movement and acceleration

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bolenbr
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movement and acceleration

Post by bolenbr »

Am I correct that when I accelerate I keep the same turn mode as my original speed ie. I am moving at 16 and on impulse #1 I move at 16+, on impulse #2 I move at 16 + and I do this for all 8 impulses.

I see a problem here in that if I accelerate every impulse, I am moving at 24. I pay the same energy as if I moved at 24 but I have the turn mode of moving at 16. Am I missing something or is this just a clever way to move faster while maintaining a lower turn mode?
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mjwest
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Post by mjwest »

Yes, you understand correctly. If you have a baseline speed of 16 and purchase an acceleration each impulse, you will move 24 hexes, yet have a better turn mode than you would if you had chosen a baseline speed of 24. But, you will be limited to a speed of 24, whereas if you had chosen a baseline speed of 24 (and suffered from the higher turn mode), you would have been able to accelerate from there and move more than 24 hexes. At a baseline speed of 16, maximum number of hexes you can move is 24.

It is all trade-offs and opportunity costs.
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bolenbr
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Post by bolenbr »

yes, that answers my question thanks. It just seemed wrong to me but I suppose I should think of the speeds as ranges with a baseline speed i.e. 0 to 8,8 to 16,16 to 24, and 24 to 32.
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mjwest
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Post by mjwest »

Yes, I definitely think of things as speed ranges, more than a specific speed.
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kirbykibble
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Post by kirbykibble »

yes, it is, i can be conveniant at times
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The_Rock
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Post by The_Rock »

The more significant trade off is that speed 24 moves after speed 16+1
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duxvolantis
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Post by duxvolantis »

The_Rock wrote:The more significant trade off is that speed 24 moves after speed 16+1
^^^^^

Move priority is very important--particularly if you are in a ship with a poor turn mode.

Indeed, sometimes it is wise to accelerate even if you don't need the extra point of movement just so you can have move priority for a critical impulse.
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