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Timestamps effect on Movement

 
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Timestamps effect on Movement - 3/12/2018 3:12:27 PM   
snoopy100

 

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still trying to get a grip on that timestamp thing, here is another question:let`s say i move in a Timestamp hex marked with Round 5 how many Movement points are lost for that Unit? a tenth of all movement points or 5 because i move into a hex that has a Timestamp of 5 rounds used? or do i have only 5 mp left when i enter the hex ? im absolutely lost here.

< Message edited by snoopy100 -- 3/12/2018 3:25:56 PM >
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RE: Timestamps effect on Movement - 3/12/2018 5:40:07 PM   
Cabido

 

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Joined: 12/11/2017
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I've tried my best to explain it without pictures here:

http://www.matrixgames.com/forums/tm.asp?m=4427274&mpage=1&key=time%2Cstamp�

I think the concept deserves an exclusive video tutorial, since I notice that some people can't get it. It must seem much more easy for those that were already used to the way Toaw deals with time. For those new to Toaw, it can bring some confusion. It is a brilliant way to deal with time in a turn based game. Also, after you get used to it, it kind off provide a nice time management challenge.

(in reply to snoopy100)
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RE: Timestamps effect on Movement - 3/12/2018 5:54:17 PM   
snoopy100

 

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ok so if i move units with full mp in a timestamp hex with round 5 i will lose 50 percent of my movement allowance?. entering a Timestamp hex wit Round 2 will be 20 percent mp loss etc.Did i get that right?

< Message edited by snoopy100 -- 3/12/2018 5:59:06 PM >

(in reply to Cabido)
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RE: Timestamps effect on Movement - 3/12/2018 6:09:38 PM   
Cabido

 

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Joined: 12/11/2017
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quote:

ORIGINAL: snoopy100

ok so if i move units with full mp in a timestamp hex with round 5 i will lose 50 percent of my movement allowance?. entering a Timestamp hex wit Round 2 will be 20 percent mp loss etc.Did i get that right?


Only if units had their full MP left.

Think of it as clocks sinchronization. If the time stamp is at round 5, and your unit had 70% of its movement allowance left, which means its is at round 3, then stepping into that hex will bring it to turn 5. It will, in fact, lose 20% of its initial MPs, since it had already used 30%.

Think that way: The later clock always prevails. you are in round 3, after some combats, but the hex is in round 5 (time stamp). Your unit began the turn with 10 MP, for example. Since we are at round 3, it will have 7 MPs left (3 were used, one for each round). When entering the hex, your unit will be transported to round 5, loosing 2 extra MPs.

< Message edited by Cabido -- 3/12/2018 6:11:25 PM >

(in reply to snoopy100)
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RE: Timestamps effect on Movement - 3/12/2018 7:01:38 PM   
snoopy100

 

Posts: 18
Joined: 2/28/2018
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slowly starting to click for me ,thanks Cabido

(in reply to Cabido)
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