ORIGINAL: Don Bowen
Seriously, I like the idea of no fuel ships accumulating sys damage but perhaps it might be scaled back a bit, for large ships anyways.
Then you have never been aboard a ship without power at sea. Without power you loose steerage. Then you're in sheep dip.
Also, it seems obvious to me that ships with no fuel should automatically defaut to cruise speed as I think I was accumulating extra damage as my ships were set on full speed.
Basic rule is you-set-it, you-get-it.
Full speed penalties should be higher for fast warships as merchants, and ocean liners were really designed to operate at "full speed" (or very near full speed). They should accumulate damage but at a slower rate.
Not a bad idea. Don't think it will make the enhancement list though. Changing from a single rate to multiple by ship type or (shudder) class is quite a lot of work.
Actually, I am a former merchant marine officer with over 2,000 days at sea. (shameless brag ) I spent many a day floating around on ships without power. They actually break down quite a bit-especially the older ones. Surprisingly most of the time you are at sea it is calm or moderate and floating around for a few days waiting for a tow has no effect on the ship. You get a little fishing in. I spent a number of years on the North Atlantic run and losing power there could present some problems.
Now of course, floating around in sub infested waters might be another thing but the sys damage thing is way too harsh as it is.
If you want to hear some real "sea stories" just let me know.....
Concur...Now that we have engineering damage, system damage should have a minimal impact on speed, but on the ability to complete the mission. Weapons systems should just go red for no apparent reason, radars should just quit, a ship steaming alone should just lose communications, get lost, etc.
Check me on this, CR. My onboard memory banks are full of all kind of stuff and this is really old - like +36 years now. It's not full speed that drives you nuts. There is one above, which is Flank speed which chews up the go juice and shakes the innards of both you and the ship out. And that varies in this game from about 28kts to 37kts for the USN combatant vessels (excluding the Old Ladies) depending on repair state.
Ok, now you have opened up the floor for "sea stories" May god have mercy on your poor souls. Here is a good extra knot story.
I worked as able body seaman on the fastest merchant ships ever made. They were called SL7s (Sealand) and I think they built six or seven of them. They were constructed in the early seventies before the gas crisis and were designed to cruise at just under 30 knots, and to cruise at full speed in all but the worst North Atlantic storms! They could make 20 knots on one boiler. On the maiden voyage of the first ship (I was not there) they tried to break the transatlantic record held by the United States or one of the Queens, but blew a boiler just out of Brixton light and failed. However the oil crisis of the early seventies did them in. A normal modern merchant burned about 30 barrels of oil an hour but these babys burned 300. For the rest of their careers they sailed at about 22 knots to conserve fuel. Eventually they were sold to the Navy, completely rebuilt and now serve in the rapid deployment fleet. The navy likes them because they can keep up with warships.
You are right Rev. Merchants are designed to run at full speed. That is cruising speed is basically the same as their top speed. But you could always squeeze an extra knot out of them, however it really stressed the systems and that is when things would break. A full speed run for a warship in good condition should not stress it too much. A flank run for any lenght of time risks quite a lot of damage.
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