Re: SIMS (a home-brew movement system for Starmada)
May a ship both accelereate and decelerate in the same round?
No. Accel/Decel in this system is a question of "how many hexes as I moving, total, this round? Not "how fast am I moving as I pass through this hex?"
Let us assume two ships, each with 6 MP and a current velocity of 3. Neither turned on the previous round, so they may turn freely as their first movement.
Both see 'something awful' dead ahead, and want to get as far away from it as possible.
By retaining its current speed, Ship 1 may turn 1 starboard (2 MP), move forward 1, turn 1 starboard (2MP) move forward 1, turn a final time to starboard (2MP) and drift forward that last hex. Its pulled a 180*, is 2 hexrows over from where it started, one hexrow 'behind' where it started, and headed away from 'something awful'
Ship 2, cunningly, goes slow to go fast. He declerates by 1 (curring his velocity to 2 and his turn cost by 1). He then makes the same series of moves and starboard turns as his cousin, while at speed 2. After his last turn, he uses his 3 remaining MPs to floor it, ending up on the same hexrow and heading as ship 1, but 2 hexes further away from 'something awful'
Possible as you see it?
Nope.
*edit*
And in SIMS, may a ship 'decelerate' beyond speed 0, such that it has a negative velocity (IE, is in reverse, not a realspace 'negative' velocity, which would be.. very strange)
I have not made a ruling yet on allowing for reverse movement just yet. I, personally think it is alright... but I get nightmares on Kaufman Retrograde games of Star Fleet Battles...