Ship Movement

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Archived from groups: alt.games.vgaplanets4 (More info?)

 

I was wondering if anyone can help me out with some movement issues. I
have 3 ships all heading to a planet 100LY away. They are all at
different points in space. One is 75LY NW of the planet, one is 50LY N
of the planet, and one is about 40LY NE of the planet. How can I insure
that they all arrive to the planet on the same tick in order to attack
in the same combat phase and not spread out?

Any help with this concept would be appreciated.

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Archived from groups: alt.games.vgaplanets4 (More info?)

 

If the ships approach the planet from virtually the same vector (anything up
to about 180 degrees should work if the speed difference of the various
ships is big enough), set the closest ship to speed 40 and the other two to
max speed and escort the first.

If they are approaching from greatly different vectors (i.e. from opposite
sides), let the closest ship circle the target-planet (3 or 4 WPs in at
least a 10 or 12 ly radius around the planet) and then close with the
planet. Set its speed so, it just manages to reach its target. Set the other
sips to escort the first and set speed to max.
Take care to let ship one circle in a way, your escorting ships don´t enter
combat range accidentaly while trying to reach ship one

If ships 2 and 3 are too slow, to reach ship one, you have to set a meeting
point in space, that all three ships can reach. You´ll loose a turn that
way, but next turn all ships will be together.

Hope this helps

Ralph Hoenig, Germany

"Equinox" <grinsler@hotmail.com> schrieb
>I was wondering if anyone can help me out with some movement issues. I
> have 3 ships all heading to a planet 100LY away. They are all at
> different points in space. One is 75LY NW of the planet, one is 50LY N
> of the planet, and one is about 40LY NE of the planet. How can I insure
> that they all arrive to the planet on the same tick in order to attack
> in the same combat phase and not spread out?
>
> Any help with this concept would be appreciated.
>

Reply to Anonymous
- 0 +

Archived from groups: alt.games.vgaplanets4 (More info?)

 

Thank you! That is very interesting. So are you saying that the Escort
command basically has the escorting ships meet up with their target,
then match the target's speed and accompany the target ship for the
remainder of the turn even if the escorting ships were set to a higher
speed initially? I couldn't find a good description of what Escort
exactly did.

Reply to Equinox

Archived from groups: alt.games.vgaplanets4 (More info?)

 

Correct except for the matching speed thing. The speed of the escorts will
still be higher than the escorted one, but as long as the escorts have a
speed setting at least as high as the one being escorted, they will stay
with it (imagin the faster ships running circles around the slower one or
zig-zaging, while the slower one is moving in a streight line)

Ralph Hoenig, Germany

"Equinox" <grinsler@hotmail.com> schrieb
> Thank you! That is very interesting. So are you saying that the Escort
> command basically has the escorting ships meet up with their target,
> then match the target's speed and accompany the target ship for the
> remainder of the turn even if the escorting ships were set to a higher
> speed initially? I couldn't find a good description of what Escort
> exactly did.
>

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