Re: My problems with simultaneous
I think it makes reasonable sense that a ship should be able to move by itself before emergency propulsion will work. It depends on the mechanics involved, of course.
What's odd though is in practice the ship has to be able to move at speed TWO before EmProp will work. Again, I guess it's not unreasonable to imagine explanations for this ... ideally, the design screen would give a warning if a ship has EmProp but doesn't have enough speed to use it. By default, you can even put EmProp on bases.
As for simultaneous movement, you have to understand that it actually has time flow and speeds. That makes EmProp work differently.
In turn-based, there really is no time, just movement in sequence. So EmProp works by "replenishing expended movement points".
In simultaneous mode, there are no movement points, just speed. And there IS a limited amount of time. Orders are performed in sequence. If you give orders to move two sectors, then use emergency propulsion, then move five more sectors, the ship will move the first two sectors at its usual speed, then change speed to the new emergency speed, and move as far as it can at the higher speed. Some fancy maneouvers might actually use that, but generally, you get the most from EmProp in simultaneous mode, by using it first, before all other orders, so you move at emergency speed for the entire turn. Using it at the end of the turn would have no effect at all.
PvK
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