+/*************************************************************************
+The bad-guy movement algorithm:
+
+1. Enterprise has "force" based on condition of phaser and photon torpedoes.
+If both are operating full strength, force is 1000. If both are damaged,
+force is -1000. Having shields down subtracts an additional 1000.
+
+2. Enemy has forces equal to the energy of the attacker plus
+100*(K+R) + 500*(C+S) - 400 for novice through good levels OR
+346*K + 400*R + 500*(C+S) - 400 for expert and emeritus.
+
+Attacker Initial energy levels (nominal):
+ Klingon Romulan Commander Super-Commander
+Novice 400 700 1200
+Fair 425 750 1250
+Good 450 800 1300 1750
+Expert 475 850 1350 1875
+Emeritus 500 900 1400 2000
+VARIANCE 75 200 200 200
+
+Enemy vessels only move prior to their attack. In Novice - Good games
+only commanders move. In Expert games, all enemy vessels move if there
+is a commander present. In Emeritus games all enemy vessels move.
+
+3. If Enterprise is not docked, an agressive action is taken if enemy
+forces are 1000 greater than Enterprise.
+
+Agressive action on average cuts the distance between the ship and
+the enemy to 1/4 the original.
+
+4. At lower energy advantage, movement units are proportional to the
+advantage with a 650 advantage being to hold ground, 800 to move forward
+1, 950 for two, 150 for back 4, etc. Variance of 100.
+
+If docked, is reduced by roughly 1.75*game.skill, generally forcing a
+retreat, especially at high skill levels.
+
+5. Motion is limited to skill level, except for SC hi-tailing it out.
+**************************************************************************/