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Naval Battle League 2016-2018


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Naval Battle League

Test your naval prowess in this extravaganza of Battleships, Bombs, and Booms.

Rules

Rules are mandatory in order to play and be counted on the league table

1- Battles are conducted by exchanging save or persistence files over sharing sites.

2- Each player takes it in turns to engage one target with one ship. Any number of ships may be moved in said turn.

3- Ships engage in order of tonnage, lightest to heaviest. Once all ships are used the cycle repeats.

4- The team with the last ship wins. Ties can be declared with both team's approval.

5- Screenshots or videos documenting all moves are needed to complete a turn.

6- Any mods which affect craft or persistence files are forbidden.

7- No quick-loading except in cases of game bugs.

8- All moves must be done manually, without the aid of autopilots.

Previous Iterations

Guidelines

Guidelines are opt out additions to the rules to create as fair and free from exploits a stage as possible.

1- A ship is officially considered dead when the main body of the ship is incapable of fulfilling two of three goals unaided from other ships or on-board weapons...

+Sustaining power

+Moving

+Firing weapons.

2- Weapons can only be fired from the original ship core and must be used within the the same turn that they are fired.

3- Players are not allowed to control enemy craft.

4- Players are not allowed to intentionally edit the orbit of enemy craft via weapons fire or any other method.

5- Any number of ships may be moved in a turn but only one may attack.

6- Ramming is disallowed.

7- Stealing is allowed under the pretense that the parent ship is dead and the items are disconnected from it.

8- Weapons must be fired between 5000 and 15 meters.

9- Surface to orbit weapons may be fired once per turn if applicable,and are exempt from Guideline 8.

10- A team may forfeit a turn at any point.

Carriers

Additional Guidelines to ensure carriers remain balanced in combat.

1- The total mass of carriers includes fighters and any other items being carried.

2- Carrier fighters have a mass limit of 15 tons, anything heavier will be included as a seperate ship.

3- Carriers will take their turn at the beginning of a cycle.

4- Fighters may be released from any distance but the fighters must still abide to Guideline 8.

5- Carriers may not use heavy armor on a majority of their area.

6- All fighters must return to the carrier by the end of the turn.

7- Carriers can not use their own offensive weapons.

Settings

-Body

-Guideline exclusions

-Maximum number of craft

-Maximum total combined mass

(These are recommended to be negotiated)

Scoreboard

MiffedStarfish: 3(5)

Spartwo: 1(1)

Alphasus: 0(3)

Skriptkitt3h: 0(2)

Quasarrgames: 0(2)

DarkOwl57: -1(1)

Sdj64: -1(1)

Servo: -1(1)

Shadowgoat: -1(2)

 

Username: Score(number of battles)

-1 from total for a loss +1 for a win 0 for a tie. Numbers increase according to the amount of players...
-1/1
-1/0/1
-2/-1/1/2
-2/-1/0/1/2
...and so on.

 Please @, quote, or PM me having completed a battle for updates to scoring

Discord

There was a demand.

https://discord.gg/rqqe3u4T79

Edited by Spartwo
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  • 2 years later...

New thread, hooray...

Anyway, although my time is admittedly quite limited, anyone up for a battle in the near future? It would be good to have one after such a long hiatus, and my newest generation of warships is almost complete (yes, they still have insane part counts :().

For the specific parameters, I was thinking 5 ships, 300 tons, around Dres. 

Edited by Three1415
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1 hour ago, Three1415 said:

New thread, hooray...

Anyway, although my time is admittedly quite limited, anyone up for a battle in the near future? It would be good to have one after such a long hiatus, and my newest generation of warships is almost complete (yes, they still have insane part counts :().

For the specific parameters, I was thinking 5 ships, 300 tons, around Dres. 

*disregard this post*

Edited by UnionPacific1983WP
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8 hours ago, Three1415 said:

New thread, hooray...

Anyway, although my time is admittedly quite limited, anyone up for a battle in the near future? It would be good to have one after such a long hiatus, and my newest generation of warships is almost complete (yes, they still have insane part counts :().

