Originally Posted by
rcboater
Thinking this through a little further--
Different aircraft have different spin characteristics. Some of the more stable ones are hard to spin, and easy to recover if you do mange to get a spin going. Other planes spin with little provocation, and can take longer to recover. I don't think we want to go to that level of complexity in this game-- I think a "one rule fits all" spin rule is all most of us want.
So, here's what I'm looking at implementing:
- there is a minimum altitude at which a plane can't recover-- if you enter a spin at level 1, you're dead.
- there is no difference between an accidental and an intentional spin -- the aerodynamics are the same.
- Given enough height, you can always recover from a spin.
- there is some variability in how long it takes to recover- you can't predict it exactly.
- as long as you avoid the ground, no damage is incurred.
- no spin will last more than xx cards. (I'm thinking 9 cards as the max) That means the most you can lose is 3 altitude levels.
- A plane falling in a spin should lose altitude less rapidly than if it was in a dive. (Think acorn vs. mapleseed) But this adds too much complexity, and won't be taken into consideration.
I'm going to try these rules:
- two consecutive steep maneuvers puts you into a spin.
- Use the sharpest turn cards as described above.
- immediately drop one level, and then play three consecutive "sharpest turn" cards (cycle repeats until you're out of the spin)
- after the third card, make recovery attempt.
- recovery attempt is made after every card played after the third one-- that will randomize the direction the plane is going when it exits the spin.
To check for recovery, pull an A deck damage card. If you get a zero, spin is over. If you get any other result, you're still spinning. (Ignore the damage on the card.)
If you recover after playing the first or second card in a turn, the rest of the turn is played as straights. If you recover after playing card 3, your first card of the next turn must be a straight.
The straight(s) played after exiting a spin is a "recovery" straight- you can't use it as part of a Immelman or other compound maneuver.
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