https://drive.google.com/open?id=1TX-a16f9U0tllXmAL0WTbtO364O_S4bJ)
All rounds fleet compositions (https://drive.google.com/open?id=1Ggm7iKYFZyuq-emkDTQ72tI41DSkt7wK)

Tournament Brackets: https://challonge.com/bnhuax9c

Tournament Sign-Up Deadline: August 16th (countdown link) (https://www.timeanddate.com/countdown/generic?iso=20190816T2359&p0=1440&msg=Sign%20Up%20Deadline) SIGN UPS CLOSED!

Fleet Submission Deadline: August 22nd (countdown link) (https://www.timeanddate.com/countdown/generic?iso=20190823T2359&p0=1440&msg=Fleet%20Submission%20Deadline) SUBMISSIONS ARE IN

Another bout begins!

This time it will be a One Versus One Vanilla+ Tournament.

Players will build and retrofit fleets to crush, counter, show their skills, and rise to the top in this double elimination (https://wikipedia.org/wiki/Double-elimination_tournament) style tournament.

(https://i.imgur.com/MxcxEjE.png)
Rules:
General Rules:
0. The tournament is for fun.

1. This is a double elimination tournament where player-made fleets fight for first place.
  a. Each series will be a best of ONE
    i. Semifinals and Finals will be Best of Three
  b. All Contestents start in the Winners Bracket, losers will go to the Losers bracket. Losers of the Losers bracket are eliminated.

2. Contestents may edit their fleet.csv in between matches. (i.e., change variants, change personalities)

3. Contestents may share their fleet data with others. (i.e., scrimming, sparring, testing)

4. Contestents may submit up to 20 variant files for their fleet to use.
  a. Contestent fleets must use only variants they submitted.
  b. Once the first match begins, Contestents may submit up to one additional variant over the course of the tournament, for a total maximum of 21 potential variants.

5. The tournament will run using equipment from the base game and the following mods:
Ship and Weapon Pack (http://fractalsoftworks.com/forum/index.php?topic=11018.0)

6. Unique Ships (IBBs), Remnants and Remnant Equipment, and stat changing skins are not allowed for use.
  a. Cosmetic skins, Luddic Path (LP) skins, and Pirate (P) skins, are excepted and ALLOWED.
  b. Additional disallowed: Stations, Derelicts, Military Subsystems Hullmod.

Fleet and Ship Rules:
7. A fleet must not exceed any of the following to be valid.
  a. 150 Deploy Points
  b. 15 Ships
  c. 1 Capital Class Ship
  d. 7 modular fighter wings. Built-in wings and empty fighter decks do NOT count against limit.

8. Being themed is recommended but not required.

9. Breaking rules may result in automatic match/series forfeits and/or disqualifications.

(https://i.imgur.com/gd55hqW.png)
Technical Details

1. All variant IDs should start with with the participants name to avoid name conflicts.
2. Submissions should be submitted:
  a. As a Zip/archive file with the name including the participants name.
  b. With variant file names starting with the participants name.
  c. To Astraltor#1119 on discord or forum PM.
3, Submissions should have functional player0_fleet.csv and variant files.

Winners of previous fleet building tournaments will be given priority to avoid each other in seeding, otherwise it will be random.

The tournament is estimated to start around the end of August and may span multiple weeks.

Matches will likely more than once a week, it's recommended you make sure you'll be able to tailor your fleet for your upcoming match for the duration of the tournament!

All matches will be streamed and/or recorded.

To participate, sign up HERE (https://forms.gle/4yxf8ACqBKzeSaka8)!
https://forms.gle/4yxf8ACqBKzeSaka8 (https://forms.gle/4yxf8ACqBKzeSaka8) SIGNUPS OPEN
You will have to join the unofficial starsector discord (http://fractalsoftworks.com/forum/index.php?topic=11488.0) to get notifications, updates, and the fleet tournament mod.

See you in #tournament_chat!

Link to last thread: http://fractalsoftworks.com/forum/index.php?topic=14932.0

Tournament Link:
https://challonge.com/bnhuax9c-
Title: Re: 7th Starsector Fleet Building Tournament
Post by: Astraltor on August 11, 2019, 07:02:46 PM
13 people have signed up so far! Including previous tournament winners. This is looking to be a populated tournament! :o


Amended two rules:

6. b. Additional disallowed: Stations, Derelicts.

9. Breaking rules may result in automatic match/series forfeits and/or disqualifications.
Title: Re: 7th Starsector Fleet Building Tournament
Post by: Hrothgar on August 12, 2019, 06:14:52 AM
So only vanilla + S/w pack? No other factions or mods like dissasemble-reassemble?
Title: Re: 7th Starsector Fleet Building Tournament
Post by: Astraltor on August 12, 2019, 11:07:11 AM
We're up to 17 19 Registrants!

Tentatively calling it:

Cutoff for sign up will be this Friday (End of August 16th) OR 32 Participants (Would be a lot!), whichever comes first.

Initial Fleet + Variant submissions deadline will be next Thursday (End of August 22nd)


And yes, only content will be base game (vanilla) and Ship/Weapon Pack will be used in this tournament.

Some other mods the tournament will use: Fleet Tester (for building and testing), AI Battles (required for fight, participants do not need it), LazyLib (library mod), GraphicsLib (graphics and library mod).



edit:
added deadline information on intial post

clarified technical details about submissions

Quote
2. Submissions should be submitted:
  a. As a Zip/archive file with the name including the participants name.
  b. With variant file names starting with the participants name.
  c. To Astraltor#1119 on discord or forum PM.
3, Submissions should have functional player0_fleet.csv and variant files.

Title: Re: 7th Starsector Fleet Building Tournament
Post by: JasperChwan on August 14, 2019, 09:55:39 PM
Id love to get involved next time. How do you get started?
Title: Re: 7th Starsector Fleet Building Tournament
Post by: Vayra on August 14, 2019, 10:40:08 PM
Id love to get involved next time. How do you get started?

There's still time! Sign up using the link in the OP, and join the discord. You will need to be somewhat familiar with the game and comfortable editing a text file to build your fleet.
Title: Re: 7th Starsector Fleet Building Tournament
Post by: Null Ganymede on August 15, 2019, 05:19:48 AM
This should be entertaining. I like the quick format and tight restrictions, and hope we see lots of cool vanilla fleets :)
Title: Re: 7th Starsector Fleet Building Tournament
Post by: Astraltor on August 16, 2019, 08:43:17 PM
Sign ups are closed!

Participants are as follows:


Initial Matches will be:

(https://i.imgur.com/SA7TqXy.png)

Full Tournament Brackets: https://challonge.com/bnhuax9c

Initial Fleet Submission is still same
https://www.timeanddate.com/countdown/generic?iso=20190823T2359&p0=1440&msg=Fleet%20Submission%20Deadline

Some clarifications in laymans terms / a sort of F.A.Q.:

Fleet.csv may be revised between matches - participants can change personalities, add/remove/change variants as much as they like!
20 Variants is simply the maximum.
Participants may submit fewer than 20 variants.
Only Unskinned, Cosmetic Skins, Luddic Path (LP) Skins, and Pirate (P) skins are allowed. Brawler (TT) and Sunder (U) are skins for this purpose and not allowed.

Stations, editing modules on modular ships, Derelicts are not allowed, ye cheeky squirrels.
Fleet and variants will be reviewed given reasonable time to check rule conforming/that they are error free. ^_^

Time in between rounds (matches) will probably be 2-3 days, streamer schedules depending.
Sharing fleet/variant information with fellow participants is allowed, though fellow contestants may not necessarily be willing to tell. :P

All but the Finals will be Best of 1s.
Finals (and possibly semi-finals?) will be Best of 3s

Admiral AI is not perfect, disasters and brilliances can happen, spontaneously!

Streams and VODs will be in at least 720p. If you're interested in Streaming, contact Astraltor#1119 via Discord!
Title: Re: 7th Starsector Fleet Building Tournament
Post by: Pappus on August 18, 2019, 05:15:05 AM
I have a question about the capital ship rule - is that solely determined by classification or logistical profile?

Looking at the doom for example.
Title: Re: 7th Starsector Fleet Building Tournament
Post by: Astraltor on August 18, 2019, 09:07:18 PM
I have a question about the capital ship rule - is that solely determined by classification or logistical profile?

Looking at the doom for example.

capital by game classification, has capital hullmod costs and all.

Title: Re: 7th Starsector Fleet Building Tournament
Post by: Astraltor on August 19, 2019, 12:02:08 AM
It has been brought to my attention that Militarized Subsystems halves the effective DP for any ship with civilian hullmod.

Emergency declaration that Militarized Subsystems Hullmod is hereby disallowed.
Title: Re: 7th Starsector Fleet Building Tournament
Post by: Astraltor on August 25, 2019, 07:35:50 PM
All submissions are IN!

Stream will be on the radiant and wise Thaago (https://www.twitch.tv/thaago)'s Twitch (and pending Youtube Live channel, hopefully)! Follow now!

A few players had to drop out.
Also gained a substitute, PB.

With this, brackets has been modified

Full Brackets: https://challonge.com/bnhuax9c

(https://i.imgur.com/FtHF4ki.png)

(Open to additional streamers, contact on discord!)
Title: Re: 7th Starsector Fleet Building Tournament
Post by: Astraltor on August 26, 2019, 04:53:51 PM
Round 1 matches will be streamed by
Thaago
Twitch https://www.twitch.tv/thaago
Youtube https://www.youtube.com/channel/UCiQs0YeI6aStZS0MyXqOCdA

Countdown is HERE: https://www.timeanddate.com/countdown/generic?iso=20190827T2100&p0=1440&msg=Round%201%20Stream


Trash talk/discusssion chat is HERE: https://discord.gg/TBhcFNh
Title: Re: 7th Starsector Fleet Building Tournament
Post by: Thaago on August 26, 2019, 05:51:09 PM
Stream time is 2pm Pacific, 9pm UTC, tomorrow, August 27.

