Lokasenna
Posts: 9297
Joined: 3/3/2012 From: Iowan in MD/DC Status: offline
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quote:
ORIGINAL: twenck99 As a total noob, I had to really dig in to figure this out. As the previous replies seemed a bit "fuzzy" I thought I would lay it out: Moves (m/c) 9/4 Fuel 214 / 50 (25) 9 = hexes moved per phase at max speed 4 = hexes moved per phase at cruise speed 214 = total range in hexes at cruise speed 50 = distance in hexes for current orders (destination + return to home port) (25) = distance in hexes to current destination Also, there seems to be some confusion over speed versus mode. Every ship (and Task Force) has a cruise speed and a max speed in knots (hexes per phase). You can set the mode to Cruise Speed (TF will move at cruise speed), Full Speed (TF will move at max speed), or Mission Speed (TF will move at whatever speed is deemed appropriate). Hope this is clear and correct. This is pretty much correct. quote:
ORIGINAL: HansBolter quote:
ORIGINAL: dr.hal Hans, I would like to differ with you a bit in terms of the 9/4 concept. From what I've read, yes this is mission (actually it reflects "Full" speed) speed (9) and cruise speed (4) however my understanding of this is different from yours. First if one selects that the TF or ship in question will move at fast (actually the word that better applies is "Flank" but that's just a technicality) speed, the 9 in this instance, then the TF or ship will move 9 hexes in each pulse for a total of 18 hexes (unless stopped or detained for some reason, such as a surface engagement). If one chooses mission speed for a TF or ship then that TF or ship will move at 4 hexes per pulse (total 8 in this case) BUT if provoked by certain concepts such as the mission to bombard, lay mines, encounter an enemy while searching that is beyond the 4 hex cruise speed, etc., then that TF or ship has license to increase speed to full (flank) in order to carry out that mission. Therefore in that pulse (day and/or night) the TF or ship has license to move UP TO and including 9 hexes in order to accomplish its mission. When the player selects cruise speed then one is putting on a limit to that TF or ship's speed to the second number, in this case 4 no matter what the circumstances (of course if this TF or ship enters combat then it will maneuver at a speed it needs to survive including flank speed). This is normally done to ships that are damaged so as to ensure that they don't move too fast and cause more damage to themselves. Now I've operated under this concept all the these years and would certainly be interested in knowing if I'm wrong. Hal Hal, the only thing we differ on is if you get 9 hexes of movement in two phases at mission speed. I stated that I might be mistaken, but I still swear and will try and check up on it tonight that my 9/4 TF move 9 hexes in two phases. Kind of hard to determine if the extra hex happens at night or day since it happens in the middle of turn execution. Haven't looked to see if the same is true for 5/11 speed TFs (very fast destroyers). The "extra hex" happens sometimes, basically for the reason that the speed given in hexes (whether cruise or maximum) is an approximation based on just 1 phase of movement - and you can't move a partial hex. However, since there are 2 phases of movement, at some point there is something in that code that's either always been there or was added in a beta/patch which will calculate the total possible distance moved which is 360nm for 15 knots for 24 hours... which is 9 hexes, as another poster said. Therefore, I'd suspect that additional hex is in the second movement phase (morning/day). I'm pretty sure that the "5/11 speed TFs" are actually Fletchers, which still have a cruise speed of 15 knots to my knowledge - therefore they're actually 4/11 for speed. They would still go just 9 hexes at most when traveling at cruise speed, not 11. In most cases, I still see TFs travel at 8 hexes per day.
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