Relearning Admiralty: movement headaches

runescience
Midshipman
Midshipman
Posts: 35
Joined: Mon May 29, 2006 9:27 pm
Contact:

Relearning Admiralty: movement headaches

Postby runescience » Tue Mar 31, 2015 2:22 pm

What moves, continues to move with out additional thrust.

ok. engines 5. apply 5 thrust and boom, i'm up to 5 speed indefinitely.

page 19 says starship can move further than its current engien rating. which means that im moving at 5 and I apply 5 thurst then im moving 10 per turn.

How do you slow down? (im using logic here so i might be wrong):
you apply thrust in the opposite direction. Yes? No?
im guessing, and it takes 2 turns to return to zero/full stop? yes? no?

Speed is my final movement for last turn.
So if i speed up 5 two turns in a row that means my final speed is 10. yes? no?

Im going 10, and I want to turn port 60 degrees. here is my plot instruction: 'P'
I am not changing my forward speed at all this turn.
My engine are 5, thus my thrust is 5. I can turn because my ships speed is 10 last turn... turn... and

now I am stumped... whats my current speed?

mj12games
Admiral of the Fleet
Admiral of the Fleet
Posts: 3637
Joined: Sun Mar 27, 2005 9:56 pm
Location: Denver, CO
Contact:

Re: Relearning Admiralty: movement headaches

Postby mj12games » Tue Mar 31, 2015 6:26 pm

Remember that you are not "applying thrust" within the confines of the game mechanics. If you want to move less than 10 hexes, simply plot a move that is less than 10 hexes.

"Im going 10, and I want to turn port 60 degrees. here is my plot instruction: 'P'
I am not changing my forward speed at all this turn."

No, you are actually changing your speed by -10 with that plot. Again, you are plotting actual movement, not "thrust". If you want to turn port and still move 10 hexes, you need to write "5P5" or "10P" or "8P2" or whatever.

Consider the following sequence of movement plots (assuming a ship with an engine rating of 5):

Turn 1: 5 (moving forward at speed 5)
Turn 2: 5 (still moving forward at speed 5, no thrust was applied)
Turn 3: 10 (now moving forward at speed 10. Per the rulebook, this required 5 thrust: |5-10|=5).
Turn 4: 5 (now moving forward at speed 5, having "decelerated". Per the rulebook, this required 5 thrust: |10-5|=5).
Turn 5: 3P1 (now moving forward at speed 4, changed heading by 60*. This required 5 thrust: 5 > 4).
Turn 6: 2S1P (now moving forward at speed 3, after having slipped right one hex. This required 2 thrust: |4-3|+1=2).
Turn 7: 0 (now stopped. This required 2 thrust: |2-0|=0.)
Daniel Kast
Majestic Twelve Games
www.mj12games.com

runescience
Midshipman
Midshipman
Posts: 35
Joined: Mon May 29, 2006 9:27 pm
Contact:

Re: Relearning Admiralty: movement headaches

Postby runescience » Tue Mar 31, 2015 7:57 pm

"Theres no way to turn 1P4 because @ starting speed 10, because my thrust requires
the greater of speed:10, or 5? (yes? no?)"

Yes. If your speed > thrust, you cannot change heading. (Although see rule D.2: Delayed Turns.)

"STarting at speed zero: forward speed is calculated by adding the numbered parts of the command 1S1 is 2. 1P3 is 4. (yes? no?)"

Yes.

mj12games
Admiral of the Fleet
Admiral of the Fleet
Posts: 3637
Joined: Sun Mar 27, 2005 9:56 pm
Location: Denver, CO
Contact:

Re: Relearning Admiralty: movement headaches

Postby mj12games » Tue Mar 31, 2015 8:11 pm

Wow... I just realized I edited your post instead of replying.

My apologies. Hopefully the relevant content is still there. Please re-post your question(s) if not.
Daniel Kast
Majestic Twelve Games
www.mj12games.com

runescience
Midshipman
Midshipman
Posts: 35
Joined: Mon May 29, 2006 9:27 pm
Contact:

Re: Relearning Admiralty: movement headaches

Postby runescience » Tue Mar 31, 2015 9:11 pm

oh hey, you did fine with that. Its just something I needed clarification on.

*Delayed turn indeed fixes the problem of turning at high speed
*Calculating forward speed also cleans up my understand of declaring initial speed issue as well as end of turn speeds.
*Directed damage solves another problem.

Suggestion:
page 31&32 table A.4 inded of options. I like the index of options.
If you ever redo this book might I suggest that instead of putting the SAE on every line, you could put the page number item is on. its easier to look up. Yes, it looks redundant.

EDIT: What do you do for long range sensor bonus in Admiralty


Return to “Starmada: The Admiralty Edition”

Who is online

Users browsing this forum: No registered users and 1 guest