Hope to see people there!
Title: Re: 7th Starsector Fleet Building Tournament
Post by: pedro1_1 on August 26, 2019, 06:11:36 PM
Stream time is 2pm Pacific, 9pm UTC, tomorrow, August 27.

Hope to see people there!

6pm East coast/anywere on GTM-3
Title: Re: 7th Starsector Fleet Building Tournament
Post by: Thaago on August 26, 2019, 10:25:22 PM
Stream time is 2pm Pacific, 9pm UTC, tomorrow, August 27.

Hope to see people there!

6pm East coast/anywere on GTM-3

Hmm, should be 5pm! Did I mess something up? (Its def happening 2pm PST, as that is my time zone!)
Title: Re: 7th Starsector Fleet Building Tournament
Post by: Hrothgar on August 27, 2019, 12:48:36 AM
Lul , that's 23 00 in my country, welp.
Title: Re: 7th Starsector Fleet Building Tournament
Post by: Thaago on August 27, 2019, 01:05:40 PM
Oof, sorry about that! Well, they are saved on Twitch immediately, and will be up on Youtube just as soon as it processes them, so you can still watch later.

Speaking of watching, its in just under 1 hour!
Title: Re: 7th Starsector Fleet Building Tournament
Post by: Thaago on August 27, 2019, 01:58:15 PM
Stream is live!
Title: Re: 7th Starsector Fleet Building Tournament
Post by: Goumindong on August 27, 2019, 03:03:58 PM
Whomever submitted in "Crack Shipping" wins. I don't know what they win, but they win it
Title: Re: 7th Starsector Fleet Building Tournament
Post by: pedro1_1 on August 27, 2019, 03:19:28 PM
Stream time is 2pm Pacific, 9pm UTC, tomorrow, August 27.

Hope to see people there!

6pm East coast/anywere on GTM-3

Hmm, should be 5pm! Did I mess something up? (Its def happening 2pm PST, as that is my time zone!)

9 on Cordinate Universal Time(UTC) to -3 GTM is 6pm, 5 on -4 GTM, since I live in Brazil it's either one of those
Title: Re: 7th Starsector Fleet Building Tournament
Post by: Astraltor on August 27, 2019, 04:58:55 PM
Opening round is over!

Congratulations to all participants for an exciting first round!

Brackets for round two are up. https://challonge.com/bnhuax9c

First round participants that are going into round 2 can edit their fleet.csv as they like.
And as a reminder, all players are allowed ONE ADDITIONAL .variant file over the course of this tournament.

Fleet submission for round 2er's will be Friday August 30th Noon UTC. https://www.timeanddate.com/countdown/generic?iso=20190830T1200&p0=1440&msg=Round%202%20Submission%20Line (https://www.timeanddate.com/countdown/generic?iso=20190830T1200&p0=1440&msg=Round%202%20Submission%20Line)
That's just over 2 days and 12 hours from now!
Fleet edits should be submitted to either a tournament organizer or the streamer.

Those who don't have their match in the coming round two have a few more days to edit.

Current Standings:

(https://i.imgur.com/jg8IZcT.png)
(https://i.imgur.com/HNbYCbZ.png)


Basic VOD is up:

https://www.twitch.tv/videos/473217465?t=09m30s
Title: Re: 7th Starsector Fleet Building Tournament
Post by: Modo44 on August 27, 2019, 10:33:38 PM
Two ideas for next time:

Let players set starting defend/capture/escort/search&destroy orders (including for specific ships). The AI has way too much trouble just winging it.

When casting a match, do not, EVER, shake the camera. Unless you are trying to make the audience nauseous, that is. Either focus on an interesting fight, or zoom out for an overview, and stay there. People need time to see what is going on.
Title: Re: 7th Starsector Fleet Building Tournament
Post by: Thaago on August 28, 2019, 12:15:40 AM
Yeah sorry about the camera shake - it comes from one of the control modes and is not intentional. Shouldn't be a problem unless I space out again. Unfortunately the mode is pretty much required to get the camera in the right place to start.

As for AI commands, we unfortunately cannot change that.
Title: Re: 7th Starsector Fleet Building Tournament
Post by: Modo44 on August 28, 2019, 12:49:26 AM
Until ordering the AI becomes a thing, you could have different maps with a map selection system (votes/bans by players) similar to how they do in Starcraft tournaments. Different preset capture/defense point layouts could be useful for different fleets. Obviously, this would only make sense with more than single elimination.
Title: Re: 7th Starsector Fleet Building Tournament
Post by: namad on August 29, 2019, 08:47:12 PM
Why is everything in the opening post crossed out? is that in error? are all the rules changed and hidden elsewhere? or did you just cross everything out because signups are over? I'm still vary curious about the fleet building rules even as just a watcher....


edit:
also @thaago I'm pretty sure that ai pilots don't consider weapon groupings at all and that's only for the player flagship? So no need to waste time looking at it, unless you just want to read it as a summary list of all the weapons.... the actual group assignments shouldn't effect AI should they? Or am I entirely wrong?
Title: Re: 7th Starsector Fleet Building Tournament
Post by: Grievous69 on August 30, 2019, 12:11:25 AM
edit:
also @thaago I'm pretty sure that ai pilots don't consider weapon groupings at all and that's only for the player flagship? So no need to waste time looking at it, unless you just want to read it as a summary list of all the weapons.... the actual group assignments shouldn't effect AI should they? Or am I entirely wrong?

It actually makes quite a difference. One that has come up a lot in the Onslaught thread is separating its TPCs in different groups just so the AI fires one at a time. It's also smart putting missiles on alternating so the AI doesn't fire everything immediately. And in general it's just a good idea in case you want to switch to a different ship in the middle of combat.
Title: Re: 7th Starsector Fleet Building Tournament
Post by: namad on August 30, 2019, 01:07:59 AM
edit:
also @thaago I'm pretty sure that ai pilots don't consider weapon groupings at all and that's only for the player flagship? So no need to waste time looking at it, unless you just want to read it as a summary list of all the weapons.... the actual group assignments shouldn't effect AI should they? Or am I entirely wrong?

It actually makes quite a difference. One that has come up a lot in the Onslaught thread is separating its TPCs in different groups just so the AI fires one at a time. It's also smart putting missiles on alternating so the AI doesn't fire everything immediately. And in general it's just a good idea in case you want to switch to a different ship in the middle of combat.

Is that true only for missions? or even in campaign, I swear people told me in discord that weapon groups didn't matter to the AI in campaign... and I swear that I've seen the ai fire linked missiles one at a time (deciding they should be alternating because I wasn't in the ship).... Maybe I'm wrong though, or maybe it changed. I had always thought it DID matter and I got in the habit of treating it that way, until 2018 or so when I discovered the discord.



sidenote: what's thaago's youtube channel? I want to go follow him on youtube, as of right now I only follow him on twitch.
Title: Re: 7th Starsector Fleet Building Tournament
Post by: Hrothgar on August 30, 2019, 01:11:25 AM
https://www.youtube.com/user/Thaago/videos
Title: Re: 7th Starsector Fleet Building Tournament
Post by: Shad on August 30, 2019, 01:32:13 AM
Noticed just how many of the fleet were using vultures in the 1st round. It seems to be the "go-to" non-carrier cruiser in vanilla+SWP setup.
Title: Re: 7th Starsector Fleet Building Tournament
Post by: Hrothgar on August 30, 2019, 02:18:09 AM
Vulture have decent stat for light cruiser and decent firepower coupled with lower dp cost.
Title: Re: 7th Starsector Fleet Building Tournament
Post by: isyourmojofly on August 30, 2019, 04:47:43 AM
Yeah I'm a big fan of the Vulture, the abundance of medium mounts means it can suit a lot of roles.
Title: Re: 7th Starsector Fleet Building Tournament
Post by: Hrothgar on August 30, 2019, 05:48:31 AM
There is a low-tech brother of it. Retribution class.
Title: Re: 7th Starsector Fleet Building Tournament
Post by: Astraltor on August 30, 2019, 09:24:25 AM
Second round is going live soon!
At 2100 UTC today, we'll be doing the winners bracket round 1

Once again it will be Thaago streaming, on these platforms:
Twitch https://www.twitch.tv/thaago
Youtube https://www.youtube.com/channel/UCiQs0YeI6aStZS0MyXqOCdA

Countdown: https://www.timeanddate.com/countdown/generic?iso=20190830T2100&p0=1440&msg=UPPER%20BRACKET%20ROUND%20TWO%20STREAM

Matches: https://challonge.com/bnhuax9c

(https://i.imgur.com/PdC0FWH.png)
Title: Re: 7th Starsector Fleet Building Tournament
Post by: Thaago on August 30, 2019, 11:15:46 AM
edit:
also @thaago I'm pretty sure that ai pilots don't consider weapon groupings at all and that's only for the player flagship? So no need to waste time looking at it, unless you just want to read it as a summary list of all the weapons.... the actual group assignments shouldn't effect AI should they? Or am I entirely wrong?

It actually makes quite a difference. One that has come up a lot in the Onslaught thread is separating its TPCs in different groups just so the AI fires one at a time. It's also smart putting missiles on alternating so the AI doesn't fire everything immediately. And in general it's just a good idea in case you want to switch to a different ship in the middle of combat.

It does make a big difference! The AI turns on and off groups as part of flux management, so which sets of weapons will stay on will change according to the groupings. For linked groups, having too much burst flux can stop the AI from firing the weapons at all! (Good idea to set those groups to alternating). Missiles also can be much more high risk/high reward when in linked mode instead of alternating.

Noticed just how many of the fleet were using vultures in the 1st round. It seems to be the "go-to" non-carrier cruiser in vanilla+SWP setup.

Yeah, a looot of vultures and no Eagles, which is a mistake in my opinion. Eagles are very strong ships in both regular and SO loads.

