Hello again! Thanks so much for your interest... I can't tell you how encouraging that is in a world where most people roll their eyes at my efforts!
Quote:
Originally Posted by castiglione
How is energy handled in your rules?
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Look carefully at the picture above. You'll see that the maneuver cards are offset from each other. You must choose maneuvers that are within the reach of the enemy card.
Thus, if you find yourself too low and slow, there will be few if any moves you can do that will keep you in range. You therefore give your attacker the option of re-engaging your aircraft at any altitude difference he sees fit or taking half a kill for leaving you low, slow and running home (thus leaving you horribly open to diving predators and Archie).
Quote:
Originally Posted by castiglione
It was pretty simple; if you conducted a maneuver, you would look up the maneuver on the schedule and it would tell you what maneuvers you could NOT do next turn.
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Yes... the "red" edition had that as well. I take the opposite approach - I list what you
can do. Each move you make may adjust (i.e. "slide") your card differently relative to the enemy card.
Quote:
Originally Posted by castiglione
for example, if you did a certain maneuver and you ended up shooting at someone, the amount of damage you could do could be adversely or positively affected by the maneuver
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Yes, I've brainstormed quite a shooting system that uses both your maneuver and the enemy maneuver to determine damage, but this is a very low priority for me: a fancy shooting system is simply not worth developing if your Camel doesn't "fly" like a Camel!
More importantly, I strongly feel any changes I make must not sacrifice the game's "grade school" playability (i.e. playable by children as young as 8). So, until I get a maneuver system working, I intend to stick to the default 4/2/1 shooting system for simplicity.
If I can solve the problem of injecting historical performance without losing playability, I anticipate it will be easy to add in the relatively sophisticated gunnery model I have in mind. To summarize the basic idea, you do not "shoot"
between turns, but rather
during your turn - the quality of the shot depends on how well your maneuver tracks the enemy as measured by reducing the
relative motion of the two aircraft.