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  #1  
Old August 5th, 2002, 05:14 AM
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Default Re: Suicidal Ships?

I think if you lose your bridge, speed drops to one, which would mean the fleet would have to Last practically the whole strategic turn before it moved to the homeworld. I think losing life support and crew quarters each halve speed, as well. (Each condition either halves or slows to 1, but I don't remember which does which.) So, that would be my guess.

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  #2  
Old August 5th, 2002, 05:53 AM
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Default Re: Suicidal Ships?

Losing Bridge:
1/2 movement.

Losing all crew quarters:
1/2 movement.

Losing all lifesupport:
1/4 movement.

Being able to decimate a fleet because you crippled the leader's movement:
Priceless.
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Old August 5th, 2002, 06:23 AM
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Default Re: Suicidal Ships?

Quote:
Originally posted by Suicide Junkie:

Being able to decimate a fleet because you crippled the leader's movement:
Priceless.
ROFLOL Oh that's classic SJ. I love it. Someone should make a whole list of stuff like that for the SEIV universe. That'd be great. I'll if I can come up with some myself.
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  #4  
Old August 5th, 2002, 08:59 PM
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Default Re: Suicidal Ships?

Quote:
Simultanious game, and I gave them a move order, not attack.
There's your problem. In a simultaneous game, you have to use the Attack order to enter a sector containing hostiles; ships with the Move order will just stop (or sometimes "dance" back and forth between two adjacent sectors). The only exception I can think of is when you move through a warp point and run into defenders which the moving ships didn't know were there.
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Old August 5th, 2002, 09:23 PM
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Default Re: Suicidal Ships?

Quote:
Originally posted by capnq:
There's your problem. In a simultaneous game, you have to use the Attack order to enter a sector containing hostiles; ships with the Move order will just stop (or sometimes "dance" back and forth between two adjacent sectors). The only exception I can think of is when you move through a warp point and run into defenders which the moving ships didn't know were there.
No, this can't be right. I use the "move to" order all the time when attacking planets in simultaneous games. More out of habit than any particular reason really. But move to works just fine when attacking stationary targets.

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Old August 5th, 2002, 10:56 PM

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Default Re: Suicidal Ships?

"There's your problem. In a simultaneous game, you have to use the Attack order to enter a sector containing hostiles; ships with the Move order will just stop (or sometimes "dance" back and forth between two adjacent sectors). The only exception I can think of is when you move through a warp point and run into defenders which the moving ships didn't know were there."

No.. they only do the dance when you don't SPECIFICALLY tell them to move to that square. If you give a move-to order to a square with enemies, they'll go there.

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Old August 6th, 2002, 12:04 AM
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Default Re: Suicidal Ships?

I think this is how it happened. The key elements are your fleet's speed of 5 and 7 attacks by the fighters. This means the fighters have speed of 7.

Your fleet will move on days 6, 12,18, 24 and 30.
The fighters will move on days 4, 8, 12, 16, 20, 24 and 28.

The fighters first move is to attack you! And it happens before you can move. As long as ONE ship has its speed reduced to 3, it can again attack before you can move (Speed 3 move on days 10, 20 and 30). Once he has the speed of one ship down to 1, you can't move till day 30! That slow ship probably won't even be able to get into the battle so it won't be destroyed; in fact if it has no weapons either, it will move off to a neutral corner.

As long as your fleet has speed of 1 on day thirty, it should then move onto the planet. If speed is zero, you will stay put.

Hope this helps.

Kim
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