Also, Youtube comments are working this time! So if you can't watch on Twitch, you can still chime in!
Title: Re: 7th Starsector Fleet Building Tournament
Post by: Thaago on August 30, 2019, 01:58:09 PM
And live!

All done!
Title: Re: 7th Starsector Fleet Building Tournament
Post by: Vayra on August 30, 2019, 07:55:14 PM
I'm not sorry.
Title: Re: 7th Starsector Fleet Building Tournament
Post by: Shuhei on August 31, 2019, 12:52:54 AM
Hi Thaago!

Are there any plans of publishing fleets variants files? I want to see builds :D
Title: Re: 7th Starsector Fleet Building Tournament
Post by: namad on August 31, 2019, 04:46:24 AM
Hi Thaago!

Are there any plans of publishing fleets variants files? I want to see builds :D

He answered this question on discord, yes, but not until the winner is crowned. That information is secret information. Players get to know who their opponents will be and adapt what their fleet is for that matchup. Knowing what the backup ships a player has not yet revealed are would give that away.
Title: Re: 7th Starsector Fleet Building Tournament
Post by: Thaago on August 31, 2019, 09:59:04 AM
Yup, until the tourney is over the files are secret unless the player releases them themselves. The streams have revealed the builds so far, but not the personalities, and there are other variants waiting in the wings - wouldn't want to ruin any surprises! Also with 23 players with up to 20 variants each, its surprisingly annoying to hunt through the lists and make a package of variants that have been used to date. Not impossible, but time consuming.

We'll release everything including the missions once things are over!
Title: Re: 7th Starsector Fleet Building Tournament
Post by: Paul_Kauphart on August 31, 2019, 11:09:42 PM
if you hop on to discord, some variants have been released there.
Title: Re: 7th Starsector Fleet Building Tournament
Post by: Astraltor on September 02, 2019, 11:03:57 AM
Lower bracket round 1 stream is ready to go:
This will be the first round where fleets will be facing elimination!
It's time to pull out any hidden hidden cards in the hangar and deploy those cheese strats to stay alive!

Watch on:
Twitch: https://www.twitch.tv/thaago
Youtube: https://www.youtube.com/watch?v=zsvRIvQzuig

Chat with us:
Discord (https://discordapp.com/invite/TBhcFNh)

Count down timer: link (https://www.timeanddate.com/countdown/generic?iso=20190902T2100&p0=1440&msg=Stream%20time)
Title: Re: 7th Starsector Fleet Building Tournament
Post by: Thaago on September 02, 2019, 01:55:08 PM
Stream is live! Tourney itself starts in 5 minutes (9UTC).

And done! Thanks for stopping by!
Title: Re: 7th Starsector Fleet Building Tournament
Post by: Astraltor on September 03, 2019, 08:46:18 PM
Dates for next streams are set!!
Including a cast by the unfetterable and unshakeable Nemo Naemo!


Round 4 -- Upper Bracket Round 3 and Lower Bracket Round 2
Sept 5th, 2100 UTC
https://www.timeanddate.com/countdown/generic?iso=20190905T2100&p0=1440&msg=Stream
Twitch: https://www.twitch.tv/thaago
Youtube: https://www.youtube.com/channel/UCiQs0YeI6aStZS0MyXqOCdA


Round 5 -- Lower Bracket Round 3
Sept 9th, 1930 UTC
https://www.timeanddate.com/countdown/generic?iso=20190909T1930&p0=1440&msg=Stream
Twitch: https://www.twitch.tv/nemo_naemo
Youtube: https://www.youtube.com/channel/UCKq4a_AJig1x-826Z8Kc3tA
Title: Re: 7th Starsector Fleet Building Tournament
Post by: Thaago on September 05, 2019, 01:55:27 PM
Stream is live!
Title: Re: 7th Starsector Fleet Building Tournament
Post by: Astraltor on September 06, 2019, 12:36:00 AM
Twitch and youtube VODs are up

Twitch: https://www.twitch.tv/videos/477320084
Youtube: https://www.youtube.com/watch?v=We5vLBIkp7g


Upper + Lower Bracket next round Submission Deadline
September 9th, 1200 UTC!
https://www.timeanddate.com/countdown/generic?iso=20190909T1200&p0=1440&msg=Submission Deadline

Upcoming streamer will be the Veteran Admiral, Nemo Naemo!
Title: Re: 7th Starsector Fleet Building Tournament
Post by: Astraltor on September 08, 2019, 01:51:12 PM
just around 15 hours for tournament submissions: Coutndown (https://www.timeanddate.com/countdown/generic?iso=20190909T1200&p0=1440&msg=Submission)

next stream will be later tomorrow, at 7:30 pm UTC (countdown link (https://www.timeanddate.com/countdown/generic?iso=20190909T1930&p0=1440&msg=Stream))



https://www.twitch.tv/nemo_naemo

https://www.youtube.com/channel/UCKq4a_AJig1x-826Z8Kc3tA
Title: Re: 7th Starsector Fleet Building Tournament
Post by: Grievous69 on September 08, 2019, 02:03:42 PM
Yipee, finally a stream that won't be super late in Europe.
Title: Re: 7th Starsector Fleet Building Tournament
Post by: pairedeciseaux on September 09, 2019, 01:48:21 PM
Indeed. Also the shorter duration compared to the previous tournament makes it easer to follow.

Anyway, thanks to everyone involved, it's fun to watch!
Title: Re: 7th Starsector Fleet Building Tournament
Post by: Astraltor on September 11, 2019, 08:27:29 PM
we'll be back to Thaago today! Thaago Thursdays and Nemo Mondays it seems.

about 18 hours from now - at 9pm UTC, thaago will be live
https://www.timeanddate.com/countdown/generic?iso=20190912T2100&p0=1440&msg=Stream

on

Twitch: https://www.twitch.tv/thaago

Youtube: At this moment we're experiencing some diffiulties with restreaming to youtube. hopefully it will be resolved but it's beyond us, sorry!
Title: Re: 7th Starsector Fleet Building Tournament
Post by: Scorched Earth on September 11, 2019, 08:30:51 PM
You know whats crazy, ive been playing starsector for years now and 2 mins ago was the first time i created and logged into an account
Title: Re: 7th Starsector Fleet Building Tournament
Post by: Thaago on September 12, 2019, 01:55:44 PM
Next round starts in 5 minutes!
Title: Re: 7th Starsector Fleet Building Tournament
Post by: Thaago on September 19, 2019, 01:55:26 PM
https://www.twitch.tv/thaago
https://www.youtube.com/user/Thaago/live

Semifinals start in 5 minutes!
Title: Re: 7th Starsector Fleet Building Tournament
Post by: namad on September 20, 2019, 01:21:18 AM
I wouldn't really like to see falcon (P) nerfed or banned next tournament. I think a lot of rule changes could've made the falconP weaker, for example unlimited fighter wings (if 7wasp wings can't stop missile spam then maybe 13 could!) also the banning of a second capital. Two capitals that covered each other's back's could've in theory been pretty strong against missile spam too.

Also most tournaments include mods, even if the falconP was the best vanilla ship, a lot of mod ships I feel can compete with it. Additionally a lot of mods have worse ships, but better missiles.

Also, also, in an endurance fight the fact you don't fully refill missiles between waves would... as usual... render falconP's worthless (like in the previous tournament where not a single falconP was fielded despite them being allowed).

Another REALLY good rule change to stop falconP spam would be one that's been used in past tournaments. In past tournaments that were based on credit cost, sometimes fielding a large number of duplicate hulls had a cost penalty of oh I don't remember, maybe 5% or some such. While 7 falconP's were unbeatable, how would 6falconP's fair against 1falconP and 6 not-falconP's? I think all of these are really interesting questions. Although if for some reason you wanted to run another vanilla heavy 15 ship ruleset tournament, you could either ban the falconP or ban expanded missile racks, or ban sabots.

One thing that needs nerfed I think is the sabot shotgun effect. Specifically the AI doesn't seem aware of how fast a sabot shotgun occurs. In fact I don't think the ai even gets a single ai cycle to even consider raising or lowering it's shields in the duration between a sabot mirv'ing and hitting. So either the ai needs to be reworked to be able to predict when a sabot will mirv and consider the mirv shotgun effect.... OR the shotgun needs to take longer and be slower and as such a) give the ai a chance to think for 1 tick about raising or lowering it's shields or b) allow a greater than 0% chance for the shotgun to face PD. As is without a fleet admiral the sabot's gimmick of moving slow, until it hits PD range, then instantly applying it's damage, without taking time to travel the gap... it seems to trick the ai pilots quite badly.

I guess another another option in tournaments is just to ban sabots until they're more AI friendly (the ai is great at knowing when to fire them, but not so great in attempting to lower it's shields for 50% of sabot hits, in order to attempt to avoid overloads. Although the sabot is brilliantly designed to still emp out a ship that dodges the overload, which I don't really want it to lose, it's really cool, but watching this tournament's it's become clear that ai pilots don't fully consider this shotgun effect... really at all ever.

For example: consider how often the caster would refer to omen's or wasps stopping harpoons in their tracks? yet sabots? nothing ever stopped them except hardened shields, and then only rarely.
Title: Re: 7th Starsector Fleet Building Tournament
Post by: Goumindong on September 20, 2019, 01:30:01 AM
The problem with the AI and sabots is that there is no good option. If you take it on your shields its a load of kinetic damage. If you take it on your hull its a load of EMP.

