ship feul/endurence (Full Version)

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tianfeng -> ship feul/endurence (5/4/2006 12:30:29 AM)

I want to know what will happen if the ship's feul drops to 0. Are they going to sink? Or just can't move?




Terminus -> RE: ship feul/endurence (5/4/2006 12:38:31 AM)

A ship with 0 endurance/fuel can and will always move 1 hex per turn.




Nomad -> RE: ship feul/endurence (5/4/2006 12:39:19 AM)

No matter what, a Taskforce(ship) can move one hex per naval movement phase( 2 hexes per day )




aletoledo -> RE: ship feul/endurence (5/4/2006 1:12:20 AM)

fuel at 0 seems to be the norm for my barge traffic, otherwise they would probably only travel a couple hexes and still they wouldn't move faster than one hex per phase anyway.




Charles2222 -> RE: ship feul/endurence (5/4/2006 12:03:46 PM)

It's a good way to save fuel, but I must admit I don't use it very much. What could prove interesting though, is if the AI notices this, or a human opponent, that you have some or a great many ships going that slow, that someone would then turn to getting subs in the area and putting them on computer comtrol, because it would seem to be in the relative area that the subs would take off after them and catch them. Problem for me is, I'm not so sure the speed you're sailing has anything to do with how easy you are to hit with torpedoes; I just don't. It seems to me it just works off your ship's potentail high speed and it's manuever rating for example (or perhaps better yet it might operate on your chosen suedo-speed [full, mission, or cruise]) but I'm just guessing. One thing is clear is that if you really are going with no fuel you'll be very easy to catch. If you had a TF out of fuel like this, and it did depend not on the speed of each individual ship, as I believe, then what class of speed would those ships be put into if out of fuel; a classification slower than cruise?




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