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Anisoptera Games - View topic - Fleet tournament point system rework
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Fleet tournament point system rework 
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Joined: Sat Jun 27, 2015 12:55 pm
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Location: Ontario, Canada
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So, I've been noticing lately that although the points system used in tournaments to determine a victor upon time-out works fairly well in ship dueling tournaments, it has a tendency to be enormously unfair in fleet battles. During testing, I found that a fleet I put together consistently lost against a particular test opponent by points... except that my fleet only actually lost three or four fighters out of fifteen fighters (~250P) plus three frigates (~1000P), whereas the enemy fleet lost everything except one or two fighters (they kept running away until time-out). And yet, the enemy still always wins on points because their weapon loadouts are better at farming points without being actually effective, whereas mine efficiently killed their targets with very few points gained. The enemy fleet had 1.5 times as many points as mine and consequently won on time-out, despite having one fourteenth as many P worth of ships left.

Now, I'm sure the argument could be made that it's a valid tournament tactic to create a fleet which can only win on points despite being decimated in actual combat, but quite honestly I just don't agree. It's not enjoyable, to me at least, to have winning depend largely on what ships have weapons that gain points faster, rather that which ones can actually hold their own in a fight.

As such, I would put forward the suggestion that in tournament battles where at least one side has at least two ships in their fleet, victory upon time-out should be given to the side which has the highest P worth of ships remaining. The points system would then remain only for one-on-one ship dueling tournaments.


Mon Sep 14, 2015 5:15 pm
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I had a suggestion similar to this. My recommendation was to count points only when modules are destroyed (or shields are completely lowered, in their case) and to award points for every piece connected to the command module when the command module is destroyed.

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Mon Sep 14, 2015 6:41 pm
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I would certainly like a redesign of the points system to reward militarily effective designs rather than point-farmers. This will bring selection pressures for success more in line with those experienced in the regular game.

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Mon Sep 14, 2015 7:41 pm
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Something that might be interesting would be to at the end of each round scale the number of points you've scored by the percentage of your fleet, in terms of P cost that is left, eg:

Fleet 1 has 400,000 points
Fleet 2 has 80,000 points

Fleet 1 has 1,000P/40,000P of ships left (1/40)
Fleet 2 has not lost a single ship

So Fleet 1 would have its score scaled down to 10,000 points, while Fleet 2 would have its score unchanged.
This would promote fleets that can both deal damage, and stay alive.

Maybe not as extreme a scaling of points, but the general idea remains.


Mon Sep 14, 2015 10:20 pm
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Tue Sep 15, 2015 1:45 pm
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I wouldn't mind a mode for victory by complete obliteration, no time limit. That would make it more challenging and we would see lots more fierce combat. (or two trolls sitting poking each other for hours, the idea still needs work to be implemented.)

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Tue Sep 15, 2015 2:34 pm
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I think it can be simply solved without drastically changing the game by awarding 1,000 points per enemy module killed.

That way, next time you think about building a 400 ship fleet you could potentially be giving 3,900,000 points to a well built enemy fleet :P

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Wed Sep 16, 2015 10:01 pm
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Thu Sep 17, 2015 1:29 pm
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Thu Sep 17, 2015 3:17 pm
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Actually, yeah, that's a better idea. Though to be fair almost all swarm fleets have their little ships with almost nothing on them, so there still needs to be some sort of base value for destroying command modules. Maybe 50 points per module?

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Thu Sep 17, 2015 3:37 pm
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