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Simplified Movement System
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.