Either way they were pretty significantly nerfed last patch.
Title: Re: 7th Starsector Fleet Building Tournament
Post by: namad on September 20, 2019, 01:36:02 AM
Yeah I think sabot's were nerfed to be in a totally good place for players. However the ai doesn't seem to have the ability to predict the sabot behavior. That's why I'm loathe to say the sabot should be nerfed, but it's possible the AI just doesn't get to think that fast, it's really up to alex. The problem with these sabot shots, in these tournaments is that it's like 4 sabot's all shotgunning at once into an already high flux shield which is resulting in like some 15-20second overloads. IIRC overload duration is based on how far above max flux you go during the overload, and I think sabot's specifically exploit this increased overload duration effect. In that case having your entire ship emp'd out for 5-10 seconds would be a far better choice for an ai pilot to make (it could just do the math on emp duration versus overload duration). Yet the ai hasn't made this choice, even once. All tournament long I never saw this happen. (Unless it was actually ion torpedos which work entirely differently and aren't worth mentioning).

If the ai IS able to think fast enough to think during the shotgun effect, it must be unable to predict how long an overload will last? Keep in mind sabot's shotgun effect specifically was designed to be bad against armor. Now for a minimum length overload, taking 0armor damage and having a minimum length overload is likely ideal. This is a common 1 sabot shotgun choice the ai makes to not lower it's shields, but with 4 times as many sabots I think the choice's math starts to go the other way.

Basically, I want all this same stuff to happen again in a future tournament, I just want it to be more dynamic and interactive than, fire sabot, win. Dodging reapers, and shooting down harpoons with pd and such are both very interesting mechanics.


TL;DR I think sabot's are really fun, I don't think they're necessarily too strong. I do think though that the ai isn't evaluating them properly and in a pure AI v AI no admiral controls fight, they might need to have a rule that limits their use, to avoid dominance.
Title: Re: 7th Starsector Fleet Building Tournament
Post by: Modo44 on September 20, 2019, 01:36:46 AM
The lack of escort orders support was really showing in the exhibition match.

I think the Falcon P spam would lose to a serious hardened shields + PD fleet. It just was not built yet because who would have thought...
Title: Re: 7th Starsector Fleet Building Tournament
Post by: Hrothgar on September 20, 2019, 02:14:49 AM
Well, i had heavy anti missile fleet but i hit Apogee wall on my way.
Title: Re: 7th Starsector Fleet Building Tournament
Post by: sotanaht on September 20, 2019, 02:22:24 AM
Yeah I think sabot's were nerfed to be in a totally good place for players. However the ai doesn't seem to have the ability to predict the sabot behavior. That's why I'm loathe to say the sabot should be nerfed, but it's possible the AI just doesn't get to think that fast, it's really up to alex. The problem with these sabot shots, in these tournaments is that it's like 4 sabot's all shotgunning at once into an already high flux shield which is resulting in like some 15-20second overloads. IIRC overload duration is based on how far above max flux you go during the overload, and I think sabot's specifically exploit this increased overload duration effect. In that case having your entire ship emp'd out for 5-10 seconds would be a far better choice for an ai pilot to make (it could just do the math on emp duration versus overload duration). Yet the ai hasn't made this choice, even once. All tournament long I never saw this happen. (Unless it was actually ion torpedos which work entirely differently and aren't worth mentioning).

If the ai IS able to think fast enough to think during the shotgun effect, it must be unable to predict how long an overload will last? Keep in mind sabot's shotgun effect specifically was designed to be bad against armor. Now for a minimum length overload, taking 0armor damage and having a minimum length overload is likely ideal. This is a common 1 sabot shotgun choice the ai makes to not lower it's shields, but with 4 times as many sabots I think the choice's math starts to go the other way.

Basically, I want all this same stuff to happen again in a future tournament, I just want it to be more dynamic and interactive than, fire sabot, win. Dodging reapers, and shooting down harpoons with pd and such are both very interesting mechanics.


TL;DR I think sabot's are really fun, I don't think they're necessarily too strong. I do think though that the ai isn't evaluating them properly and in a pure AI v AI no admiral controls fight, they might need to have a rule that limits their use, to avoid dominance.
I don't think multiple sabots are stacking to trigger longer overloads.  One sabot that hits when shields are very close to overload already does trigger a long overload, but multiple sabots almost never manage to hit close enough together to feed into the same overload.  Looking at the first match of the semifinal round, I can very clearly see that the first overload that occurs is only a single sabot, and it lasts >14 seconds (the ship dies while still overloaded). 
Title: Re: 7th Starsector Fleet Building Tournament
Post by: Zeeheld on September 20, 2019, 07:41:20 AM
I wouldn't really like to see falcon (P) nerfed or banned next tournament. I think a lot of rule changes could've made the falconP weaker, for example unlimited fighter wings (if 7wasp wings can't stop missile spam then maybe 13 could!) also the banning of a second capital. Two capitals that covered each other's back's could've in theory been pretty strong against missile spam too.

Also most tournaments include mods, even if the falconP was the best vanilla ship, a lot of mod ships I feel can compete with it. Additionally a lot of mods have worse ships, but better missiles.

Also, also, in an endurance fight the fact you don't fully refill missiles between waves would... as usual... render falconP's worthless (like in the previous tournament where not a single falconP was fielded despite them being allowed).

Another REALLY good rule change to stop falconP spam would be one that's been used in past tournaments. In past tournaments that were based on credit cost, sometimes fielding a large number of duplicate hulls had a cost penalty of oh I don't remember, maybe 5% or some such. While 7 falconP's were unbeatable, how would 6falconP's fair against 1falconP and 6 not-falconP's? I think all of these are really interesting questions. Although if for some reason you wanted to run another vanilla heavy 15 ship ruleset tournament, you could either ban the falconP or ban expanded missile racks, or ban sabots.

One thing that needs nerfed I think is the sabot shotgun effect. Specifically the AI doesn't seem aware of how fast a sabot shotgun occurs. In fact I don't think the ai even gets a single ai cycle to even consider raising or lowering it's shields in the duration between a sabot mirv'ing and hitting. So either the ai needs to be reworked to be able to predict when a sabot will mirv and consider the mirv shotgun effect.... OR the shotgun needs to take longer and be slower and as such a) give the ai a chance to think for 1 tick about raising or lowering it's shields or b) allow a greater than 0% chance for the shotgun to face PD. As is without a fleet admiral the sabot's gimmick of moving slow, until it hits PD range, then instantly applying it's damage, without taking time to travel the gap... it seems to trick the ai pilots quite badly.

I guess another another option in tournaments is just to ban sabots until they're more AI friendly (the ai is great at knowing when to fire them, but not so great in attempting to lower it's shields for 50% of sabot hits, in order to attempt to avoid overloads. Although the sabot is brilliantly designed to still emp out a ship that dodges the overload, which I don't really want it to lose, it's really cool, but watching this tournament's it's become clear that ai pilots don't fully consider this shotgun effect... really at all ever.

For example: consider how often the caster would refer to omen's or wasps stopping harpoons in their tracks? yet sabots? nothing ever stopped them except hardened shields, and then only rarely.
Look at Czar Nicholas II over here wanting to ban the technology he can't keep up with.  ;)
Fact of the matter is, Vayra just blindsided the field by finding a very effective ship layout. That's what you'd expect of a tournament, though, for players to find the strongest possible layouts and fleets. I am convinced this can be countered, it's just that before the tourney, nobody else seemed to have thought of it. Most players went with SO which gets shredded by missiles and most other fleets didn't have all that much PD.
Outright banning a succesful design midway through the tournament would be a bit harsh and shortsighted.
And nerfing Sabots would be just as reactonary.
In the same vein, one might ban the Apogee as well for being OP due its incredibly tanky shield and weapon mounts.
I would advise just chilling and seeing where this tourney goes.
Title: Re: 7th Starsector Fleet Building Tournament
Post by: intrinsic_parity on September 20, 2019, 07:50:42 AM
I remember seeing the paragon trying to deal with sabots in the tournament. It took a hit on shields, then turned on fortress shield right after (while nothing was happening) and then turn it off just in time to take another sabot hit. It was totally out of phase with the incoming sabots. I wonder if there's some intentional delay (intended to make the AI react slower so it's less difficult for humans) that is causing this. This could be an issue specifically with fortress shield AI though, I'm not sure.

for reference
https://clips.twitch.tv/EnergeticThoughtfulShingleGingerPower

Interestingly, it is able to turn the fortress shield on in time to deal with reapers, and that saves it from a lot of sabots that were synced with reapers.

I'm not sure if it is better to ban/limit falcon p's or ban/limit sabots. Neither option seems great.
Title: Re: 7th Starsector Fleet Building Tournament
Post by: namad on September 20, 2019, 08:01:03 AM
I wouldn't really like to see falcon (P) nerfed or banned next tournament. I think a lot of rule changes could've made the falconP weaker, for example unlimited fighter wings (if 7wasp wings can't stop missile spam then maybe 13 could!) also the banning of a second capital. Two capitals that covered each other's back's could've in theory been pretty strong against missile spam too.

Also most tournaments include mods, even if the falconP was the best vanilla ship, a lot of mod ships I feel can compete with it. Additionally a lot of mods have worse ships, but better missiles.

Also, also, in an endurance fight the fact you don't fully refill missiles between waves would... as usual... render falconP's worthless (like in the previous tournament where not a single falconP was fielded despite them being allowed).

Another REALLY good rule change to stop falconP spam would be one that's been used in past tournaments. In past tournaments that were based on credit cost, sometimes fielding a large number of duplicate hulls had a cost penalty of oh I don't remember, maybe 5% or some such. While 7 falconP's were unbeatable, how would 6falconP's fair against 1falconP and 6 not-falconP's? I think all of these are really interesting questions. Although if for some reason you wanted to run another vanilla heavy 15 ship ruleset tournament, you could either ban the falconP or ban expanded missile racks, or ban sabots.

