Great responses Chris!
First all your responses that my infantry had been blocked is correct. I see now that it lost a coin flip for movement with one of my own units.
Second, after posting and going to work, I had an epiphany as to what the intuitive disconnect is, and why things sometimes seem like the shouldn't be. It logically seems as if there should be no coin flip between two units when one unit is faster overall.
The cool-down explanation makes perfect sense in terms of the math involved and figuring the calculations, but how does a player view it? A cool-down for guns makes perfect sense, but a fighter doesn't move more hexes per turn because it reloads its movement quicker, it moves more hexes per turn because it takes less ticks for it to move one hex (distance relationship). So to the user, an infantry doesn't have a 33.3 tick cooldown time on movement - 33.3 is the amount of ticks it takes an infantry to walk one hex. If a recon and infantry unit are separated by an empty hex and both are attempting to move on that hex at the start of a turn, the recon unit will get there first (unless the infantry has carry-over) because its movement cool-down time is quicker, but to a user playing the game, the recon moves there first (and rightly so) because it is a faster unit.
I understand if you want to leave carry-over, because on many levels it does make sense. Although to some degree, if carry over is possible, wouldn't it be great to order an infantry to move 2.99 spaces, therefore allowing it to move on tick 1 of the next turn? If my infantry can move three spaces in a turn, it can only move 2.75 spaces (and get carry-over) if it is blocked. What if I wanted to order my infantry to move 2 spaces, then use the rest of its cool-down time to over-prepare for an early move the next turn? Also, on another quick tangent, what if I wanted to order my infantry to hold for one move, then move two spaces? Currently that is not possible (to my knowledge), but seems like it should be possible.
Hold is something we want to add to the game. It is a great idea.
Now, back to my epiphany. Suppose an infantry and recon unit are separated by one empty space and both are ordered to move there at the start of the turn. However, the infantry had been blocked a few turns earlier and is still working with some carry-over, which has it slated to move tick 20 (same as recon). In my opinion, the recon should auto-win "the toss" by default because it is a faster unit. Now someone may well say, "To the players viewing, they likely had no idea this was a toss situation and that for all they knew the infantry had carry-over that had it moving on a tick earlier than 20. To someone who see's the event take place but doesn't know how much carry-over the infantry had, its much greater odds that its carry-over has it moving somewhere between tick 1-19 as opposed to tick 20. Players viewing this will doubt this is a coin flip, and just assume the infantry had carry-over to make it move first." And that is a fair statement.
But here is the situation I was in, and it was a situation which could often occur. Unless the movement cool-down time is slightly different than I believe, a plane will make its third move on tick 50 (it gets in 6 moves over 100 ticks, so half of that is tick 50). An infantry that has a movement buff will get its 2nd move on tick 50 as well (4 moves over 100 ticks, so half of that is 50). What happened to me was I had an infantry (buffed with +1 speed) attempting to make its second move, on tick 50, into a hex occupied by a plane, that was attempting to leave that hex on tick 50, for its 3rd move of the turn. A coin toss was performed, my infantry won, it was blocked, then moved one tick later as the plane moved, but this delay caused its 4th tick to come after tick 100, meaning it didn't move the 4th hex. The replay is up online if you want to view this. Its the FFA with myself, Thor, and someone else and occurs sometime around turn 7-10 if I recall from watching.
This is actually a different scenario than two units racing to square. To me, the viewer, a plane is faster than an infantry, because it takes less time to move one space, so if they both are scheduled to move on turn 50, there is no reason there should even be a coin toss performed, the plane is the faster unit and should win by default on tie-breaker (the tie-breaker being the faster overall speed). There is no assumption that infantry had carry-over movement (it could, but in this situation I could know, perhaps from the previous turn, that it does not). Also, in a situation where a friendly unit is trying to move into a hex that is occupied by another friendly unit, and both units move on the same tick, the first movement is automatically awarded to the unit which is vacating the hex for the other unit.
Why should I have to fear moving two units, of the same speed and adjacent to each other, along the same line? Why should I have to fear that the back unit may win the coin flip and get held back? Or, if I was really tricky, why should I be able to do this in hopes of giving carry-over time to one of my units, and keep track of it on the pad of paper sitting next to me, to give me a possible advantage later in the game?
In your responses to my previous post, Chris, you pointed to an advantage of the carry-over movement as "[lessening] the luck factor on losing a coin-toss." To me this statement indicates that you would agree that the game is better when you have less instances of players gaining advantage or disadvantage based on a coin flip, and this is a view that I myself hold. If one or both of the following was done, there would be less coin-flips and player's would better know what will actually happen during the next turn: 1) Tie-breaker before a coin-flip goes to a unit if it has more total speed than the other unit; I think I like this idea. I want to thing about it more.2) Tie-breaker in a scenario where a friendly unit is trying to move into a space occupied by another friendly unit (which is also moving) goes to the unit vacating the space for the first unit, therefore allowing troop movement among your own forces to be more predictable and flow much better. I definitely like this, not sure how hard it would be to implement
I wouldn't be surprised if some new players get confused when they have two units of the same speed moving in the same line and the back unit gets delayed. They probably think to themselves, "whoa, this doesn't seem right, this game has funky movement."
Hope this gives you some good ideas to work with.
A real question raised by this post is should there be any carryover of movement. What do people think (of course .5 would have to be carried over).