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Old February 11th, 2004, 08:21 PM
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Default Re: StarFire Mod v-Beta 2

Actually Dan it is doing that now, unfortunately there is a limitation to this effect. Namely that it does not apply to any “abilities”. To give the ships their extra speed in combat but keep there cruising speed down I had to add in the “combat movement” “ability”. As the engines are lost the ships are loosing speed, but this is only to the extent of the natural speed (the non “ability” speed) provided by the engines. Let me give you an example (not from the mod).

You have a ship with 6 engines and the hull of this ship has the ability “combat speed” set at 2. Out of combat the ship will move at speed 6 (assuming 1 engine per movement point). In combat it will move at speed 5. Formula:

Out of combat: 6 engines at 1 point each = 6 movement points.
In combat: 6 engines at 1 point each = 6/2 (all non-combat movement is halved) = 3 + 2 combat movement = 5.

So when all engines are destroyed if the combat movement is added to the engines the ship stops. If however, as is the case here, if the combat movement is added to the hulls the ships keep moving but at a reduced speed as it is no longer getting the first portion of the In Combat formula:

As above:
In combat: 0 engines (all destroyed) at 1 point each = 0/2 = 0 + 2 combat movement =2

Did I just confuse you? The upside to this is that a ship with one or more working engines can out run a ship with no engines even though the ship without engines can still move, and once combat is done the ship is “dead in the waters”, you will not be flying it home for repairs. The downside to this is that you still can move and thus ramming takes on a new light. I could reduce or even eliminate ramming damage to offset this, if I do reduce/eliminate the Sr will still work as it does damage on top of any caused by the ramming attack.
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