High speed at high damage

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Warhorse64
Posts: 154
Joined: Sun Dec 09, 2007 4:17 am

High speed at high damage

Post by Warhorse64 »

Okay, playing WestPac scenario 9.0, The Backyard. One of my Japanese diesel boats has a Red Sierra SSN climbing up his wake at 21 kts. I shoot a torp at the Sierra, and it immediately hears the torp and turns away. Click on the Sierra, and discover that it is now doing 35 kts, which is fine, except it also is at 95% damage!!! (I had shot at it a few hours earlier, too.) At 95% damage, shouldn't it be dead in the water?
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mack2
Posts: 243
Joined: Fri Jun 29, 2007 2:00 pm

RE: High speed at high damage

Post by mack2 »

Depends on what got hit.. that 5% could be keeping the sub running. For all we know the only things that might still work on the sub are the nuke reactor and screws.
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Shark7
Posts: 7936
Joined: Tue Jul 24, 2007 4:11 pm
Location: The Big Nowhere

RE: High speed at high damage

Post by Shark7 »

Yep, HCE does model critical hits, so unless the engine or screws are damaged it may still be possible to move at max speed. Though I do think that 35 kts at 95% damage (which indicates a 95% loss of flotation) is a bit excessive. I'll discuss this with the other members to see what exactly should be happening here.
Distant Worlds Fan

'When in doubt...attack!'
Warhorse64
Posts: 154
Joined: Sun Dec 09, 2007 4:17 am

RE: High speed at high damage

Post by Warhorse64 »

As I recall, in the paper rules, as damage went up, max speed went down, and somewhere around 90% damage you were dead in the water. Certainly this behavour was modelled in previous versions of HC, hence my confusion ... [&:]
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Shark7
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RE: High speed at high damage

Post by Shark7 »

You are correct, as damage goes up, speed should be reduced. It's being looked into.
Distant Worlds Fan

'When in doubt...attack!'
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