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All the ships moving at the same speed all the time ?

 
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IKerensky
Lieutenant SG


Joined: 17 Jan 2011
Posts: 108
Location: blois - France

PostPosted: Tue Feb 01, 2011 7:43 am    Post subject: All the ships moving at the same speed all the time ? Reply with quote

Hello,

I was reviewing the next scenario to play when I started to think : Heck the guy just have to run 24+1 and the others will never catch him up...

I understand that SFB had acceleration rules and such things that make vessel goes in more different speed than in FC.

But in Federation Commander, except by scenario restriction, is there any ship that is slower than 24+1 ? I understand that going that fast limit the amount of weapon avaliable but if the idea is to stay out of weapon range is doesnt matter that much...
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terryoc
Captain


Joined: 07 Oct 2006
Posts: 1384

PostPosted: Tue Feb 01, 2011 8:10 am    Post subject: Reply with quote

Sorry, but the question is so dependent on the situation that it really has no answer.
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Kang
Fleet Captain


Joined: 23 Sep 2007
Posts: 1976
Location: Devon, UK

PostPosted: Tue Feb 01, 2011 2:55 pm    Post subject: Reply with quote

Some of the civilian ships can't make high speeds. Certainly the Small Freighter and Large Freighter can't select Base Speed 24, even if they have the power to do so (only just).
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duxvolantis
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Joined: 16 Nov 2010
Posts: 185

PostPosted: Tue Feb 01, 2011 4:06 pm    Post subject: Re: All the ships moving at the same speed all the time ? Reply with quote

IKerensky wrote:
Hello,

I was reviewing the next scenario to play when I started to think : Heck the guy just have to run 24+1 and the others will never catch him up...

I understand that SFB had acceleration rules and such things that make vessel goes in more different speed than in FC.

But in Federation Commander, except by scenario restriction, is there any ship that is slower than 24+1 ? I understand that going that fast limit the amount of weapon avaliable but if the idea is to stay out of weapon range is doesnt matter that much...


That is why plopping down two ships on an open floating map is often a silly scenario unless both players agree to close and fight.

Play scenarios that compel engagement and it is not an issue.

I have noticed that the power curve drops after the first turn of firing.
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Dux Volantis
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Steve Cole
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Joined: 11 Oct 2006
Posts: 3807

PostPosted: Tue Feb 01, 2011 7:46 pm    Post subject: Reply with quote

If you spend your whole life running away from drones, you'll never accomplish anything.

The trick is to use drones when you want him to run away, or when he cannot run away.
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Kang
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Joined: 23 Sep 2007
Posts: 1976
Location: Devon, UK

PostPosted: Tue Feb 01, 2011 8:22 pm    Post subject: Reply with quote

Steve: Submit it as a Command Note! Wink
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mojo_billbo
Commander


Joined: 07 Mar 2010
Posts: 426
Location: Danville, PA

PostPosted: Tue Feb 01, 2011 10:40 pm    Post subject: Reply with quote

Steve Cole wrote:
If you spend your whole life running away from drones, you'll never accomplish anything.

The trick is to use drones when you want him to run away, or when he cannot run away.



I've spent most of my life running away from drones... at least until I can pick them off with my PH-3s..

Plus it gives me time to overload my photons....
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IKerensky
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Joined: 17 Jan 2011
Posts: 108
Location: blois - France

PostPosted: Wed Feb 02, 2011 11:15 am    Post subject: Reply with quote

The trick is that you dont have to run AWAY from them, you just have to stay AHEAD of them... Wich is really not that difficult.
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storeylf
Fleet Captain


Joined: 24 Jul 2008
Posts: 1887

PostPosted: Wed Feb 02, 2011 11:42 am    Post subject: Reply with quote

Not sure where drones came up from - someone getting confused by the OPs other drone thread?

To the OP. Generally yes you can keep running and the other guy can not catch you. On the same token the other guy can keep chasing you and you usually can't disengage by distance. Stalemate.

That's why we pretty much never play on a floating map, that way there is always a way beyond distance that allows someone to disengage or be caught and end the game.

It does mean that some SFB scenarios that were ported over don't really work very well if they relied in some way on disengagement or stern chases.

I've also found other SFB scenarios that have been ported over don't work for other reasons. The issue is that FC is not SFB, and what works scenario wise in SFB does not necessarily work in FC.
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