Power Rules

Discuss general information about the Federation Commander gaming system here.

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kirbykibble
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Power Rules

Post by kirbykibble »

When i play, me and my friend feel that logically, when a power box is disabled (warp, Impulse, Reactor) the ship should lose power. Technically, there is no rule for this but it would be nice that there was an official rule or if we should use it in games and scenarios in FC.
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Wolverin61
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Post by Wolverin61 »

But the ship doesn't lose power when the box is destroyed, it loses the ability to generate power with that box. That is why the power isn't actually lost until the next turn, because it's already been generated for the current turn.
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kirbykibble
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Post by kirbykibble »

i do know that, but logically, the ship would Instantly lose power.
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mjwest
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Post by mjwest »

Sorry, but that just isn't how the game works. Power boxes represent power generation, not capacitance.
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m1a1dat
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Post by m1a1dat »

There is a complex rule in SFB that covers this, but it is complicated and cumbersome and doesn't really add anything to the game. It even included the ship slowing down during the turn due to loss of engine power. I don't think anyone really uses it.

Basically you can figure that any power spent on movement, weapons already fired or preloaded or anything else came from the power boxes you just marked off as damage. So unless you take massive damage and lose alot of power early in the turn it won't matter. You wouldn't need to worry about the ship slowing down in this game because of the limited choices of speed and that it doesn't matter where the power came from to move you..
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Dal Downing
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Post by Dal Downing »

Energy Balance Due to Damage was deliberately left out of FedCom because it is a pain and really slows the game down.

If it helps think of the power you ship generated as being dumped into one huge capacitor. Once your turn starts your ship has loads of power that it will do one of three things with. First, charge systems you direct it to. Second dump power into empty and undamaged batteries. Third, disapate it harmlessly into space. This capacitor is hardwired into your frame in such a way that the only wah it will stop working is through a complete and total catastrophic failure of your ship, aka you go boom.

The other thing to remember is the time involve in a impulse is seconds at best. For a capacitor that is forever.
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Kang
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Post by Kang »

Next someone will ask if you can hit & run that capacitor.... ;)
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Brazouck
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Post by Brazouck »

Hey but in this case, why not target the "capacitor" with hit and run raids ?

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Post by Kang »

lol :)
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Ravenhull
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Post by Ravenhull »

I'm pretty sure this falls under, what TVTropes calls acceptable breaks from reality. Yeah, a realistic handling would be realistic, but does the added complexity add anything significant to the gameplay?
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mjwest
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Post by mjwest »

Noooooooooo!!!!!!

No links to TV Tropes!

Must. Not. Click. Link. Must. Not. Click. Link.



Aw, what can it hurt ...



[Four hours later]

Crap. Wasted half a day clicking through TV Tropes. Again.
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kirbykibble
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Post by kirbykibble »

thanks for the help, ill keep it in mind... and PLease stop posting, its getting off topic.
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