One thing that needs nerfed I think is the sabot shotgun effect. Specifically the AI doesn't seem aware of how fast a sabot shotgun occurs. In fact I don't think the ai even gets a single ai cycle to even consider raising or lowering it's shields in the duration between a sabot mirv'ing and hitting. So either the ai needs to be reworked to be able to predict when a sabot will mirv and consider the mirv shotgun effect.... OR the shotgun needs to take longer and be slower and as such a) give the ai a chance to think for 1 tick about raising or lowering it's shields or b) allow a greater than 0% chance for the shotgun to face PD. As is without a fleet admiral the sabot's gimmick of moving slow, until it hits PD range, then instantly applying it's damage, without taking time to travel the gap... it seems to trick the ai pilots quite badly.

I guess another another option in tournaments is just to ban sabots until they're more AI friendly (the ai is great at knowing when to fire them, but not so great in attempting to lower it's shields for 50% of sabot hits, in order to attempt to avoid overloads. Although the sabot is brilliantly designed to still emp out a ship that dodges the overload, which I don't really want it to lose, it's really cool, but watching this tournament's it's become clear that ai pilots don't fully consider this shotgun effect... really at all ever.

For example: consider how often the caster would refer to omen's or wasps stopping harpoons in their tracks? yet sabots? nothing ever stopped them except hardened shields, and then only rarely.
Look at Czar Nicholas II over here wanting to ban the technology he can't keep up with.  ;)
Fact of the matter is, Vayra just blindsided the field by finding a very effective ship layout. That's what you'd expect of a tournament, though, for players to find the strongest possible layouts and fleets. I am convinced this can be countered, it's just that before the tourney, nobody else seemed to have thought of it. Most players went with SO which gets shredded by missiles and most other fleets didn't have all that much PD.
Outright banning a succesful design midway through the tournament would be a bit harsh and shortsighted.
And nerfing Sabots would be just as reactonary.
In the same vein, one might ban the Apogee as well for being OP due its incredibly tanky shield and weapon mounts.
I would advise just chilling and seeing where this tourney goes.

Actually I didn't want to ban sabot's ... you're agreeing with me. I guess the reason you think I want to ban sabots is that I defended them when no one was saying anything. Thing is? For the entirety of the past two streams everyone in chat has being saying the falconP is insanely OP and alex better nerf it, my post was sort of a replye to that. So, uh, yeah, I 100% agree with you. My main point was to say that I think sabot's are what's been OP moreso than falconP's (although the falconP is the best sabot carrier and the best sabot tanker both at once it seems). I don't think the sabot's need to be made less effective or worse, but there is straight up something wrong with the ai as it relates to defending against sabots.


I remember seeing the paragon trying to deal with sabots in the tournament. It took a hit on shields, then turned on fortress shield right after (while nothing was happening) and then turn it off just in time to take another sabot hit. It was totally out of phase with the incoming sabots. I wonder if there's some intentional delay (intended to make the AI react slower so it's less difficult for humans) that is causing this. This could be an issue specifically with fortress shield AI though, I'm not sure.

for reference
https://clips.twitch.tv/EnergeticThoughtfulShingleGingerPower

Interestingly, it is able to turn the fortress shield on in time to deal with reapers, and that saves it from a lot of sabots that were synced with reapers.

I'm not sure if it is better to ban/limit falcon p's or ban/limit sabots. Neither option seems great.

This is an even better example than what I was talking about. Straight up if an ai pilot is turning his fortress shield on, right after the sabot hit, when nothing is happening... yet properly manages to fortress tank reapers... That's a problem, a bug level problem. Either it's a mistake in the AI, OR the sabot's are literally just so fast the ai can't react (but like I said before, maybe it could pre-plan better for the moment the shotgun will go off).

Think about the retreat tournament issue. The tournament mod makes it impossible for ships to retreat, HOWEVER if a ship is within the retreat section of the map, and it decides it wants to retreat, it instantly leaves the battle before the code can use the next tick of ai maths to tell itself it doesn't want to retreat. It's possible a similar issue exists for sabots, or maybe alex did it on purpose, but I don't see why he would, fortress shield is really the only effective way to tank sabots and fortress shield is a rare special ability.

In my original point, I was just saying if a ship gets shotgunned two times in a row, ideally it would try to take one hit on armor and one on shields so as to avoid overloading (if that's how that math works and it would take two bursts to overload it for example).... but the fortress shield situation is much much simpler, it's objective, not subjective, the math is clear, it's not EMP versus overload, it's nothing versus disaster. So, yeah. The ai needs to be able to react to the sabot shotgun, the ai already knows how to react to most slow mirvs that I've seen in mods and such... so IMO if the ai cannot be improved maybe the shotgun effect needs to go from like 0.1 seconds to 0.2 seconds or however long is needed for the ai to notice (but ideally without ruining the cool shotgun effect).


tl;dr if fortress shield is the only counter in the game to sabot's, then fortress shield should work against sabots.
Title: Re: 7th Starsector Fleet Building Tournament
Post by: Astraltor on September 26, 2019, 11:35:26 AM
Grand Finals in approximately 2.5 hours!

Vayra versus Kissa Mies, rematch, best of 3!

Also featuring several just for fun, exhibition matches ^_^

https://www.timeanddate.com/countdown/generic?iso=20190926T2100&p0=1440&msg=Finals

https://www.twitch.tv/thaago

https://www.youtube.com/user/Thaago/live
Title: Re: 7th Starsector Fleet Building Tournament
Post by: wtftucker on September 26, 2019, 11:54:32 AM
I wouldn't really like to see falcon (P) nerfed or banned next tournament. I think a lot of rule changes could've made the falconP weaker, for example unlimited fighter wings (if 7wasp wings can't stop missile spam then maybe 13 could!) also the banning of a second capital. Two capitals that covered each other's back's could've in theory been pretty strong against missile spam too.

Also most tournaments include mods, even if the falconP was the best vanilla ship, a lot of mod ships I feel can compete with it. Additionally a lot of mods have worse ships, but better missiles.

Also, also, in an endurance fight the fact you don't fully refill missiles between waves would... as usual... render falconP's worthless (like in the previous tournament where not a single falconP was fielded despite them being allowed).

Another REALLY good rule change to stop falconP spam would be one that's been used in past tournaments. In past tournaments that were based on credit cost, sometimes fielding a large number of duplicate hulls had a cost penalty of oh I don't remember, maybe 5% or some such. While 7 falconP's were unbeatable, how would 6falconP's fair against 1falconP and 6 not-falconP's? I think all of these are really interesting questions. Although if for some reason you wanted to run another vanilla heavy 15 ship ruleset tournament, you could either ban the falconP or ban expanded missile racks, or ban sabots.

One thing that needs nerfed I think is the sabot shotgun effect. Specifically the AI doesn't seem aware of how fast a sabot shotgun occurs. In fact I don't think the ai even gets a single ai cycle to even consider raising or lowering it's shields in the duration between a sabot mirv'ing and hitting. So either the ai needs to be reworked to be able to predict when a sabot will mirv and consider the mirv shotgun effect.... OR the shotgun needs to take longer and be slower and as such a) give the ai a chance to think for 1 tick about raising or lowering it's shields or b) allow a greater than 0% chance for the shotgun to face PD. As is without a fleet admiral the sabot's gimmick of moving slow, until it hits PD range, then instantly applying it's damage, without taking time to travel the gap... it seems to trick the ai pilots quite badly.

I guess another another option in tournaments is just to ban sabots until they're more AI friendly (the ai is great at knowing when to fire them, but not so great in attempting to lower it's shields for 50% of sabot hits, in order to attempt to avoid overloads. Although the sabot is brilliantly designed to still emp out a ship that dodges the overload, which I don't really want it to lose, it's really cool, but watching this tournament's it's become clear that ai pilots don't fully consider this shotgun effect... really at all ever.

For example: consider how often the caster would refer to omen's or wasps stopping harpoons in their tracks? yet sabots? nothing ever stopped them except hardened shields, and then only rarely.
Look at Czar Nicholas II over here wanting to ban the technology he can't keep up with.  ;)
Fact of the matter is, Vayra just blindsided the field by finding a very effective ship layout. That's what you'd expect of a tournament, though, for players to find the strongest possible layouts and fleets. I am convinced this can be countered, it's just that before the tourney, nobody else seemed to have thought of it. Most players went with SO which gets shredded by missiles and most other fleets didn't have all that much PD.
Outright banning a succesful design midway through the tournament would be a bit harsh and shortsighted.
And nerfing Sabots would be just as reactonary.
In the same vein, one might ban the Apogee as well for being OP due its incredibly tanky shield and weapon mounts.
I would advise just chilling and seeing where this tourney goes.

Actually I didn't want to ban sabot's ... you're agreeing with me. I guess the reason you think I want to ban sabots is that I defended them when no one was saying anything. Thing is? For the entirety of the past two streams everyone in chat has being saying the falconP is insanely OP and alex better nerf it, my post was sort of a replye to that. So, uh, yeah, I 100% agree with you. My main point was to say that I think sabot's are what's been OP moreso than falconP's (although the falconP is the best sabot carrier and the best sabot tanker both at once it seems). I don't think the sabot's need to be made less effective or worse, but there is straight up something wrong with the ai as it relates to defending against sabots.


I remember seeing the paragon trying to deal with sabots in the tournament. It took a hit on shields, then turned on fortress shield right after (while nothing was happening) and then turn it off just in time to take another sabot hit. It was totally out of phase with the incoming sabots. I wonder if there's some intentional delay (intended to make the AI react slower so it's less difficult for humans) that is causing this. This could be an issue specifically with fortress shield AI though, I'm not sure.

for reference
https://clips.twitch.tv/EnergeticThoughtfulShingleGingerPower

Interestingly, it is able to turn the fortress shield on in time to deal with reapers, and that saves it from a lot of sabots that were synced with reapers.

I'm not sure if it is better to ban/limit falcon p's or ban/limit sabots. Neither option seems great.

This is an even better example than what I was talking about. Straight up if an ai pilot is turning his fortress shield on, right after the sabot hit, when nothing is happening... yet properly manages to fortress tank reapers... That's a problem, a bug level problem. Either it's a mistake in the AI, OR the sabot's are literally just so fast the ai can't react (but like I said before, maybe it could pre-plan better for the moment the shotgun will go off).

