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cnuzzi Lieutenant Commander

Joined: 10 Jun 2017 Posts: 207
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Posted: Wed Aug 02, 2017 8:08 pm Post subject: Deceleration and Turning |
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If you decelerate on a SubPulse when you are turning, do you get to turn and remain in the same hex? If so, can you do that indefinitely? |
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mjwest Commodore

Joined: 08 Oct 2006 Posts: 4090 Location: Dallas, Texas
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Posted: Wed Aug 02, 2017 10:15 pm Post subject: |
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If you have the power to continuously decelerate, yes, you can do that. The example with the Federation Frigate shows it doing exactly this. _________________
Federation Commander Answer Guy |
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Grimmshade Lieutenant JG

Joined: 15 Feb 2017 Posts: 83 Location: Wherever games are sold
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Posted: Fri Aug 04, 2017 1:26 pm Post subject: |
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Wow, good call out. I've been doing this wrong. That changes tactics a lot, in a good way. |
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Sgt_G Commander

Joined: 07 Oct 2006 Posts: 539 Location: Offutt AFB, Nebraska
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Posted: Fri Aug 04, 2017 5:20 pm Post subject: |
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Remember this is one of the BIG differences between SFB and FedCmdr.
In SFB, you can't slow down mid-turn unless you planned ahead and plotted your energy curve to do so. You can use batteries to increase your speed as an un-planned mid-turn change, but it runs to the end of the turn. You can't jump up in speed from, say, 12 to 16 for six impulses and back down to 12 as an un-planned change using batteries. You must calculate that in the energy allocation at the beginning of the turn. _________________ Garth L. Getgen
Master Sgt, US Air Force, Retired -- 1981-2007 -- 1W091A |
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ecs05norway Lieutenant JG
Joined: 09 Aug 2012 Posts: 87
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Posted: Fri Aug 04, 2017 7:40 pm Post subject: |
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Sgt_G wrote: | Remember this is one of the BIG differences between SFB and FedCmdr.
In SFB, you can't slow down mid-turn unless you planned ahead and plotted your energy curve to do so. You can use batteries to increase your speed as an un-planned mid-turn change, but it runs to the end of the turn. You can't jump up in speed from, say, 12 to 16 for six impulses and back down to 12 as an un-planned change using batteries. You must calculate that in the energy allocation at the beginning of the turn. |
This is one of the reasons I like FedCom better than SFB.  |
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cnuzzi Lieutenant Commander

Joined: 10 Jun 2017 Posts: 207
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Posted: Sat Aug 05, 2017 1:51 pm Post subject: |
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Quote: | This is one of the reasons I like FedCom better than SFB. Smile |
Agreed. The freedom to control your speed on-the-fly makes FC totally a game of maneuver. The board is more dynamic, with players reacting instantly to the actions of their opponent.
SFB is more a game of strategic planning, where one must think ahead and try to anticipate what is going to happen next. |
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m1a1dat Lieutenant JG

Joined: 17 Dec 2008 Posts: 99 Location: 91320
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Posted: Sun Aug 06, 2017 11:00 pm Post subject: |
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Quote: | You can't jump up in speed from, say, 12 to 16 for six impulses and back down to 12 as an un-planned change using batteries. |
Actually you can do this sort of thing in SFB i am pretty sure; haven't played SFB in many years,so i am trying to remember. While most speed changes are plotted, and all decelerations are, you can use your reserve power to fiddle with when it happens making your plotted acceleration earlier and/or delay a plotted deceleration; or just bump up your speed for a short time. I am certain that any speed changes can't be within 8 impulses of a previous change except between turns, however.
I heard once that mastering un-plotted mid turn speed changes are one of the things that seperates and ace player from a good player. I never figured it out. |
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