LOGIN
User Name
Password
Remember me


Register...Forgot password?
Main menu
Leagues
Gonzaga
Blue Max
Cartagena
Wooden Ships...
King Me!
VampiRing
Forum Message
Previous messagePost a replyNext message

City:Mahomet, Il. US
Personal Data:Male, born: August 15 1948
Membership22years 1day ago.
Last Login6years 235days ago.
Last Move11years 230days ago.
Phil Hall is currently Offline!Send a mail to Phil Hall


Message header
Area/Game:Blue Max
Topic:Rules
Subject:Re: Crtitcal hits
Posted by: Phil Hall - 20years 78days ago.
Message text
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.

Back to the messages list
Messages thread
Posting elapsed timePosted bySubject

20years 87days Impailer [BM][RULES] Crtitcal hits
20years 87days warrax Re: [BM][RULES] Crtitcal hits
20years 87days Impailer Re: [BM][RULES] Crtitcal hits
 20years 81days Phil Hall Re: [BM][RULES] Crtitcal hits
  20years 81days imdog Re: [BM][RULES] Crtitcal hits
  20years 80days Phil Hall Re: [BM][RULES] Crtitcal hits
  20years 81days Impailer Re: [BM][RULES] Crtitcal hits
  20years 80days Phil Hall Re: [BM][RULES] Crtitcal hits
   20years 80days Impailer Re: [BM][RULES] Crtitcal hits
    20years 80days Phil Hall Re: [BM][RULES] Crtitcal hits
  20years 81days Impailer Re: [BM][RULES] Crtitcal hits
   20years 81days imdog Re: [BM][RULES] Crtitcal hits
    20years 80days Impailer Re: [BM][RULES] Crtitcal hits
20years 87days Bramley Bomber Re: [BM][RULES] Crtitcal hits
 20years 81days kduke Re: [BM][RULES] Crtitcal hits
  20years 80days Phil Hall Re: [BM][RULES] Crtitcal hits
   20years 80days Sackman_Dan Re: [BM][RULES] Crtitcal hits
   20years 80days Phil Hall Re: [BM][RULES] Crtitcal hits
   20years 80days flying_neko Re: [BM][RULES] Crtitcal hits
   20years 80days Phil Hall Re: [BM][RULES] Crtitcal hits
   20years 80days Hans Johansohn Re: [BM][RULES] Crtitcal hits
   20years 80days Phil Hall Re: [BM][RULES] Crtitcal hits
    20years 80days Hans Johansohn Re: [BM][RULES] Crtitcal hits
    20years 80days Phil Hall Re: [BM][RULES] Crtitcal hits
    20years 80days Hans Johansohn Re: [BM][RULES] Crtitcal hits
   20years 80days imdog Re: [BM][RULES] Crtitcal hits
   20years 80days Phil Hall Re: [BM][RULES] Crtitcal hits
    20years 80days imdog Re: [BM][RULES] Crtitcal hits
    20years 80days Phil Hall Re: [BM][RULES] Crtitcal hits
    20years 80days Troll Re: [BM][RULES] Crtitcal hits
     20years 80days Phil Hall Re: [BM][RULES] Crtitcal hits
       20years 80days Phil Hall Re: [BM][RULES] Crtitcal hits
        20years 80days Troll Re: [BM][RULES] Crtitcal hits
         20years 80days dakadave Re: [BM][RULES] Crtitcal hits
        20years 39days castiglione Re: [BM][RULES] Crtitcal hits
   20years 79days flying_neko Re: [BM][RULES] Crtitcal hits
   20years 79days imdog Re: [BM][RULES] Crtitcal hits
   20years 79days Phil Hall Re: [BM][RULES] Crtitcal hits
    20years 79days flying_neko Re: [BM][RULES] Crtitcal hits
     20years 79days Phil Hall Re: [BM][RULES] Crtitcal hits
      20years 79days Sabelkatten Re: [BM][RULES] Crtitcal hits
       20years 78days Phil Hall Re: [BM][RULES] Crtitcal hits
        20years 78days Sabelkatten Re: [BM][RULES] Crtitcal hits
         20years 78days Phil Hall Re: [BM][RULES] Crtitcal hits
          20years 73days kduke Re: [BM][RULES] Crtitcal hits
   20years 39days castiglione Re: [BM][RULES] Crtitcal hits
    20years 38days Phil Hall Re: [BM][RULES] Crtitcal hits
    20years 38days Crash and Burn Re: [BM][RULES] Crtitcal hits
    20years 38days Ashtar Re: [BM][RULES] Crtitcal hits
     20years 38days Crash and Burn Re: [BM][RULES] Crtitcal hits
     20years 38days castiglione Re: [BM][RULES] Crtitcal hits
Next thread
Posting elapsed timePosted bySubject

20years 38days Crash and Burn [BM] error with the SPAD 13 & 7, number of tail boxes
20years 38days kduke Re: [BM] error with the SPAD 13 & 7, number of tail boxes
 20years 37days Crash and Burn Re: [BM] error with the SPAD 13 & 7, number of tail boxes
  20years 37days kduke Re: [BM] error with the SPAD 13 & 7, number of tail boxes
Previous thread
Posting elapsed timePosted bySubject

20years 40days Steadman [OT] Why not move WSIM already?
20years 39days flying_neko Re: [OT] Why not move WSIM already?
20years 39days Steadman Re: [OT] Why not move WSIM already?
 20years 38days flying_neko Re: [OT] Why not move WSIM already?
20years 38days Nick Re: [OT] Why not move WSIM already?
Page generated in: 32.42188 milliseconds.