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Deceleration and Turning

 
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cnuzzi
Lieutenant Commander


Joined: 10 Jun 2017
Posts: 209

PostPosted: Wed Aug 02, 2017 8:08 pm    Post subject: Deceleration and Turning Reply with quote

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: 4072
Location: Dallas, Texas

PostPosted: Wed Aug 02, 2017 10:15 pm    Post subject: Reply with quote

If you have the power to continuously decelerate, yes, you can do that. The example with the Federation Frigate shows it doing exactly this.
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Grimmshade
Lieutenant JG


Joined: 15 Feb 2017
Posts: 84
Location: Wherever games are sold

PostPosted: Fri Aug 04, 2017 1:26 pm    Post subject: Reply with quote

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: 529
Location: Offutt AFB, Nebraska

PostPosted: Fri Aug 04, 2017 5:20 pm    Post subject: Reply with quote

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.
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Master Sgt, US Air Force, Retired -- 1981-2007 -- 1W091A
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ecs05norway
Lieutenant JG


Joined: 09 Aug 2012
Posts: 87

PostPosted: Fri Aug 04, 2017 7:40 pm    Post subject: Reply with quote

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. Smile
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cnuzzi
Lieutenant Commander


Joined: 10 Jun 2017
Posts: 209

PostPosted: Sat Aug 05, 2017 1:51 pm    Post subject: Reply with quote

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

PostPosted: Sun Aug 06, 2017 11:00 pm    Post subject: Reply with quote

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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