Deceleration and Turning

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cnuzzi
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Deceleration and Turning

Post by cnuzzi »

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
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Post by mjwest »

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
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Post by Grimmshade »

Wow, good call out. I've been doing this wrong. That changes tactics a lot, in a good way.
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Post by Sgt_G »

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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ecs05norway
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Post by ecs05norway »

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
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Post by cnuzzi »

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
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Post by m1a1dat »

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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