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The Fleet Ship designs, strategies, and tactics.

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Old April 9th, 2008, 02:59 PM
jawillroy jawillroy is offline
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Default There's gotta be a thread on this somewhere...

About the jump process using LBB2:

I know that you've got to have a jump-plan, either storebought or produced by the generate program; I know that if you're smart you'll have produced the jump-plan ahead of time and just need to load it into the Nav & Jump programs, which need to be running together in order to jump. I know that you're wise to be outside the 100D limit.

LBB2 doesn't seem to say at all how long it takes for a ship to jump, or where that fits into the combat sequence. Logic would seem to dictate that jump occurs during the movement phase, but how long must the Jump and Navigate programs be in operation before jump actually happens? It seems as though you could slap Jump and Nav into the computer during your reprogramming phase, and jump the very next movement phase - or you could have them loaded up and ready to go, and jump your first movement phase.

And if that's the case, must they run constantly, or just the movement phase?

HG has the rule about expending sufficient EP to run the jump drive for two turns (or something like that) and I recall that for most LBB2 designs that means that the ship's going to be working up juice for at least two turns without really doing anything else.

CT grognards, what have you done in the past?
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