Sign up Calendar Latest Topics

  Author   Comment  

Posts: 13
Reply with quote  #1 
Is there some way to determine the current speed of a target, either in-game or by an observation method? I want to be able to determine a target's current trajectory, and use that information along with their current speed to plot an appropriate intercept course to better use the obstacles on the map to my advantage. For example, if I see that a target's current trajectory will bring them near a mine field or black hole, I'd like to be able to time my arrival at a specific point (say, within 5k) to intercept and attack them.

I know it's possible, but I don't currently have the mathematical knowledge to do it. Any help (even a friendly point in the right direction) would be greatly appreciated.
Xavier Wise

Posts: 1,141
Reply with quote  #2 
I am not sure there is a way to do it. There are some things that are set, such as the speed an enemy ship can move at. I suppose you'd have to work out their speed relative to your own ship and their heading. Then you'd work out the intercept point on your current heading and speed.

To be honest, the more you do it, the better you begin to judge speed and direction. What is key is a helm officer that follows your heading and speed orders and doesn't try to 'adjust' to a more direct intercept. Many a time my plans have been ruined by a well intentioned course correct. There have been times where I have wanted to maneouvre around to a specific angle of attack, and a helm officer has changed course to approach head on.

I'd say therefore that a. Lots of practise and some trial and error and b. Making it clear to helm about following orders carefully and explaining about why (by that I don't mean explaining what you're doing in the moment- more explaining why you need them to follow orders carefully) are the two key things with learning how to best intercept an enemy.

Sorry there isn't more mathematical theory behind all this. Someone might be able to add that in based on enemy speeds and such, but without realtime plotting in game, I don't think it is currently possible. I may be wrong though.

Fleet Captain Xavier Wise - TSN Sabre
Link to TSN RP Community website

Posts: 3,009
Reply with quote  #3 
Enemy ships typically move at the fastest rate they can move at, which is 1/2 of the player ship's Impulse speed. For a Light Cruiser, that is, a Scout would be faster and a Dreadnought slower. But in general you will move two "clicks" for every one the enemy moves, if not at Warp.

Skaraans are much faster, and in fact are faster than Scouts. So you basically want to intercept them by planting yourself in their path of travel. That's particularly important for Warp or Jump driven Skaraans. In fact, hunting a Jump Drive Skaraan is probably one of the most frustrating things in the game. [biggrin]

Trajectory is harder to determine, but it's usually the direction the enemy ship is facing unless it is turning to a new heading. You often have to guess what a given enemy ship is aiming for.

Posts: 13
Reply with quote  #4 
Ah. I see. So if, say, a Light Cruiser takes 33.33 seconds to travel one Klick at Full Impulse with 100% power from Engineering at 0.6 unit top speed, then a Kralien Cruiser would take 66.66 seconds (or 1 minute 6.66 seconds) to travel the same distance operating at 0.3 unit top speed.

So, I could perhaps create physical polar coordinate overlay to place over the target on the Science or Captain's map to estimate the target's actual heading (as opposed to its heading relative to the player ship)? Then I might be able to plug a few numbers into a calculator determine estimated intercept points.

Thanks you guys. This is really helpful.
Previous Topic | Next Topic

Quick Navigation:

Easily create a Forum Website with Website Toolbox.