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Posted by: Erik L
« on: June 18, 2012, 03:55:25 PM »

I decided to up the launch velocities to match the ranges.

I'm still trying to figure out if a ship running away with a speed higher than the launch velocity can be hit. The turn order is low init move, high init move, high init fire, low init fire.
Posted by: Erik L
« on: June 17, 2012, 05:56:29 PM »

Looking over what I have for mass cannons, they have a launch velocity ranging from 1,000 km/s to 3,000 km/s. This is used to determine range.

Ships can have a thrust of 1 to 22 (333km/s to 7333km/s).

The conundrum here is if I fire a mass cannon at a fast ship fleeing from me, the projectile should never be able to hit since the max launch velocity is ~2.5 slower than max ship speed.

Mass Cannons are considered direct fire weapons meaning they fire and hit the same round.

Even doing the math, MC are broken. 3000km/s launch vel gives a range of 30 hexes (300,000km). Rounds are 30 seconds in length. So to cover 30 hexes, the velocity needs to be 10,000km/s.

Any ideas on how I should fix this? Reduce ranges to fit the math, or rework launch velocities to fit the ranges? And should a ship be able to outrun a direct fire projectile?