Think about the retreat tournament issue. The tournament mod makes it impossible for ships to retreat, HOWEVER if a ship is within the retreat section of the map, and it decides it wants to retreat, it instantly leaves the battle before the code can use the next tick of ai maths to tell itself it doesn't want to retreat. It's possible a similar issue exists for sabots, or maybe alex did it on purpose, but I don't see why he would, fortress shield is really the only effective way to tank sabots and fortress shield is a rare special ability.

In my original point, I was just saying if a ship gets shotgunned two times in a row, ideally it would try to take one hit on armor and one on shields so as to avoid overloading (if that's how that math works and it would take two bursts to overload it for example).... but the fortress shield situation is much much simpler, it's objective, not subjective, the math is clear, it's not EMP versus overload, it's nothing versus disaster. So, yeah. The ai needs to be able to react to the sabot shotgun, the ai already knows how to react to most slow mirvs that I've seen in mods and such... so IMO if the ai cannot be improved maybe the shotgun effect needs to go from like 0.1 seconds to 0.2 seconds or however long is needed for the ai to notice (but ideally without ruining the cool shotgun effect).


tl;dr if fortress shield is the only counter in the game to sabot's, then fortress shield should work against sabots.

I don't necessarily think blanket banning the Falcon(P) is the right tactic.  Assuming that many folks here at least vaguely have some working knowledge of EVE they had similar problems in their early Alliance Tournaments where 1 specific meta (Tinker tanking) or (Drone Swarming) completely dominated the meta.  They adjusted the rules so that you could field no more then 2 of a specific ship.  I think this principle alone would have a significant impact on the creativity of each composition.  It would still allow for multiple variants (FalconP, Falcon, FalconXIV) etc to be submitted but those other versions don't necessarily carry the same meta power as cheaply as the P version.  I agree with allowing more then 1 capital to 2, but limiting the capitals to only one of each type.  Otherwise you would end up inevitably with 30 double paragon fleet comps.  Just my brief .02
Title: Re: 7th Starsector Fleet Building Tournament
Post by: Thaago on September 26, 2019, 01:56:41 PM
Final round (+ exhibitions) is starting! Come and chat.

https://www.twitch.tv/thaago
https://www.youtube.com/user/Thaago/live
Title: Re: 7th Starsector Fleet Building Tournament
Post by: namad on September 26, 2019, 02:42:10 PM
With a DP limit of 150, even if you allowed infinitely many capitals, you could still only field at most 2 paragons.
Title: Re: 7th Starsector Fleet Building Tournament
Post by: Modo44 on September 27, 2019, 01:49:47 AM
Congrats to the Falcon (P) for really making people think about PD.
Title: Re: 7th Starsector Fleet Building Tournament
Post by: MrDaddyPants on September 27, 2019, 01:39:22 PM

I don't necessarily think blanket banning the Falcon(P) is the right tactic.  Assuming that many folks here at least vaguely have some working knowledge of EVE they had similar problems in their early Alliance Tournaments where 1 specific meta (Tinker tanking) or (Drone Swarming) completely dominated the meta.  They adjusted the rules so that you could field no more then 2 of a specific ship.  I think this principle alone would have a significant impact on the creativity of each composition.  It would still allow for multiple variants (FalconP, Falcon, FalconXIV) etc to be submitted but those other versions don't necessarily carry the same meta power as cheaply as the P version.  I agree with allowing more then 1 capital to 2, but limiting the capitals to only one of each type.  Otherwise you would end up inevitably with 30 double paragon fleet comps.  Just my brief .02


That's just super silly. Tournament in this rule-setting is essentially an answer to a question what are the most efficient ships and their combinations per 1 point of deployment (I'm aware it's a bit skewed by 15 ship limit). What do you do when you find out that some ship/s is the most efficient per deployment point? You increase it's cost untill it's price is adequate to it's efficiency. Gryphon is slower, less effective HP, less missile slots (less dps) than falconP and costs 20. Here is your solution, move falconP to at least 20 points. Repeat the cycle and soon you'll have a very very balanced ship roster (balanced to their DP costs). Double paragon fleets are absolute joke, normally paragon looses to just 3 Hammerheads, and some exceptional loadouts loose to 4.
Title: Re: 7th Starsector Fleet Building Tournament
Post by: Grievous69 on September 27, 2019, 01:46:10 PM
Kinda related to that, I don't get the rule of only 1 capital per fleet. I haven't seen a single capital actually be worth its DP the whole tournament, most of them actually dying horribly. Like what's the worst that could happen, multiple Atlas Mk IIs oh no :O
Title: Re: 7th Starsector Fleet Building Tournament
Post by: MrDaddyPants on September 27, 2019, 01:59:43 PM
Kinda related to that, I don't get the rule of only 1 capital per fleet. I haven't seen a single capital actually be worth its DP the whole tournament, most of them actually dying horribly. Like what's the worst that could happen, multiple Atlas Mk IIs oh no :O

Well Astraltor makes the rules, but yeah it's been criticized as unnecessary by majority of tourney community so this rule is probably not going to stay in play.

Also fighter limit is probably unnecessary, but.. there is issue of streaming fps drops in 20 vs 20 fighters or more so maybe a slight increase to 10 or so, is in order. But yeah most fleets with carriers also floped. My thinking behind this is fighters need a critical mass. It's the same if you had falconP with just one small harpoon loadout, rest sabots or something. You need a critical mass of harpoons to score a kill and progress a battle. Fighters in limit of 7 are limited to PD duty, distract duty, therefore wasps are 2nd cheapest option were so dominant, they come in 6 to just be annoying. If you invest 24dp (2 drovers) into a fighters and they don't actually get kills or significantly help to get kills you are in trouble. But i doubt changing the number to 10, in 150dp limit would change that, so maybe just leave it be.
Title: Re: 7th Starsector Fleet Building Tournament
Post by: RustyCabbage on September 27, 2019, 02:21:28 PM
Welp, I guess now with the tournament over it would be a good time to stop lurking!

This tournament was a ton of fun to watch, especially since at the start of it I really had no idea how to properly outfit anything more complex than an SO Lasher and maybe some substandard Falcon Ps (and furthermore had never played around with any ship/weapon packs period), so I had plenty to learn from watching (s/o to Vayra for her exceedingly detailed thoughts on the various loadouts (http://fractalsoftworks.com/forum/index.php?topic=16435.0). It culminated in a hopefully entertaining exhibition match, so I'm happy I got to contribute something as well.

I think people got a little too caught up in the Falcon (P) OP meme, though given that (afaik) the only other solutions were Enforcer (LP) spam and Shield Bypass Battleships, I can see how copying was the most visible response. In any case, I was impressed with the variations people made in order to optimize against the mirror matchup insofar as it was possible with the amount of variance (I know if I made one it would definitely have Extreme Modifications :P). The finals ended up being plenty fun regardless, so all's well that ends well.

Thoughts on tournament balance:
That said, this being my first tournament I'm quite inexperienced with how tournament metas play out, so idk maybe these suggestions would not have the intended effects. There's probably some changes that could be made regarding the 20+1 variants, but others in the Discord have made smarter suggestions than whatever I could come up with off the top of my head.

Congratulations to all the medalists and a big thank you to all the organizers, commentators and players for the entertainment!

EDIT: Also I think battlespace 12 is the most balanced one. No strange scouting frigate behaviour and the map isn't quite as cramped as battlespace 1.
Title: Re: 7th Starsector Fleet Building Tournament
Post by: namad on September 27, 2019, 03:22:26 PM

I don't necessarily think blanket banning the Falcon(P) is the right tactic.  Assuming that many folks here at least vaguely have some working knowledge of EVE they had similar problems in their early Alliance Tournaments where 1 specific meta (Tinker tanking) or (Drone Swarming) completely dominated the meta.  They adjusted the rules so that you could field no more then 2 of a specific ship.  I think this principle alone would have a significant impact on the creativity of each composition.  It would still allow for multiple variants (FalconP, Falcon, FalconXIV) etc to be submitted but those other versions don't necessarily carry the same meta power as cheaply as the P version.  I agree with allowing more then 1 capital to 2, but limiting the capitals to only one of each type.  Otherwise you would end up inevitably with 30 double paragon fleet comps.  Just my brief .02


That's just super silly. Tournament in this rule-setting is essentially an answer to a question what are the most efficient ships and their combinations per 1 point of deployment (I'm aware it's a bit skewed by 15 ship limit). What do you do when you find out that some ship/s is the most efficient per deployment point? You increase it's cost untill it's price is adequate to it's efficiency. Gryphon is slower, less effective HP, less missile slots (less dps) than falconP and costs 20. Here is your solution, move falconP to at least 20 points. Repeat the cycle and soon you'll have a very very balanced ship roster (balanced to their DP costs). Double paragon fleets are absolute joke, normally paragon looses to just 3 Hammerheads, and some exceptional loadouts loose to 4.


Except of course in the campaign the gryphon's ability to have twice as many missiles over a long haul of potentially a 2or3 or4 phase battle matters. An ability the falconP doesn't have, also an ability that doesn't matter at all in this tournament. In the previous PvE tournament with 6 waves the falconP wasn't used once. Again most likely because it would've ran out of ammo after 1or2 waves and then been entirely useless.


Another thing the falconP has going for it though is it's high speed. Which is especially relevent when considering the low max range of sabot's compared to say harpoons. Although as I've already said I think sabot's are OP (specifically because the ai doesn't know how to handle them). In fact the fact that shield bypass is a counter to sabot's goes to show that the AI's ability to toggle it's shields when it sees sabot's is literally just bugged. If anything just ban sabot's until alex can patch the AI on shield toggling as it applies to sabot tanking. Shield bypass should not counter sabot's (because they deal pretty heavy emp damage). The fact shield bypass worked better than fortress shields against sabot's is again literally an AI bug. I reckon without sabot's falconP's will drop in powerlevel quite sharply.

