Observation:
The Warp speed ain't fast enough. These maps are huge, maby go with speed 216 (Warp 6) and 512 (Warp 8 ).
The time taken to accelerate to warp speed "feels" a little long but I guess that will prevent abuse from using it too "Tactically" in Combat.
This is VERY interesting, almost like we have a new game on our hands
OK, we now need to get some speed terms straight if we are going to be realistic about implementing warp-outs.
As you may have noticed in the above posts I have been doing some research into how to fit all these warp specs. in the game. First, we need to use the Okuda Warp Factor tables because they are the most canon and fit in with both the TOS and TNG series. Info on this can be found here:
http://en.wikipedia.org/wiki/Warp_factorBasically, the Okuda scale uses the following equation: speed in C = (warp factor)^(10/3) for warp factors 1 thru 9. Then an asymptotic scale is used for 9 thru 10 where warp factor 10 is the highest attainable velocity. Anything faster requires a Borg trans-warp drive. Some examples are:
1) Fight of the Phoenix in 2063 AD achieve warp factor 1 which is (1)^(10/3) = 1C
2) Rommies warp tech. were stuck at warp factor 3 until Klingon assistance in 2260s which is (3)^(10/3) = approx 39C.
(Fictional distance between Romulus and Earth according to "Star Trek: Star Charts" is 50 light-years and this fact stands up with any references in Star Trek: Enterprise. So, a Rommie WB at warp factor 3 = 39C (and, yes Scotty was most definitely drunk-on-the-job when he said the WB could only go sub-light) would take about 467 days to reach Earth so this keeps the Rommies away from Earth until the TOS era, but it's feasible for them to sneak in a spy or two to Vulcan like was done in StarTrek:Enterprise season 4).
3) Star Trek: Enterprise's premise is about the discovery of the warp 5 engine which is (5)^(10/3) = 214C. This means that during the Earth-Romulan War of 2156-60 Earth vessels could go the 50 light-years to Romulus in about 85 days
So, it fits with this war being pre-dominantly in Romulan space.
4) Kronos is approx. 75 light-years from Earth (cf. "Star Trek: Star Charts" ) and in the TOS era most ships were topping out at warp 6 or warp 7 which is (6)^(10/3) = approx 392C or (7)^(10/3) = 656C. This means travel time for Kirk from Earth to Kronos about 70 days which fits with the going-ons of the TOS era.
5) In the TNG era, there is a reference from Janeway stating that TOS era ships could only go half-speed of TNG era ships. What she is referring to is that TNG ships top out at warp 8 to 9. So, warp 8 is ( 8 )^(10/3) = 1024C (a little ironic for us programmers
). Warp 6 at 392C is definitely less than half of warp 8 at 1024C.
6) Star Trek:Voyager's premise is about it taking 75 years for USS Voyager to travel 75,000 light-years from the far reaches of the Delta Quadrant to reach Federation which fits with USS Voyager doing an avg. of 1024C or warp 8 per year.
Then, there are the anomalies like Enterprise NX-01 going from Earth to Kronos in 4 days which is explained in "Star Trek:Star Charts" that the Vulcans found some sub-space corridors to help out, etc. Kirk going to the galactic core in Star Trek V is more sub-space stuff, etc. So, we just have to dispense with those exceptions in order to keep everything in order.
Next, we need to translate all this into the game speed used in the SFCOP missions. The SFCOP manual explicitly states in the glossary for the "Speed" entry that all combat is done at sub-light speeds which negates all the SFB warp factors 1,2, 3 at less that speed 31 stuff. In addition, the manual is very clear about 1 unit of speed takes the ship 10,000km per turn. So, what is a turn. At game speed 8, it is approx 30 seconds, At game speed 11 it is approx. 10 seconds.
You can then figure out what the SFC game speed should be for warp factor one by taking the classic physic equation of:
v = d / t.
So, at game speed 8, a ship is going : v = (10000KM) / (30 seconds) = 333333 m/s. Compare this to the speed of light (ie. C = 3 x 10^8 m/s) and your ship is going (333333) / (3 x 10^8) = 0.0001111 C.
Not very fast is it? You can invert this value ( 1 / 0.0001111) = 9000. 9000 would be warp factor 1 in the game when using game speed 8.
How about at game speed 11? Crunch the numbers: v = (10000KM)/(10 seconds) = 1000000 m/s. Compare this to the speed of light (ie. C = 3 x 10^8 m/s) and your ship is going (1000000 ) / (3 x 10^8) = 0.0003333 C.
That's a little better. You can invert this value ( 1 / 0.0003333 ) = 3000. 3000 would be warp factor 1 in the game when using game speed 11.
To conclude: I am pretty much saying that it would be hard to accept any game speed less than 3000 as being "faster than the speed of light". So, if we are going to use the step ladder approach of going to speed 125 then 343, etc. that's cool. However, just don't call it warp factor 5 and warp factor 7. Warp factor 5 quotes as speed 125 is really something in the area of 40% (ie. using game speed 11) of the speed of light.
Going speed 9000 is probably too fast to goto warp, so I will go with speed 3000 and just explain the game speed difference between 8 and 11 as some voodoo time dialation stuff. If I need to bump it down somemore then I will put more pins in the warp speed voodoo doll, but I don't think we can go lower than speed 2000 in-game and still call it FTL travel.