For the specific parameters, I was thinking 5 ships, 300 tons, around Dres. 

*raises hand*

 

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@AlexanderTeaH: I accept your challenge; these are the ships I am deploying: 

1 x Dynastinae Class Bomber Mk III, the C3V Linnaeus, at 31.27 tons

2 x Lachrymeum Class Gunship Mk II Heavy's, the C3V Descartes and the C3V Fresnel, at 50.45 tons each

1 x Induction Class Battlecruiser Mk I, the C3V Tesla, at 165.95 tons

Total Force Deployment: 4 ships,  298.12 tons

Here is the persist:

Persist

Your move...

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I'll Wait to battle... or just make a carrier under 375 parts...... Submissions welcome on my thread, greatly appreciate any help, cuz I can barely build anything that can stand up to.. well they can survive a standard macey dean torp

thread (cuz i'm sure you don't want to spend an hour findin' it): http://forum.kerbalspaceprogram.com/index.php?/topic/128583-ogcorp-ceos-ship-sub-thread/#comment-2335694:

Edited by Ogcorp CEO
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  • 3 weeks later...
On 1/16/2016 at 8:54 PM, Ogcorp CEO said:

I'll Wait to battle... or just make a carrier under 375 parts...... Submissions welcome on my thread, greatly appreciate any help, cuz I can barely build anything that can stand up to.. well they can survive a standard macey dean torp

thread (cuz i'm sure you don't want to spend an hour findin' it): http://forum.kerbalspaceprogram.com/index.php?/topic/128583-ogcorp-ceos-ship-sub-thread/#comment-2335694:

Ive been working on some budget assault carriers if you are interested, although they are currently ~200 parts and have bad armor (i dont view carriers as intended to get shot at by anything more then a small railgun (ibeam+2 sepatrons).  I can always bring the old vengence class up to standards since it served pretty well back in the older days.  If you are interested i can work on either the vengence class (old B-Corp carrier), or one prototype AKS ship that was never actually deployed yet since i never finished it completely (its basically a corvette modified with a larger sized midsection that can house fighters, otherwise shares the same decent to great armor of an actual combat warship.

Just need 1.1 to be released, its really hampering my ability to actually deploy my ships seriously.....  If i can get ~3-4 250 part ships to load in the same spot and not lagfest my machine, ill be very happy, at the bare minimum, i want 0.25 performance levels before the aero and heat systems were implemented.  Back then i could load ~600-800 parts total with playable levels of lag (it took ~1200 before it became unbeareable and impossible to do proper combat), and it took at least 400-500 before i noticed any slowdowns whatsoever, now you notice slowdowns with part counts as low as ~200-300, and the game becomes annoying with just 2 rather minimalistic capital ships loaded at once, and 3 or more is a total slideshow.

Once 1.1 hits though, id love to do some battles against legit warships (and not the puny sub 200 part hulls im working with nowadays).

Ohh, and if you are trying to defend against a macey dean torp on here then you are nowhere near strong armor.  Id say that at the bare minimum you should be armoring yourself against both medium railguns (long ibeam+4-8 sepatrons) and AP-tipped RT5 torps (panel/ibeam/girder impactor + rt5).  Ofc the truly competitive people on here use far better stuff then that, but its a start if you can survive a few hits from these types of weapons and maintain some functionality.

Edited by panzer1b
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Yes! i can now join the ranks of awesome naval battlers! 

I specialise in small, disposable, economic low-part ships. like, REALLY low-part ships. We're talking 20-part heavy fighters, 60-part battleships and 120-part carriers. i 99% guarantee that my ships can beat any of yours with similar part counts. 

The fleet is being assembled. i shall show pictures shortly

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On 1/31/2016 at 0:04 PM, panzer1b said:

Ive been working on some budget assault carriers if you are interested, although they are currently ~200 parts and have bad armor (i dont view carriers as intended to get shot at by anything more then a small railgun (ibeam+2 sepatrons).  I can always bring the old vengence class up to standards since it served pretty well back in the older days.  If you are interested i can work on either the vengence class (old B-Corp carrier), or one prototype AKS ship that was never actually deployed yet since i never finished it completely (its basically a corvette modified with a larger sized midsection that can house fighters, otherwise shares the same decent to great armor of an actual combat warship.