Also removing the fighter limit would end up meanining something like the falconP can just be countered by someone who brings 14 wasp wings.


Something like hellbore cannon's plus sabot's would prevent effective shield toggling. However the time between sabot launch and harpoon hit's in this tournament was usually 6-10 seconds. Which would've made it pretty easy for the ai ships to turn off their shields, get emp'd to heck and back, see the harpoon's, raise their shields, live. The ai just didn't appear capable of thinking about sabot's much at all. Again as I've said before, my guess would be that the sabot mirv shotgun phase of 0.05 seconds or so is faster than a single AI cycle of thought. Requiring ai shield code to either plan ahead when it see's unshotgunned sabot's. Or a minor nerf to sabot shotgun speed up to 0.1 seconds or 0.2 seconds or however long it takes the ai to decide what to do about it.
Title: Re: 7th Starsector Fleet Building Tournament
Post by: MrDaddyPants on September 27, 2019, 04:03:43 PM

I don't necessarily think blanket banning the Falcon(P) is the right tactic.  Assuming that many folks here at least vaguely have some working knowledge of EVE they had similar problems in their early Alliance Tournaments where 1 specific meta (Tinker tanking) or (Drone Swarming) completely dominated the meta.  They adjusted the rules so that you could field no more then 2 of a specific ship.  I think this principle alone would have a significant impact on the creativity of each composition.  It would still allow for multiple variants (FalconP, Falcon, FalconXIV) etc to be submitted but those other versions don't necessarily carry the same meta power as cheaply as the P version.  I agree with allowing more then 1 capital to 2, but limiting the capitals to only one of each type.  Otherwise you would end up inevitably with 30 double paragon fleet comps.  Just my brief .02


That's just super silly. Tournament in this rule-setting is essentially an answer to a question what are the most efficient ships and their combinations per 1 point of deployment (I'm aware it's a bit skewed by 15 ship limit). What do you do when you find out that some ship/s is the most efficient per deployment point? You increase it's cost untill it's price is adequate to it's efficiency. Gryphon is slower, less effective HP, less missile slots (less dps) than falconP and costs 20. Here is your solution, move falconP to at least 20 points. Repeat the cycle and soon you'll have a very very balanced ship roster (balanced to their DP costs). Double paragon fleets are absolute joke, normally paragon looses to just 3 Hammerheads, and some exceptional loadouts loose to 4.


Except of course in the campaign the gryphon's ability to have twice as many missiles over a long haul of potentially a 2or3 or4 phase battle matters. An ability the falconP doesn't have, also an ability that doesn't matter at all in this tournament. In the previous PvE tournament with 6 waves the falconP wasn't used once. Again most likely because it would've ran out of ammo after 1or2 waves and then been entirely useless.


Another thing the falconP has going for it though is it's high speed. Which is especially relevent when considering the low max range of sabot's compared to say harpoons. Although as I've already said I think sabot's are OP (specifically because the ai doesn't know how to handle them). In fact the fact that shield bypass is a counter to sabot's goes to show that the AI's ability to toggle it's shields when it sees sabot's is literally just bugged. If anything just ban sabot's until alex can patch the AI on shield toggling as it applies to sabot tanking. Shield bypass should not counter sabot's (because they deal pretty heavy emp damage). The fact shield bypass worked better than fortress shields against sabot's is again literally an AI bug. I reckon without sabot's falconP's will drop in powerlevel quite sharply.

Also removing the fighter limit would end up meanining something like the falconP can just be countered by someone who brings 14 wasp wings.


Something like hellbore cannon's plus sabot's would prevent effective shield toggling. However the time between sabot launch and harpoon hit's in this tournament was usually 6-10 seconds. Which would've made it pretty easy for the ai ships to turn off their shields, get emp'd to heck and back, see the harpoon's, raise their shields, live. The ai just didn't appear capable of thinking about sabot's much at all. Again as I've said before, my guess would be that the sabot mirv shotgun phase of 0.05 seconds or so is faster than a single AI cycle of thought. Requiring ai shield code to either plan ahead when it see's unshotgunned sabot's. Or a minor nerf to sabot shotgun speed up to 0.1 seconds or 0.2 seconds or however long it takes the ai to decide what to do about it.

1) FalconP are amazing in campaign, like 5 of them + some other complementary stuff like couple of HH can do ordo fleets and redacted nexus. They are also amazing for bounties. The only one instance where they don't shine is like huge stack of pirate ships etc. You just need to rotate them when there's no missiles.
2) In wave tourney there was a missile reload between waves as far as i was informed.
3) Shieldbypass is not the counter to faclonP. It's very specific paragon with very specific complimentary fleet. And my bet would be that it stops working if you put 1 small ion thingy on falconP's small energy mount. (it doesn't tested it).
4) AI fleet building tournament, is as you might've deduced from it's name... about AI. On paper falconP with sabots and harpoons are not strong at all. Why they work is because of AI. AI tends to get overloaded with sabots, and harpoons are amazing at capitalizing on that. If falconsP fired harpoons every time they were off cooldown, it doesn't work. If AI didn't overload on sabots it doesn't work. No one is arguing otherwise. If AI changes, it might completely change the balance, but for now moving falconP for tourney purposes to 20 (or more) is great way to deal with it.

On your other ideas and suggestions: Just test it. You might think something does something, it often doesn't. I've been there.. it's almost impossible to know without testing what will work better.
Title: Re: 7th Starsector Fleet Building Tournament
Post by: namad on September 27, 2019, 06:28:52 PM
1) Falcon is just a good ship to begin with. I'll admit that.
2) 50% missile reload. However something like a gryphon would get that 50% reload AND it's once per battle skill would also refresh
3) I was more pointing out that fortress shield (which is also on the paragon and a fairly rare ability) is "supposed" to counter sabot's but doesn't, using shield bypass only further proves how incapable the ai is of comprehending sabots.
4) It was not clear AT ALL that you were suggesting a DP cost penalty to the falconP purely for tournament rules. It sounded more like something you thought should apply always. Which was what I was disagreeing with. I 100% think it would be fine to nerf the falconP in any future similar tournaments. I just don't want to see an already average ship be nerfed into worthlessness in the base game. Also I think it might be better to change the rules so that ANY ship you stack heavily is nerfed in DP cost. Not only was 7 falconP's popular but so was 5 omens. The falconP also really relies on a certain critical mass. If let's say. The 3rd copy of a hull could +1dp and the 4th copy of a hull cost +2dp and the 5th copy of a hull cost +3dp...etc.. That would get rid of both falconP spam and omen spam almost entirely. Although it might just result in a lot of shades instead.

As for my ideas for how to counter sabot's or counter the counter to sabot's I can't really test them unless there's a large AI overhaul in a future game update. Since they were hypothetical scenarios in which the AI knew what it was doing and wasn't just confused.
Title: Re: 7th Starsector Fleet Building Tournament
Post by: Astraltor on September 29, 2019, 08:11:20 AM
THE 7TH FLEET BUILDING TOURNAMENT IS NOW COMPLETE

Congratulations to

Kissa Mies in first place, with 4 wins and 1 loss - dropping down to the underdogs bracket but making a glorious comeback in the grand finals for the win!

Vayra in second place, with 4 wins and 1 loss - undefeated until the grand finals, where she was brought down by Kissa Mies despite having knocked them down in the semi-finals immediately before that!

SafariJohn in third place, with 6 wins and 2 losses - knocked down to the lower bracket fairly early in the competition by SouP, but making a strong showing all the way through to the loser's semi-finals where they were knocked out by Kissa Mies during their (extremely) brief drop in brackets between the upper semi- and grand finals.

Final bracket and standings for all other gladiators can be found here: https://challonge.com/bnhuax9c

Tournament Playlist: https://www.youtube.com/playlist?list=PLCYkdoPqAL9xOtT2gTGAJza6SNJgqHKRB
Title: Re: 7th Starsector Fleet Building Tournament
Post by: Astraltor on September 29, 2019, 09:13:33 PM
Additionally, all tournament data is now public!
Tournament downloads:
AI Battles (https://drive.google.com/open?id=1ERFjTTCXnZwHmkgkSNOyfJhfsMEv_iv1)
Fleet data and matches (https://drive.google.com/open?id=1TX-a16f9U0tllXmAL0WTbtO364O_S4bJ)
All rounds fleet compositions (https://drive.google.com/open?id=1Ggm7iKYFZyuq-emkDTQ72tI41DSkt7wK)

Title: Re: 7th Starsector Fleet Building Tournament
Post by: sotanaht on September 30, 2019, 06:59:38 AM
Are you not running an actual final?  Double elimination requires 2 if the losers bracket wins first match.  You can't just say varya got second, that's not how double elim works.
Title: Re: 7th Starsector Fleet Building Tournament
Post by: Thaago on September 30, 2019, 10:07:15 AM
Are you not running an actual final?  Double elimination requires 2 if the losers bracket wins first match.  You can't just say varya got second, that's not how double elim works.

I thought the same as you, but apparently many double elimination tournaments go until the finals and then just... stop? Seems to be how a lot of them work.

In either case, all the participants agreed to the outcome, so its fine with us.
Title: Re: 7th Starsector Fleet Building Tournament
Post by: wtftucker on September 30, 2019, 10:24:44 AM
I'm not sure why people are thinking their should have been another round to be honest.  In my personal experience from other double elimination tournaments the only change over what happened (which wouldn't have changed who actually won) is that Vayra would have entered the match up 1 game by default as not having ever lost.  In essence she would only have needed to win 2 games prior to her competitor winning three.  It remains a BO5 rule set but with only the losers bracket challenger needing to take 3 games for the win.  This method equalizes the loss in previous BO1 rounds. 
Title: Re: 7th Starsector Fleet Building Tournament
Post by: sotanaht on September 30, 2019, 11:59:04 AM
There should be another full match.  The forum keeps giving me errors when I try to explain this.
Title: Re: 7th Starsector Fleet Building Tournament
Post by: namad on October 01, 2019, 01:10:53 AM
Ever watch an esports tournament? they're almost all double elim 1 finals.

