Results 1 to 10 of 10

Thread: Map Movement Thread

Hybrid View

Previous Post Previous Post   Next Post Next Post
  1. #1
    General Retreat's Avatar Policeman Pleb
    Join Date
    Aug 2013
    Location
    Kent, England
    Posts
    987

    Default Map Movement Thread

    Spoiler for Map

    If you want to move your forces on the game hex map, you must post in this thread with the relevant details. This includes your starting position's grid number, the destination's grid number and the the ships you're looking to move.

    Moderators will assume that you wish to take the most direct route from A to B unless you specify a preferred alternative. As an example, if there is a particular asteroid field you wish to avoid, you will have to make that clear.

    The total time taken to make a movement can be calculated using the calculators developed by Honors Bastion, found here.

    [B]Start Hex Number:[/B]
    [B]Destination Hex Number:[/B]
    [B]Fleet Composition:[/B]
    [B]Notes:[/B] Any other details moderators need to know.
    When a new system is discovered, moderators will update the hex map to reflect the development.

    Movement and Exploration
    Movement:
    In MU, movement will be determined based on two systems, a normal hex map and through the Warpgates. They will be described as follows.

    Normal Hex Movement:
    If you are moving just one hex at a time, then the following movement times will apply per each hex.

    • Normal Hex: 3 hours
    • Nebula Hex: 4.5 hours
    • Asteroid Hex: 6 hours

    So if you are moving through 5 normal hexes and 2 nebula hexes, your move time will be 15 hours (normal) + 9 hours (nebula) for a total of 24 hours travel time.

    In addition, since we do have numbered hexes available on our map, you must state your starting hex number and your end hex number when posting your movements. Moderators will be assuming that you are moving through the quickest route possible between two hexes. IF that’s not the case, then you will need to provide more information.

    Warpgate Movement:
    In addition to just moving hex by hex, we also have movement between two Warpgates where your fleet will basically move at a much quicker rate between the two particular gates.

    When traveling via a Warpgate, travel time per hex between the two Warpgates will be 1 hour per hex. This is explained in the following bullets with the limitations/restrictins of Warpgate travel.

    • For example, between Terra and Durdane, there are a total of 5 hexes separating them. If you travel along the Warpgate between Terra and Durdane, then your travel time will be 5 hours.
    • The 1 hour move time per hex is only if you are moving between two Warpgates. Using the Terra and Durdane systems example again, if you are just moving from Terra to the Procyon system, then your travel time will be 10 hours since you are NOT moving through the Warpgate even if our map states that a spacelane goes through the hex between Terra and Procyon
    • Warpgate movement is only between two specific systems which are clearly labeled in our map.

    Movement Modifier Due to Fleet Composition:
    The composition of your fleet can have an effect on how quickly it can move through a hex. The ship with the lowest speed in your fleet (not what the average speed of your fleet is) will determine how quickly you move.
    3 or lower = Move at 100% rate (normal hex movement is 3 hours)
    5 = Move at 125% rate (normal hex movement goes down from 3 hours to 2.4 hours)
    8 = 150% rate (normal hex movement goes down from 3 hours to 2.0 hours)
    10 = 200% rate (normal hex movement goes down from 3 hours to 1.5 hours)
    So if you have a fleet of ships, most of which have a speed of 8 but you have one ship that moves at a speed of 5, then your fleet can only move at a 125% rate, not at a 150% rate on a normal hex. A calculator has been developed to make these modifications (among other things) easier to work out.

    This speed boost does apply to warpgate movement as well.

    Loading and Unloading of Troops:
    Realistically, it takes time for a land based army to be embarked onto a fleet of warships and transports to move in between two systems. As a result, if you are going to redeploy your armies between two areas, the following times will be added to your movements.

    • Friendly Systems: 6 hours to embark or disembark.
    • Hostile Systems: 12 hours to embark or disembark.

    So if you are loading your troops onto your warships and then unloading them on a hostile planet, the total time that you need to add will be 18 hours (6 for your own friendly system, 12 for the enemy hostile one).

    Fleet Position, Ambush and Detection:
    We have the benefit of having numbers assigned to each hex position, allowing us to have a great deal of accuracy regarding where fleets and armies will be located. As a result, we have a more sophisticated system regarding how two fleets can meet.

