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Old February 15th, 2005, 04:14 PM
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Default Re: Stellar Manipulation Questions

Warp point manipulation happens on the day your ship gets a chance to use the movement point required to perform the action.

Turns are broken into 30 days.
A speed 6 ship thus gets 1mp every 5 days. If you move 2 squares, and then open a warppoint, the warppoint should open on day 15, right in the middle of the turn.

To ensure your fleet gets through, start them one square away, and order them to First move directly to the square containing your opener ship. Secondly, they should have orders to move to the target system. The expected path line will be a long winding route around the galaxy, but that's ok.
The opener ship must be of comparable speed to the warships, and have orders to open the warppoint immediately.

If both fleet and SM ship are of speed 6, then on day 5, the fleet moves to the SM ship's coords and the SM ship opens a warppoint.
On day 10, the fleet will reconsider its long and winding route, and instead take the short warp jump that has just opened. Your fleet will enter the target system on day 10, and fight any defenders in the way.
On days 15-30, your warfleet may continue to move towards the specific target location in the system, depending on the results of day 10's warp jump and possible combat.

If you have a warppoint closer ship sitting on a nearby warppoint, you can even give it orders to move then close.
If you time the ship to arrive on the newly opened warp point around day 15-30 for the above example, then you can open, warp the fleet AND close all in one turn.
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