Just need 1.1 to be released, its really hampering my ability to actually deploy my ships seriously.....  If i can get ~3-4 250 part ships to load in the same spot and not lagfest my machine, ill be very happy, at the bare minimum, i want 0.25 performance levels before the aero and heat systems were implemented.  Back then i could load ~600-800 parts total with playable levels of lag (it took ~1200 before it became unbeareable and impossible to do proper combat), and it took at least 400-500 before i noticed any slowdowns whatsoever, now you notice slowdowns with part counts as low as ~200-300, and the game becomes annoying with just 2 rather minimalistic capital ships loaded at once, and 3 or more is a total slideshow.

Once 1.1 hits though, id love to do some battles against legit warships (and not the puny sub 200 part hulls im working with nowadays).

Ohh, and if you are trying to defend against a macey dean torp on here then you are nowhere near strong armor.  Id say that at the bare minimum you should be armoring yourself against both medium railguns (long ibeam+4-8 sepatrons) and AP-tipped RT5 torps (panel/ibeam/girder impactor + rt5).  Ofc the truly competitive people on here use far better stuff then that, but its a start if you can survive a few hits from these types of weapons and maintain some functionality.

ARRGG, I-beams, my worst enemy. they always glitch into stuff and obliterate it. I have been trying Hybrid Armor (Plate with wing outside it, less glitch, easy, and effective), but the problem is I cannot armor my fighters (THEY'RE SMALL AS CAN BE) OR get a carrier to space legit, however I love making both. BTW trying to make battle cruiser, but also need an escort for a WIP design (THE AKS HK103 A2 WITH WING CANNONS PLEASE?!)

On 1/31/2016 at 1:04 PM, quasarrgames said:

Yes! i can now join the ranks of awesome naval battlers! 

I specialise in small, disposable, economic low-part ships. like, REALLY low-part ships. We're talking 20-part heavy fighters, 60-part battleships and 120-part carriers. i 99% guarantee that my ships can beat any of yours with similar part counts. 

The fleet is being assembled. i shall show pictures shortly

Hmm... I could use those.

Edited by Ogcorp CEO
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On 2/2/2016 at 8:18 PM, Ogcorp CEO said:

THE AKS HK103 A2 WITH WING CANNONS PLEASE?!

I have no clue why the hell this wasnt in my repository :(

thanks for pointing it out, its updated now in the usual spot:

Also, i just developed a new weapons system that is just amazing: hot-swappable gunpods!

 

I have 2 models for now, one in AKS style, another in B-Corp style, although this time its AKS thats copying ideas as the weapons was 1st implemented on the Shadow Class Frigate which is a B-Corp ship.  Ofc im assuming im not the 1st to invent this and someone has actually thought of the idea of a replaceable cannon system that you dont reload individual shots but dump the entire cannon after its used and get a new cannon in place of the old one when needed.  Not only is reloading super easy, but the cannons are designed to have single use (and they can be way more compact because of it).

t1x0SqS.png

New ones aint quite AKS style, but these things have gotta be the sexiest looking weapons ive ever seen deployed, im gonna use these for everything now as they are so versatile.  I think ill call this one the SRM-6 as its a short range missile system with 6 shots (totally not stolen from MWO).  B-Corp one is ofc the SRMS-8, or short range missile shotgun since those ibeams are crammed so much they have some clipping so when it fires it shoots in a shotgun blast all over the front, prefect vs small fighters that are hard to hit with normal accurate blasts.

Now to make a SRM-24 and a ship that can carry like 4 of them, i dont care how laggy its gonna get, im so mounting 96 missiles on a single ship, its gonna take like 5 minutes (taking into account lag) to fire that all.

Edited by panzer1b
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