ship movmeent
Scott Adams
longshot at DARKTECH.ORG
Mon Aug 23 00:47:13 CEST 1999
At 11:26 AM 8/22/99 -0400, you wrote:
>An average full-day's coastal sailing (i.e. plotting a course that follows
>the coastline, a normal path for 90% of the ship traffic in this era of
>navigation) is considered to be one strategic turn, with the ship dropping
>anchor at nightfall. Once you are one hex or more away from any land, a
>full day allows two strategic turns of sailing.
>
>To determine sailing distance (in hexes) in a day, Use the numbers below for
>windspeed vs. type of ship and multiplied by the number of strategic turns
>of travel:
> Poor Winds Average Winds Strong Winds
> MERCHANT 1/2 1 2
> WARSHIP 1 3 5
>
>For ships that are rowed, the following speeds are per strategic turn of
>travel. On the open ocean, a replacement rowing crew is required or only
>one strategic turn of movement per day is allowed.
>
> Cruise
> BARGE 1/2
> MERCHANT 1
> WARSHIP 4
>
>NOTE: Barges are generally not seaworthy and only used in harbors or lakes.
Thanks I'll use some ideas from here as well. But i found the notes as I
figured in my files for seagoing...and devised up a semi system of my own.
Thanks..
Longshot - ZC of AdventureNet International Echomail Network
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