    A fleet can be stationed on one particular hex. That fleet will have a detection radius of two hexes around its own hex in which it can engage an enemy fleet or let it sail by. A stationary fleet that is positioned inside an Asteroid Field or Nebula may also attempt to ambush the enemy fleet by taking a Detection Roll.

    Roll: Chance = (Fleet Attack+Defence)/20). d100, with Chance as detection chance.
    Example: Two Behemoths. (400 + 400)/20 = 40. Therefore 40/100 chance of detection.

    A successful ambush results in a +4 to the ambusher’s attack roll.

    Exploration:
    When travelling through unknown territory, vessels will reveal a radius of two hex grids around them. Specialised Exploration Ships will instead reveal a radius of three hexes around them.

    If a system is discovered, the location is added to the map, physical characteristics are generated and the relevant character credited as the discovering explorer. The player who reveals the location of a system is also bestowed with the honor or naming it (subject to Moderator discretion).
    Last edited by Honors Bastion; January 27, 2015 at 01:20 PM.

  2. #2

    Default Re: Map Movement Thread

    Following the news about a potential incident regarding Marune, Duke Alexei Au'lair orders the mustering of all the forces from the Castor Domain to form up within their respective home territories for now.

  3. #3

    Default Re: Map Movement Thread

    The Au'lair Fleet composed of the warships of the Castor System in addition to that of the Cyngi System are to travel through the warpgates from Castor all the way to the Delpha System.

    That is a total of 24 hexes with the fleet moving at a normal, 100%, rate since the lowest speed in the fleet is a 2. ETA is 24 horus as of this post, so 7:37 AM CDT or 13:37 GMT.


  4. #4

    Default Re: Map Movement Thread

    After being informed of the potential border incident and threat of war with Marune, Duchess Saeko orders the forces of the Metropolis domain to be mustered on their home systems.

  5. #5
    Pericles of Athens's Avatar Vicarius Provinciae
    Join Date
    Aug 2010
    Location
    The United States of America
    Posts
    12,267

    Default Re: Map Movement Thread

    Bastion mobilizes it's forces around Bastion.


  6. #6
    The Mad Skylord's Avatar Tribunus
    Join Date
    Nov 2014
    Location
    The RPG Forums
    Posts
    7,493

    Default Re: Map Movement Thread

    Darr Cogaíoch orders the mustering of House and Vassal warships in their home systems.

  7. #7

    Default Re: Map Movement Thread

    Demetrius' ship departs for the Durdane system via warpgate.

    ETA: 6 hours
    Impossible is a word to be found only in the dictionary of fools.
    Napoleon Bonaparte


    While I thought that I was learning how to live, I have been learning how to die.
    Leonardo Da Vinci

    If I cannot find a way I will make one.

    Hannibal Barca

  8. #8

    Default Re: Map Movement Thread

    Demetrius and his ship depart for Dorsum via warpgates.

    ETA: 13 hours
    Impossible is a word to be found only in the dictionary of fools.
    Napoleon Bonaparte


    While I thought that I was learning how to live, I have been learning how to die.
    Leonardo Da Vinci

    If I cannot find a way I will make one.

    Hannibal Barca

  9. #9
    The Mad Skylord's Avatar Tribunus
    Join Date
    Nov 2014
    Location
    The RPG Forums
    Posts
    7,493

    Default Re: Map Movement Thread

    The First through Fourth Imperial Fleets depart for Delpha, to be attached to Duke Graf's command.

    ((I don't know the fleet composition or fleet locations, if a mod could help please.))

  10. #10
    The Mad Skylord's Avatar Tribunus
    Join Date
    Nov 2014
    Location
    The RPG Forums
    Posts
    7,493

    Default Re: Map Movement Thread

    Start Hex Number:2423
    Destination Hex Number:2125
    Fleet Composition:See Below.
    Notes: Any other details moderators need to know.

    • 5 Super Carriers
    • 9 Fleet Carriers
    • 16 Escort Carriers
    • 6 Destroyer Escort Squadrons
    • 2 Flak Destroyer Squadrons
    • 21 Flak Frigate Squadrons
    • 20 Escort Frigate Squadrons
    • 1 Minelayer Frigate Squadron
    • 1 Minesweeper Frigate Squadron
    • 46 Space Fighters
    • 20 Multi-Purpose Fighters
    • 170 Space Bombers

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •