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CW Turn Sequence
#1
Here is a more concise turn sequence I created in a spreadsheet tool I use for several purposes.

This has been updated to reflect changes and corrections in the manual as of 11/16/13.


Attached Files
.pdf   Turn Sequence CWT2 111613dp.pdf (Size: 31.19 KB / Downloads: 4)
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#2
Thanks! Very Useful! One minor thing though - I think it should be "Jump or Move". I've never seen anything that says I can't jump and then move in the same turn but it doesn't seem to work
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#3
(10-03-2013, 03:27 PM)Chirpsithtra Wrote: Thanks! Very Useful! One minor thing though - I think it should be "Jump or Move". I've never seen anything that says I can't jump and then move in the same turn but it doesn't seem to work

Although I feel it was clearly stated I have added language to make it specific beyond doubt as such:

TRAVEL

There are two ways in which a Ship may Travel using Hyper Engines: it can Move with a Move Order or it can Jump with a Jump Order. The same Ship may NOT perform a Jump Order and a Move Order in the same Turn; Jump OR Move one or the other.

The link to the page: Ship Travel and Maneuver

If you could Jump and then Move, there would be no point in having the 11th orbit.
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#4
Thanks! I guess I must have been dozing when reading that section. And true about 11th orbit. It is frustrating, though, that in order to reach a colony one jump away that you need three turns - jump, then move, then tactical move/dock.
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#5
That has been sticking in my craw as well. On the one hand, it makes interstellar travel a significant event, and interstellar military campaigns something akin to choreography. On the other hand, I intuitively want to just issue a single order and have my freighter arrive and dock.

There is something to be said for forcing ship movements to be exposed to potential hostilities at multiple points in a long trip. Gives the defender a chance to pick the best time to react...
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#6
Updated attachment above on 11/16/13.
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#7
(10-06-2013, 08:25 AM)Chirpsithtra Wrote: Thanks! I guess I must have been dozing when reading that section. And true about 11th orbit. It is frustrating, though, that in order to reach a colony one jump away that you need three turns - jump, then move, then tactical move/dock.

It should be noted that on that third turn you can dock do combat or transfers and add-ons and then jump on to another system.
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