Do away with sub-pulses and do
everything as
full impulses unless a player requests an impulse to be played with
sub-pulses. Do acceleration and deceleration at the beginning of
an
impulse. Drones may miss a hit opportunity once in a blue moon if
their
target starts 1 hex away and zips past them at 24+.
Order of movement precedence would be exactly as it is in the
rules, but with a final test for amount of energy per hex. All else
being equal, a ship that pays 3/4 per hex would move after a ship that
pays 1 per hex. If that doesn't settle the sequence of who moves, either roll a die for odd/even or
play it out hex by hex for that situation. |