View Full Version : Emergency Propulsion in Simul Games
Ed Kolis
November 7th, 2002, 06:51 PM
Is it actually useful? I thought that EP didn't actually work unless a ship had already exhausted some of its movement supply (you can't pump a ship up above its regular movement) - so how would you get it to use the component at the right time in a simul game?
Suicide Junkie
November 7th, 2002, 07:51 PM
Nope. EP will add movement points no matter what your current used or max points are.
In simultaneous, you need to use the pods BEFORE you move in order to get the full effect.
For a ship with 2 MP, using a level 5 pod will get you 7/2. The ship will then move avery 4 days or so.
geoschmo
November 7th, 2002, 07:55 PM
Sj beat me to it, but... Version 1.42:
13. Fixed - Simultaneous Game: Using Emergency Propulsion Pods would not always work correctly. Please note: You want to use the emergency propulsion pods at the beginning of the turn in a simulatenous game (your first orders before moving). Since these pods actually increase your speed during phased movement, if you try to use them at the end, you may not actually get the remaining movement points.<font size="2" face="Verdana, Helvetica, sans-serif">Ed, it's only in the sequential turn game that you use the EP after moving. Because there you cannot exceed the total unassisted movemnet of the ship as you say.
Geoschmo
CombatSquirrel
November 7th, 2002, 08:51 PM
And if IIRC, the AI still really blows with these and emergency resupply pods...
CombatSquirrel
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