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Cruise speeds - 8/17/2005 1:20:51 PM   
Lord_Calidor


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From: Rijeka, CRO
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Is it normal for ships with even 1 sys dmg to have cruise speed movement reduced by 1 hex/phase?
For ex. - most DDs, CA/CLs have max speed well over 30 kts and cruising speed of 15 kts. In game/hex terms, that's 6 hexes at max and 3 at cruise speed per each 12hr phase. Now, some of them collect 1 sys dmg from sailing around and speed immidiately drops to 6/2 hexes.
So, a 1% dmg causes 33% speed loss?

Edit: it's even worse for most of transports. Their cruise speed drops from 2/2 to 2/1. So a 50% speed loss for a broken flagpole?

< Message edited by Lord_Calidor -- 8/17/2005 1:25:48 PM >


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RE: Cruise speeds - 8/17/2005 1:24:08 PM   
kkoovvoo

 

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They travel 5 hexes per day instead of 6. So you lose 16,66666666666666666666%

(in reply to Lord_Calidor)
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RE: Cruise speeds - 8/17/2005 1:47:10 PM   
Charles2222


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quote:

ORIGINAL: kkoovvoo

They travel 5 hexes per day instead of 6. So you lose 16,66666666666666666666%


I don't think he quite said it right in terms of the transports, but the 50% loss is correct. While one might tend to look at the 'total' MP's those being four, and claim the loss of one point on the 2nd phase is only a 25% loss, it is 50 % because the damage point was added during the 1st phase, therefore leaving phase one unaffected. It takes place during the 2nd phase only, thereby a 50% loss from it's original 2 hexes. Would on any following turns it continue at a 2/1 speed if no additional damage occurred (or 1/1?)? Even a 25% loss in speed seems too high.

(in reply to kkoovvoo)
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RE: Cruise speeds - 8/17/2005 2:30:04 PM   
AmiralLaurent

 

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Some formulas (I'm not sure they are the good ones but everytime I use them I'm guessing right what the game is doing so)

Current speed = Class speed * (100 - SYS damage) / 100, rounded down.
Speed in hexes per turn shown on screen = current speed in knots / 5, rounded down.

But the extra miles done in the night will be added to the daylight move.

So a ship with speed 8 with do 1,6 hex during the night (rounded to 1) and 1,6 hex during the day (total = 3,2 for the turn, rounded 3, so will move 2 hex in day time).

Speed of your ships___Night move____Day move____ Total
30+ ________________6____________6____________12
28-29_______________5____________6____________11
25-27_______________5____________5____________10
23-24_______________4____________5____________9
20-22_______________4____________4____________8
18-19_______________3____________4____________7
15-17_______________3____________3____________6
13-14_______________2____________3____________5
10-12_______________2____________2____________4
8-9_________________1____________2____________3
5-7_________________1____________1____________2
Under 5 I'm not sure if the ship moves both phases in every case or moves only 1 hex a day.

Any fast ship with speed > 30 may take SYS damage and not have her speed changed on the map.

The real loss to take the first SYS damage is of 33% if the class cruise speed is of 8, 25% if it is of 10, 20% for 13, 16.6% for 15... If the cruise speed is between these numbers, the first SYS damage will reduce the current speed by one but won't change the speed on the map (ie ships with speed 8 and 9 move the same number of hexes).

Note: edited for formatting...


< Message edited by AmiralLaurent -- 8/17/2005 8:05:29 PM >

(in reply to Charles2222)
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RE: Cruise speeds - 8/17/2005 6:48:09 PM   
Feinder


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Joined: 9/4/2002
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You get one hex for every 5 knots.

Basically, (SysDmg / 100) is the percentage drop you get in speed (rounded up). So at 1 SysDmg, you get a 1% drop in speed. It will always be at least 1 knot tho (so yes, you lose a knot, for the first SysDmg you take). At 5 SysDmg, you lose 5% speed. 5% off of a 20 kt ship, is still only 1 knot, so you don't actually see any difference until 6% for that ship.

But consider a 30 kt ship at SysDmg=0. It moves 6 hexes a turn. That first SysDmg does (30 - 1%), rounded up. So you automatically lose a knot. You're down to 29. At 29 kts, you're now moving only 5 hexes a turn. That first point is doozy. Now, in order to bring you down to 4 hexes a turn, you'd have to be making only 24 kts. (30 - 20% = 24). So you'd need 20 SysDmg to drop you down to 4 hexes a turn. That's a long spread where you don't see any reduction in speed (from 1 to 19 SysDmg).

It's a little screwy, but that's the way it works.

-F-

< Message edited by Feinder -- 8/17/2005 6:52:50 PM >


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(in reply to AmiralLaurent)
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RE: Cruise speeds - 8/18/2005 11:27:16 AM   
Lord_Calidor


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From: Rijeka, CRO
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I see. Thank you both Amiral & Fainder. It's a bit steep to lose 1 kt just for a minor dmg, though.
As most fast ships have cruise speed of 15 kts that means daily movement of 3+2 hexes (night + day movement) instead of 3+3, right?

_____________________________

But when the blast of war blows in our ears,
Then imitate the action of the tiger;
Stiffen the sinews, summon up the blood,
Disguise fair nature with hard-favour'd rage.

(in reply to Feinder)
Post #: 6
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