LR: long range
SR: short range
CR: close range
By default (modifiable by battle computing parts and fleet leaders), fleets will want to stay (or get to) a given range depending on its weaponry:
- If only LR weapons, then stay at LR.
- If it has SR weapons but no CR weapons, then get to SR.
- If it has CR weapons, then get to CR.
Battle computing parts would do more reasobable decisions, like "Stay at the range where own_dmg_output / enemy_dmg_output is greater".
Fleet's relative "speeds" (or velocities) and their intended range determine how many turns the fleets stay at each range.
Ship speed will depend on hull (bigger hulls being slower) and tactical engine part/tech. And fleet speed will be slowest ship speed.
In the following tables, fleet A has same or greater speed than fleet B, and cells indicate rounds at LR / SR / CR depending on intended range of each fleet.
If A's speed is between 1x and 2x B's speed
B wants LR | B wants SR | B wants CR | |
A wants LR | 5 / 0 / 0 | 2 / 3 / 0 | 2 / 1 / 2 |
A wants SR | 2 / 3 / 0 | 1 / 4 / 0 | 1 / 2 / 2 |
A wants CR | 2 / 2 / 1 | 1 / 2 / 2 | 1 / 1 / 3 |
A's speed between 2x and 3x B's speed
B wants LR | B wants SR | B wants CR | |
A wants LR | 5 / 0 / 0 | 3 / 2 / 0 | 3 / 1 / 1 |
A wants SR | 2 / 3 / 0 | 1 / 4 / 0 | 1 / 3 / 1 |
A wants CR | 1 / 2 / 2 | 1 / 1 / 3 | 1 / 0 / 4 |
A's speed greater than 3x B's speed
B wants LR | B wants SR | B wants CR | |
A wants LR | 5 / 0 / 0 | 4 / 1 / 0 | 4 / 1 / 0 |
A wants SR | 1 / 4 / 0 | 1 / 4 / 0 | 1 / 4 / 0 |
A wants CR | 1 / 1 / 3 | 1 / 0 / 4 | 1 / 0 / 4 |