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Turn/slip modes and speed/direction at start

 
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Kang
Fleet Captain


Joined: 23 Sep 2007
Posts: 1949
Location: Devon, UK

PostPosted: Sun Jul 06, 2008 5:27 pm    Post subject: Turn/slip modes and speed/direction at start Reply with quote

Do ships start the game with turn and slip modes fulfilled?

And do we assume that the ship was 'stopped' before the first turn, and can therefore move in reverse immediately?
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mjwest
Commodore


Joined: 08 Oct 2006
Posts: 3472
Location: Dallas, Texas

PostPosted: Sun Jul 06, 2008 5:46 pm    Post subject: Reply with quote

Unless otherwise stated in the scenario rules, all ships are assumed to have been moving forward in a generally straight line prior to the start of the scenario.

Therefore, a ship's turn modes and sideslip moves are all fulfilled. Also, the ship would have to pay braking energy to move in reverse.

This exact question is one of the Q&As in Communique #30. (Which should appear this week.)
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Scoutdad
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Joined: 09 Oct 2006
Posts: 4461
Location: Middle Tennessee

PostPosted: Sun Jul 06, 2008 5:48 pm    Post subject: Reply with quote

Yes, turn mode / slip modes are assumed to be fulfilled at the start of the scenario.

I would think that you can also start the scenario "stopped" or even in reverse, if that is your choice.
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mjwest
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Joined: 08 Oct 2006
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PostPosted: Sun Jul 06, 2008 5:53 pm    Post subject: Reply with quote

If the scenario has rules that specify the starting condition, use them.

If the players of a scenario (or pick-up game) want to start with some specific type of parameters, then they are always free to do so.

But, the default start assumes that the ships were moving forward in a basically straight line.
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Scoutdad
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PostPosted: Sun Jul 06, 2008 6:01 pm    Post subject: Reply with quote

I guess they aren't generally assumed to be starting "stopped" if that's what the ownign player wantrs to do. hmmm.
It's a good thing that we never attempted that.
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