Deceleration and Turning
Posted: Wed Aug 02, 2017 8:08 pm
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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https://www.starfleetgames.com/federation/phpBB3/
https://www.starfleetgames.com/federation/phpBB3/viewtopic.php?t=5927
This is one of the reasons I like FedCom better than SFB.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.
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.This is one of the reasons I like FedCom better than SFB. Smile
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.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.