Topic: A new thought on multiple hex movement  (Read 1201 times)

0 Members and 1 Guest are viewing this topic.

Offline KAT Chuut-Ritt

  • Vice Admiral
  • *
  • Posts: 26163
  • Gender: Male
A new thought on multiple hex movement
« on: February 16, 2005, 05:03:35 am »
Just occurred to me that on a larger map perhaps 2 or even 3 hex movement might be considered if it was limited to use in friendly space only that was connected with a line of supply.  Would definately have to rely on the honor system, but what do you guys think?

The one drawback I could think of would be on the front where drafting instability might result or playersmight find it difficult to set "ambushes", so perhaps only allowed in interior space where all surrounding hexes were allied.

Offline Sochin

  • Lt.
  • *
  • Posts: 747
  • Gender: Male
Re: A new thought on multiple hex movement
« Reply #1 on: February 16, 2005, 05:22:17 am »
2 hex movement is standard on D3 servers, good idea to limit the extra movement in freindly space but I would limit it to within 1 hex of the frontline, your almost trying to simulate sprint and drift.

Offline KBF-Crim

  • 1st Deacon ,Church of Taldren
  • Global Moderator
  • Commodore
  • *
  • Posts: 12271
  • Gender: Male
  • Crim,son of Rus'l
Re: A new thought on multiple hex movement
« Reply #2 on: February 16, 2005, 02:03:10 pm »
IIRC...higher speed travel between bases is OK in F&E.....and shadow used it for SFCoC....but only between bases....and the ships had to "rest" for one turn after such a high speed run...for maintanence...

The theory being these transit lanes are well traveled and free of navigational hazards...

Placing a picket ship in the lane counters this IIRC...

I have Shadow's rules for SFCoC somewhere in hard copy...I'll dig em out if you think they are any help...

But I'm not sure how you would simulate this on a dyna... :-\

 

Offline Strafer

  • Lt. Junior Grade
  • *
  • Posts: 428
  • Gender: Male
Re: A new thought on multiple hex movement
« Reply #3 on: February 16, 2005, 02:41:10 pm »
and the ships had to "rest" for one turn after such a high speed run...for maintanence...
 
That at least would make good use of that annoying "No engine Ambush" mission...
--
Code: [Select]
Lineage II
Server                           Sieghardt                    deviantrealms.com (dead)
Chars       Strafer          L24 Rogue                  L64 Hawkeye
                StrayFar       L64 Tyrant                  L51 Tyrant
                StrawFur      L37 Scavenger            L49 Bounty Hunter
                StraightFour L62 Shillen Elder         L53 Shillen Elder

Offline KBF-Crim

  • 1st Deacon ,Church of Taldren
  • Global Moderator
  • Commodore
  • *
  • Posts: 12271
  • Gender: Male
  • Crim,son of Rus'l
Re: A new thought on multiple hex movement
« Reply #4 on: February 16, 2005, 02:49:19 pm »
Ooooh....and the repair randeaveux<sp>.... ;D

Offline KAT Chuut-Ritt

  • Vice Admiral
  • *
  • Posts: 26163
  • Gender: Male
Re: A new thought on multiple hex movement
« Reply #5 on: February 16, 2005, 02:53:18 pm »
IIRC...higher speed travel between bases is OK in F&E.....and shadow used it for SFCoC....but only between bases....and the ships had to "rest" for one turn after such a high speed run...for maintanence...

The theory being these transit lanes are well traveled and free of navigational hazards...

Placing a picket ship in the lane counters this IIRC...

I have Shadow's rules for SFCoC somewhere in hard copy...I'll dig em out if you think they are any help...

But I'm not sure how you would simulate this on a dyna... :-\

 

Thanks for the offer Crim but not needed.  The point would be movement in friendly space when transfering operations would be on a different time scale as being on patrol on a certain front.  If your on the front moving from hex to hex and looking at the icons of the enemy this is like a scouting operation, but if your moving across your own space to deal with a threat in another sector this is a straightline run.