Master of Orion 2: Tenth Anniversary BattleTournament

First, invest 10 thousand research points, then build a fleet of your design using 10 Command points, and finally join in our celebration of 10 years of this classic masterpiece.

An invitation to all fans of Master of Orion II

Siron, myself and the Kali community encourage you join our upcoming tournament.

Here is a rough guideline to our current vision.

Compilation of Tournament Rules and Prospective Ideas
(Subject to change and revision until further notice.)
Current Leadership and Direction provided by Siron

To begin, this tournament is open to all players, new and old.
Registration Deadline: To be disclosed
Tournament Initiation: ~Febuary 3, 2006
Tournament Finals: ~August 1, 2006-October 1, 2006

Tournament is based on Tactical battles ONLY, with the "Ship Initiative" option turned on. Ship initiative can be calculated by dividing your beam attack value by ten and adding your combat speed to the resulting number. Expressed in this equation:(Initiative value = beam attack/10 + combat speed)

E-mail your ship designs to MOO2niac@googlemail.com. Anyone who needs assistance with their Master of Orion II installation or those without access to Master of Orion II, install Kali and visit us on chat server 138. (See the link "Kali-Guide" to the right for details on that install)

Players will be allowed to use the "Alt + Menlo" cheat for the purpose of aquiring no more than 10,000 research points of technology for combat purposes. This code should be entered on the galaxy map screen. These 10,000 points will be applied from the "average" technology level. Currently, there are no technology bans. Combatants will be required to record the Tech levels researched for the judge to review. Additionally, the "Alt + Crunch" cheat shall be used to complete production of ships in a single turn. This code should be entered on the colony screen.

Ten command points will be available for each fleet. Players will be allowed to use these command points as they see fit.

Fleets will be battle tested for a sort of 'pre-season' experimentation period prior to the finals. During this time, fleets have the opportunity to acquire experience points. Players whose designs prove formidable early on , may even reach elite status. Don't discount that Space Academies can still be researched and built within the rule parameters. This time period also offers players a chance to adapt or change designs before making a final decision on his fleet(s). Of all the designs submitted, the top 25% shall receive experience points based on their battle performance(more details to follow). We will also be providing some tactical analysis of designs.

The creative race-pick is allowed, all others are banned. On the race selection screen choose custom, then press Clear and choose creative then hit Accept.

Relevant BattleTech (click it to enlarge):

Battle Contest

Example (text in bold is required):
Subject: fleet contest
Nickname: siron
Fleet No.1
you can submit more than 1 fleet)
Fleetname: (optional)

Write down a column of your tech choices:
Tech Choices
sum: 9830

(which means: 7080 (invested in) Construction, 1150 Power, 250 Chemistry, 150 Sociology, 550 Computers, 400 Physics, 250 ForceFields)

and attach your save file:

moo2niac at googlemail dot com

1 comment:

siron said...

I disabled haloscan since they delete old comments. Some old comments:

Why should the pre-season experience carry over? That tips favor away from design, rewarding just hanging around, which isn't too horrible, I guess. At best, the pre-season should be used for initial pairings in the tourney.

Also, COrion2 ship files would be more portable than recreating these guys every time. You could even use the editor to place both ships in a previously set up map.
HooverDamned | 02.03.06 - 9:43 pm | #

Gravatar Hi Hoover, nice to see you are interested and thanks for your feedback:

Why should the pre-season experience carry over?

First of all I thought a long pre-season phase is necessary to involve some new players. Especially, because the advantage of veteran players is not that big so we could have some nice surprises. There are a lot of Rock, Paper Scissors effects in this setup...at least I and other veterans think so for now.
When we have a long pre-season phase we need some incentives for a early design. Otherwise it is optimal to wait until late July.

That tips favor away from design, rewarding just hanging around, which isn't too horrible, I guess.

OTOH we will offer some information about the top designs. So other players can adapt later on. I thought that experience points could be an element that the search for counter-designs of the top pre-season designs is more efficient than just cloning them. For the latter case we need to specify some adaption rules after the first evaluations.

At best, the pre-season should be used for initial pairings in the tourney.

I thought about a knock-out system in the early pre-season. Participants shouldn?t be informed about the whole pool of fleets. And then groups in the late pre-season and finals. But this is just brainstorming...

Also, COrion2 ship files would be more portable than recreating these guys every time. You could even use the editor to place both ships in a previously set up map.

Of course. We thought it would be clear it works this way ? we should clarify: You just send 1 save with one of your designs (of course you can have more designs). All the battles and "group" saves will be created by me. When you are used to it, it is not that much work.
siron | 02.04.06 - 8:22 am | #

Gravatar How will the issue of "waiting" be resolved?
Graylord | 02.07.06 - 1:01 pm | #

Gravatar I think one solution seems straightforward. Each duel contains 2 battles. Each side has to engage one of these battles. The defender (right side) has the "last wait", i.e. the old SL rule: 1. WAITING. [...] Either player may use the WAIT command on his ships during combat, but if a waiting contest develops, with each player trying to outwait the other, it is ALWAYS required that the Attacker move, fire and hit done with his ships BEFORE the defender is required to. [...]
When there is a 1-1 draw in these 2 battles the "surviving" command points decide the winner.
When there is still a draw the player has won who submitted his fleet earlier.
siron | 02.07.06 - 10:24 pm | #

Gravatar Who will control designed ships during fight - designers (using Kali) or you will do it yourself?
Also, is there any page, where I can look at submitted designs and their scores in matches?
Nuke | 02.14.06 - 1:33 pm | #

Gravatar Hi Nuke,
thanks for your design.

Yes, the designers will have the option to control their own ships.

There is no site with info about the submitted designs right now. I want avoid that later participants have too much knowledge about the pool.

When the first evaluation round starts I will publish the results on this blog.

I will write a FAQ the next days with further details.
siron | 02.14.06 - 6:48 pm | #

Gravatar "The creative race-pick is allowed, all others are banned."
I Can't pick anything but Creative?
So the extra race points cant be used?
Baker | 02.16.06 - 9:08 pm | #

Gravatar No further race points.

Only several war racepicks would be interesting...and the problem is they would dominate the design decisions.

We are more interested in designs.

Therefore no further race picks besides creative.
siron | 02.17.06 - 10:00 am | #

Gravatar A question - where I can find editor for saved games, so I can try out my new designs one versus another in hot seat games?
Nuke | 02.18.06 - 5:28 pm | #

Nuke, you shouldn't need an editor. Just use the listed cheats in a hotseat game where you are both players with different designs. It's very easy to do, and takes little time.
Brent | 02.19.06 - 12:23 am | #

Gravatar I though cheats do not work in multiplayer games, that's why I asked for editor.
Nuke | 02.19.06 - 3:45 pm | #

Okay, not a problem. I am sure you have found that they do
Brent | 02.20.06 - 10:23 pm | #