All right, sim-move tests. Same setup as before (2 ships, each with EmerProp5; ship 1 has movement of 1 and ship 2 has movement of 6).
This time, same effect as everyone else saw. A ship with movement of 1 will not use EmerProp points, regardless of remaining supply. And a ship that has run out of supply will get no benefit at all from EmerProp (i.e., not even the 1 extra move you get in turn-based).
I'd say that three things need to happen:
- Set up turn-based games to not give any bonus moves to out-of-supply ships that use EmerProp;
- Set up sim-move games to give full EmerProp benefits to ships with movement of 1;
- Make it clear that EmerProp gives bonus movement up to the limit of remaining supply
What do y'all think?