I see your point, but I still think a hit bonus will work better. Points:
-There is a absolute maximum range (3). If this is increased to 4 by altitude differences it should also be possible to shoot to range 4 at the same level.
There won't be and increase in range. You can only still fire if you are within 3 hexes, you would just fire as if one hex closer. In the campaign game this is an option you can select. The modifiers represent conditions and mechanical differences. The stability is just that based on the fact that the gun mounts are vibrating, the engine is causing vibration, and a few other things I now forget but know there were a couple of other thrown in. The question of whether to use a modifier or a decrease in range speaks to the philosophy of the ranging. Since ranging is a case of the target getting larger in the gunsight, then if you have a larger target from overhead or underneath the same rule has to apply.
-Even if the hexes are supposed to represent "virtual" range, (some) players will still be confused. Plane A and B are in hex X, plane C is in hex Y. A is higher than B and C. This means A is closer.  And to add in the point above: X and Y are 3 hexes apart. Bullets between B and C can't travel that far, but bullets between A and C can.
If I understand this correctly, the range from x to y is 4? If so, then there is no firing between the hexes. If the range is only 3 then the shot is on the combat Value Table at range 3. Now if plane A is 3 levels above B, and dives on him, the shot will be taken as if plane B were at 2 hexes as the target is larger. If plane B is 4 levels higher there is no shot.
-Planes turn a lot. A banking aircraft should give the same targeting effect as altitude difference.
Yes, and that is a problem because if I account for that in the same way as altitude then I really need to account for the angle of the shot from above or below. In the BM hex world you should probably only get a -1 to range if you are firing from a level above or below AND one hex away. If you are directly in the same hex how much of the a/c you can see is less than that you can see from a 45 degree angle. Actually, you won't get a benefit firing from the same hex as you will fire on table zero if you are one hex away or in the same hex.
Next headache will be how to handle the 2 seater blind spot. Thinking on that one.
Blindspot goes away if the target is higher than the firer? That should be enough, I think.
Yes, but how far does it now extend when both are on the same level? Probably all three hexes directly behind the a/c. And if the tailing a/c is below, does the blind spot now extend out all three rear hexsides? And if I account for different targe aspect for a turning a/c, do I change the blind spot for a banking 2 seater?
The real thing about answering these questions is to err on the side of playability. I will probably not worry about target aspect of a turning target, but give the bonus for above and below. Unless both a/c are turning at the same level and firing at the same level one will be above or below the other and recieve the difference. The only exception will be headon passes between two a/c at different levels and then no one gets the target aspect bonus. I am going to file this in my notes as you have brought up some good questions, and if you have any ideas on the 2 seater blind spot I'm open to them. Game design is a lot like making sausages. They taste good, but you really don't want to watch them being made. |