Obviously you don't actually agree with that, or you wouldn't be using ship charts from SFB, weapons from SFB, etc... The sub-pulse system which you decry as being "close" to SFB is actually one if the biggest differences between the two game systems (the other big difference being how the energy allocation is handled).
I don't use ship charts from SFB. Not sure where you got that from.
If you're referring to the fact that ADB migrated the SFB ships to FC without modifying them for FC's less complex model, then I would agree that we're all using SFB ship charts which carry over some unnecessary data from SFB (eg different types of power boxes...there's no difference between them in FC which only confuses matters...again "they keep pulling me back in...")
As for the sub-pulse system the only difference is the ratio of maximum potential hexes moved (32) to firing opportunities (32 in SFB, 8 in FC).
Why you find sub-pulses "unplayable" I don't know. The only reason that my group eliminates them at long range is because literally nothing is happening (it's too long of a distance to even shoot), and whether a ship slips a hex or two at 20 hexes away isn't going to change the tactical situation all that much. That's the "let's jump to the point at which things might actually start happening" phase of the game.
Nice to see we agree the sub-pulse mechanic is unnecessary overhead for the approach part of the game. Must get confusing with some ships at long range and others nearly at point blank range!
But I would disagree that nothing is happening. If you truly buy into the sub-pulse system then you really should execute on a sub-pulse basis even at range 16+ since each sub-pulse provides the opportunity to decelerate. By NOT playing the rule as written you're eliminating that part of the game (just like me!!!)
But things change considerably at under 15 hexes, and the meat of the game is in tactically maneuvering against your opponent. That's why I state that doing what you've done rips the heart out of the game.
Not true. With sub-pulses players laboriously execute a tedious process in which each ship is: selected/deceleration decided upon/energy subtracted as needed/ship counter physically moved. They do this up to 4 times for EACH ship EACH impulse.
For example, if you have 6 ships moving at baseline 16 at ranges under 15 (since you too find the system too tedious to employ at longer ranges) then you have 12 cycles of ship counter movement to process: select ship/decide on deceleration/pay energy if needed/move ship (execute 12 times for a SINGLE impulse!!!)
But the end result is that at speed 16 each ship is moving 0, 1, or 2 hexes with the official FC sub-pulse system before getting a chance to fire.
In our mod each ship is moving 1 or 2 hexes but you touch each one only once (thus you only have 6 touches with our mod.)
Thus the mod plays at LEAST twice as fast as the official system (which you too ignore during the approach since it is tedious) and at typical combat speeds of 8 or 16 all ships have the option of closing/maneuvering very carefully at 1 hex per impulse (or 2 for speed 2/16 ships).
So in the mod you still get that interesting close range maneuver game. The difference is that if your ship moves first you need to figure out if a given enemy ship will move 1 or 2 hexes in the above example. If you're feeling cautious and need to keep the enemy in front of you move 1 hex. If you're at range 1 and want to try to get past him without him shooting you would move 2 to force him to overshoot (assuming he doesn't HET).
In ALL other cases (eg range 2+ or 0) there simply isn't that much difference in decision making/tactics in the example above between sub-pulses and no sub-pulses.
But I do agree that with sub-pulses you can do some interesting tricks but that's one problem I have with it. Ships moving at high speed are too flexible since they can slip like slower ships and decel to 0 in any given impulse and make that decision on a hex-by-hex basis. I really prefer the idea that if you open up the throttle you're committing to something.
With sub-pulses let's say I'm presented with a speed 24 ship at range 1. If my speed is 0 and neither accelerates he can use standard maneuvering/deceleration to stop dead in front of me. So much for anticipating enemy maneuvers! No need to do so since you can just decelerate in that situation for 3 hexes worth of energy.
With the mod, assuming neither accels/decels at the start of the impulse (which would cost a full 8 hexes worth of movement!) he's moving at least 2 hexes and up to 3 hexes at speed 3...in other words he'll overshoot. Foolish captain! Should have judged his closure rate better!
MB
PS Like I wrote we're heretics!!! But not heretics without reason.
Every mod has been made with an eye towards preserving core FC concepts such as ship maneuvering while stripping out overhead that, in our opinion, doesn't had sufficient enjoyment to justify the processing cost.
With sub-pulses one processes physical counter movement and even energy expenditure multiple times for EACH ship within an impulse. At normal combat speeds the result isn't that different without sub-pulses except that the mod limits the maneuver options for higher speed ships, something that makes much more sense to us.