Many many years ago they used to give the winners bracket team a game up though, true, but they never required an identical finals rematch. Most of the people who think this are basing it merely on the words "double elimination" but 99% of the double elimination tournaments through time haven't worked this way. It's a name, not a ruleset. It's silly to think two words can describe a ruleset. Even the selected bracket making software had no option for an identical finals rematch because.... well no one wants that option typically.

Also I'm trying to get alex to change sabot coding (without actually nerfing them, just trying to see if he knows a way to improve the ai) https://twitter.com/amosolov/status/1178315457977360384
Title: Re: 7th Starsector Fleet Building Tournament
Post by: Tartiflette on October 01, 2019, 02:22:15 AM
It doesn't happen often in broadcasted tournaments for convienience reasons (like scheduling a final finals in advance that may or may not be necessary), but in theory a double elimination tournament should have two finals if the winner bracket looses the first finals.

https://en.wikipedia.org/wiki/Double-elimination_tournament
https://www.r2sports.com/linkGallery/double-elimination-brackets.asp
https://www.gamecolony.com/double.html

etc. All sources will tell you the same: the "IF" final round is often skipped only to avoid scheduling headaches but otherwise is the proper way to conduct a double elimination tournament.
Title: Re: 7th Starsector Fleet Building Tournament
Post by: Thaago on October 01, 2019, 09:53:09 AM
I think for next tourney we should do a swiss system and the same number of matches as single elimination... fewer rounds, doesn't eliminate people.
Title: Re: 7th Starsector Fleet Building Tournament
Post by: Tartiflette on October 01, 2019, 10:20:51 AM
Yeah, after the first couple of double elimination tournaments I used an hybrid of several small swiss system brackets then a round robin for the finalists from each brackets. That both limited the number of matches, helped to keep some consistency in the streams durations and ensured every participants could play at least three bouts.
Title: Re: 7th Starsector Fleet Building Tournament
Post by: Hrothgar on October 09, 2019, 10:39:27 AM
When we can expect PPvsAi tourmanent, Tartiflette?
Title: Re: 7th Starsector Fleet Building Tournament
Post by: Grievous69 on October 09, 2019, 10:44:31 AM
When we can expect PPvsAi tourmanent, Tartiflette?
''No Sexual Content
 - This is not the place to discuss or post sexually oriented material. Please take it elsewhere.''

You went too far mister, this is unacceptable.
Title: Re: 7th Starsector Fleet Building Tournament
Post by: Hrothgar on October 09, 2019, 10:46:31 AM
Wut?
Title: Re: 7th Starsector Fleet Building Tournament
Post by: Alfa Cor on October 09, 2019, 12:53:12 PM
Wut?
pp
Title: Re: 7th Starsector Fleet Building Tournament
Post by: Thaago on October 09, 2019, 04:39:22 PM
* sigh * What is this, middle school?
Title: Re: 7th Starsector Fleet Building Tournament
Post by: Grievous69 on October 10, 2019, 03:46:01 AM
* sigh * What is this, middle school?
No this is Patrick
Title: Re: 7th Starsector Fleet Building Tournament
Post by: Tartiflette on October 10, 2019, 03:52:02 AM
When we can expect PPvsAi tourmanent, Tartiflette?
PPvE (or any PvE for that matter) require a huge amount of work.

 A PvP tournament requires a handfull of hours to setup and then one or two hours per round. Say 20 hours spread over a month and a half without counting the time spent watching the streams. Nice and easy.

 A PvE tournament on the other hand requires about the same time to setup but then anywhere between 15 to 30 hours of work per round (to create hundreds of ship variants and make sure every single wave is balanced against every single fleet), and that's when you don't go ludicrously overboard and add brand new ships to each round. That gives you easily 100-150 hours to spend working on the tournament over about a month (since they fortunately are shorter). Up to twice that if you really go crazy like the 6th tournament, and again, without the time spent watching the streams.

So this is a convoluted way to say, there is no way for me to organize such tournament at this time. I may setup some heavily modded PvP tournament (maybe PPPvPPP actually, with rules closer to the previous PvP tournaments mixed with the best parts of this one) in a couple months if I manage to finish the big Diable update beforehand, but that's it for the foreseeable future.
Title: Re: 7th Starsector Fleet Building Tournament
Post by: sotanaht on October 10, 2019, 05:15:54 AM
I'm not exactly sure how a "PvE" tournament works here, but "making sure every single wave is balanced against every single fleet" seems to be missing the point, if the point is to compare how player fleets perform against AI fleets.  If the AI fleets were perfectly balanced against "every single (player) fleet", then every single player fleet would perform exactly the same and there would be no point in having a tournament at all as the outcome would be pre-determined.
Title: Re: 7th Starsector Fleet Building Tournament
Post by: Tartiflette on October 10, 2019, 05:36:15 AM
 The point is to provide an actual fair challenge for every fleet, and as much as possible ensure an even spread of losses across all waves.

 If every single player fleet looses on the same wave how can you rank them? Or what if your first wave is so strong it eliminates half the players fleets, but the next few ones are too weak and suddenly the fleets that barely survived the first gain a huge score gap? Then no one in the wrong half can hope to crawl back to the top and would rather quit.

 Ensuring a good spread of scores is actually difficult because the difference between the best fleets and the worst ones can be very narrow too. Additionally, given how the AI can be unreliable the results can vary wildly, making sure to create waves that deliver at least a somewhat reliable challenge is also time consuming.

 There is also the matter of putting up a good show for the people watching those tournaments, and the more fleets that can eke out an extra point by the skin of their teeth the better.

 In any case you should watch the 6th tournament, you'll see how some very minor variations in the power of the waves can create big roadblocks.
Title: Re: 7th Starsector Fleet Building Tournament
Post by: BulbasaurWizard on October 10, 2019, 07:21:38 AM
In any case you should watch the 6th tournament, you'll see how some very minor variations in the power of the waves can create big roadblocks.

I mean even the same exact battle in the 7th tournament showed that sometimes it can be a close fight and other times a complete wash.  The minor variation thing is so real.  Tartiflette, do you use a special program or mod to make the PvE waves?  Makes me wonder if given a certain set of conditions (which mods and general rules and player deployment points) if someone like me even could give some waves a shot and help create a good starting point or even just for fun.
Title: Re: 7th Starsector Fleet Building Tournament
Post by: Tartiflette on October 10, 2019, 07:51:08 AM
I just use the tournament mission. Usally it goes like this:

- I make a rough plan of what each wave "theme" will be.

- I make a truckload of loadouts for them as well as basic wave compositions.

- Only THEN I take a look at the player fleets to see if there is a fleet that would either be uterly stomped or would completely stomp everything. I don't want to favor someone just because they were the lucky one that would perfectly counter the early waves before their fleet start to suffer.

- I run the match against most fleets to find the ouliers. Usually time accelerated.

- Then I keep runing the match again and again against the couple of strongest fleets, adjusting the waves so that they loose some ships against each ones but can somewhat reliably get to the last wave.

- Once I'm starting to get a coherent round I check against the weakest fleets to avoid them getting stomped and adjust the early waves to have a smooth ramp up of the difficulty.

- When I'm happy with the extremes, I run the round against everyone without time acceleration to make sure there is no intermediary roadblock; and there usually is, meaning adjusting and rechecking everyone. Rince and repeat.

Overall there is no magic trick except a lot of experience to anticipate the impact of every late changes so that they don't disrupt everything.
Title: Re: 7th Starsector Fleet Building Tournament
Post by: sotanaht on October 10, 2019, 11:41:26 PM
I just use the tournament mission. Usally it goes like this:

- I make a rough plan of what each wave "theme" will be.

- I make a truckload of loadouts for them as well as basic wave compositions.

- Only THEN I take a look at the player fleets to see if there is a fleet that would either be uterly stomped or would completely stomp everything. I don't want to favor someone just because they were the lucky one that would perfectly counter the early waves before their fleet start to suffer.

- I run the match against most fleets to find the ouliers. Usually time accelerated.

- Then I keep runing the match again and again against the couple of strongest fleets, adjusting the waves so that they loose some ships against each ones but can somewhat reliably get to the last wave.

- Once I'm starting to get a coherent round I check against the weakest fleets to avoid them getting stomped and adjust the early waves to have a smooth ramp up of the difficulty.

- When I'm happy with the extremes, I run the round against everyone without time acceleration to make sure there is no intermediary roadblock; and there usually is, meaning adjusting and rechecking everyone. Rince and repeat.

Overall there is no magic trick except a lot of experience to anticipate the impact of every late changes so that they don't disrupt everything.
Yeah still sounds like bias to me.  I would either set it up blind or in advance.  Hell, tell the players exactly what fleet compositions they will be up against and let them build specifically for that, then if they fail it's on them.  Still up to you to create a difficulty curve, but if someone comes up with a fleet that breaks said difficulty curve that's essentially the entire point of the tournament.
Title: Re: 7th Starsector Fleet Building Tournament
Post by: Tartiflette on October 11, 2019, 12:29:46 AM
 Well, the first "blind" run of tests before any tweaking usually go like this: Everyone dies against the same wave, more often than not the first one, or they all beat all the waves.

 The thing you vastly inderestimate is how damn hard it is to create opposing fleets blindly that have just enough power to hurt the player fleets, and it gets harder at every wave because it is even harder to gauge how much have the fleets been hurt by then. This is made even worse because the waves use ships that aren't balanced in vanilla such as the remnants or the derelicts.

 It would be like writting all the year tests for students you don't know the school year and without knowing what they are taught at all besides "stuff taught in school".