Tow: Difference between revisions

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A ship with 2 engines or more can tow another ship, including enemy ships.
==Breaking Tow==
To avoid being towed by an enemy ship, you can try breaking tow. To break tow, four conditions have to be met (the "4 fingers"):
* Your ship must have 25 kt of fuel or more.
* The ship must have 2 engines or more.
* The ship must set a "long waypoint", which is the square of your warp speed (e.g. warp 9 = 81 ly). For non-gravitonic ships, it means the farther than you could travel in one turn at your selected warp speed. (For gravitonic ships at warp 9, it is enough to travel more than 81 ly).
* You must have a warp speed at least equal to the ship trying to tow you.
The type of engine never matters for breaking tow. For ships with gravitonic engines, speed is measured by how many lightyears you travel in a single turn rather than warp number. So for example, at warp 7, a gravitonic ship will travel 98 lightyears, so this is faster than a normal ship at warp 9. This also means that you cannot break tow against a gravitonic ship with a warp speed that is high enough.
==Notes on towing==
An attempt to establish a Tow Lock doesn't require fuel. This means:
An attempt to establish a Tow Lock doesn't require fuel. This means:
* A foreign ship could transfer fuel to your ship and successfully Tow despite starting the Turn without fuel.  
* A foreign ship could transfer fuel to your ship and successfully Tow despite starting the Turn without fuel.  
* An alchemy ship (such as the [[Aries_Class_Transport|Aries]]) could start the turn with no fuel, lock tow, perform alchemy, and then tow a ship successfully.
* An alchemy ship (such as the [[Aries_Class_Transport|Aries]]) could start the turn with no fuel, lock tow, perform alchemy, and then tow a ship successfully.


===Command Ships===
Command ships move earlier in Host order, and can avoid being towed by moving away.
==External Links==


[http://www.planetsmagazine.com/facts/straight-talk-about-the-tractor-beam/ Planets Magazine Tow]<br>
[http://www.planetsmagazine.com/facts/straight-talk-about-the-tractor-beam/ Planets Magazine Tow]<br>

Revision as of 01:28, 3 December 2020

A ship with 2 engines or more can tow another ship, including enemy ships.

Breaking Tow

To avoid being towed by an enemy ship, you can try breaking tow. To break tow, four conditions have to be met (the "4 fingers"):

  • Your ship must have 25 kt of fuel or more.
  • The ship must have 2 engines or more.
  • The ship must set a "long waypoint", which is the square of your warp speed (e.g. warp 9 = 81 ly). For non-gravitonic ships, it means the farther than you could travel in one turn at your selected warp speed. (For gravitonic ships at warp 9, it is enough to travel more than 81 ly).
  • You must have a warp speed at least equal to the ship trying to tow you.

The type of engine never matters for breaking tow. For ships with gravitonic engines, speed is measured by how many lightyears you travel in a single turn rather than warp number. So for example, at warp 7, a gravitonic ship will travel 98 lightyears, so this is faster than a normal ship at warp 9. This also means that you cannot break tow against a gravitonic ship with a warp speed that is high enough.

Notes on towing

An attempt to establish a Tow Lock doesn't require fuel. This means:

  • A foreign ship could transfer fuel to your ship and successfully Tow despite starting the Turn without fuel.
  • An alchemy ship (such as the Aries) could start the turn with no fuel, lock tow, perform alchemy, and then tow a ship successfully.

Command Ships

Command ships move earlier in Host order, and can avoid being towed by moving away.

External Links

Planets Magazine Tow

PlanetsPedia Tow

Donovans Tow

See Also

Ship Movement
Ship Intercept