'Warspite'
06-28-2014, 17:55
REALISTIC DAMAGE
One of the issues I have with Wings of War/Glory is the unrealistic nature of the damage - in particular the treatment of control surface damage and fires. Damage to the control surfaces simply could not repair itself during the course of a mission while any fires soon ran out of control in any aircraft made of doped linen and wood. WIth an aircraft made of those materials - in a 100 mph blast of wind and assisted by petrol - your chances of putting a fire out roughly equal a snowball's best prospects in Hades :) !
I have been pondering this and have come up with this...
CONTROL DAMAGE (left and right):
First hit on one side - lose tightest turn and sideslip abilities on that side only. Widest turn cards remain.
Second hit same side - lose all turning ability and sideslips on that side for the rest of the game.
If first hits occur on both sides, both cards are effective. When both sides are hit once, any second hit on either side and you lose the ability to loop up or down plus the stall turn ability. You are now turning in one direction only. If over diving, you must turn an 'A' damage card to recover. All points damage on the card is effective. Ignore special damages and gun jams.
If both sides of the aircraft take 'second hits' then the controls promptly collapse and the aircraft drops out of the sky like a brick.
None of this damage may be repaired in flight, it is all permanent.
SMOKE:
There is no smoke without fire, if an aircraft is smoking then something is getting very hot somewhere. Aircraft which smoke take three smoke tokens and can expend one token at the end of each turn ONLY by playing a sideslip, dive or over dive card during that turn. Each move of smoking, turn one 'B' card. All card damage is effective except gun jams - if a wound card appears, it is the crewman nearest the engine. The wound may be ignored only if the aeroplane played a sideslip during the turn, this will drive the flames sideways, away from the cockpit.
Any second smoke card turned, while already smoking, and the smoke turns into FIRE.
If a pilot lands a smoking aeroplane he/she may escape it without further hazard.
NOTE: in pusher-engined aircraft such as the DH2 or twin-engined aircraft all crew wounds from 'smoke' ONLY may be ignored. It is a small fire being driven backwards by the pusher engine.
FIRE:
This is serious and will get out of hand very quickly. There are no fire tokens. At the end of each turn the fire burns, turn one 'A' card and apply all damage at the end of the move. Ignore gun jams. If there is a crew wound, it is the crewman nearest the fire who is wounded. The wound may be ignored only if the aeroplane played a sideslip during the turn, this will drive the flames away from the cockpit.
If the burning aircraft made a sideslip or simple dive during the turn, any '5 or '4' on the special fire damage card means the fire has gone out. Ignore those last 4 or 5 points of actual damage and ignore any related special damage. Any '0' or 1, 2 or 3 points and the fire burns on. All damage applies except gun jams. If a wound occurs, it is the nearest crew member who is wounded but this is ignored if a sideslip was played.
If the aircraft over dives it turns one special 'A' card, any '5', '4' or '3' puts the fire out and halts all fire damage immediately. All card damage applies except gun jams. Any crew wound turned during the over dive applies as the flames were being driven straight back into the cockpit. This is a high risk strategy.
If a pilot lands a burning aeroplane he/she may escape it. However one 'A' card is turned on landing. A 'boom' card means the aeroplane blew up on landing while a crew wound is effective on the nearest crewman.
NOTE: in pusher-engined aircraft such as the DH2, FE2 or any twin-engined aircraft, the first crew wound from fire may be ignored. All later cards apply.
Any aircraft which puts out a fire must attempt to either land (if over friendly territory) or leave its own baseline immediately. It is out of the game if it can reach safety. No sane WW1 pilot would attempt to fight-on in an aeroplane which had already suffered a fire as there was too much chance of it re-igniting from leaking fuel. There is almost certainly petrol leaking somewhere and engine heat, gun flashes or exhaust flames could easily re-ignite it.
One of the issues I have with Wings of War/Glory is the unrealistic nature of the damage - in particular the treatment of control surface damage and fires. Damage to the control surfaces simply could not repair itself during the course of a mission while any fires soon ran out of control in any aircraft made of doped linen and wood. WIth an aircraft made of those materials - in a 100 mph blast of wind and assisted by petrol - your chances of putting a fire out roughly equal a snowball's best prospects in Hades :) !
I have been pondering this and have come up with this...
CONTROL DAMAGE (left and right):
First hit on one side - lose tightest turn and sideslip abilities on that side only. Widest turn cards remain.
Second hit same side - lose all turning ability and sideslips on that side for the rest of the game.
If first hits occur on both sides, both cards are effective. When both sides are hit once, any second hit on either side and you lose the ability to loop up or down plus the stall turn ability. You are now turning in one direction only. If over diving, you must turn an 'A' damage card to recover. All points damage on the card is effective. Ignore special damages and gun jams.
If both sides of the aircraft take 'second hits' then the controls promptly collapse and the aircraft drops out of the sky like a brick.
None of this damage may be repaired in flight, it is all permanent.
SMOKE:
There is no smoke without fire, if an aircraft is smoking then something is getting very hot somewhere. Aircraft which smoke take three smoke tokens and can expend one token at the end of each turn ONLY by playing a sideslip, dive or over dive card during that turn. Each move of smoking, turn one 'B' card. All card damage is effective except gun jams - if a wound card appears, it is the crewman nearest the engine. The wound may be ignored only if the aeroplane played a sideslip during the turn, this will drive the flames sideways, away from the cockpit.
Any second smoke card turned, while already smoking, and the smoke turns into FIRE.
If a pilot lands a smoking aeroplane he/she may escape it without further hazard.
NOTE: in pusher-engined aircraft such as the DH2 or twin-engined aircraft all crew wounds from 'smoke' ONLY may be ignored. It is a small fire being driven backwards by the pusher engine.
FIRE:
This is serious and will get out of hand very quickly. There are no fire tokens. At the end of each turn the fire burns, turn one 'A' card and apply all damage at the end of the move. Ignore gun jams. If there is a crew wound, it is the crewman nearest the fire who is wounded. The wound may be ignored only if the aeroplane played a sideslip during the turn, this will drive the flames away from the cockpit.
If the burning aircraft made a sideslip or simple dive during the turn, any '5 or '4' on the special fire damage card means the fire has gone out. Ignore those last 4 or 5 points of actual damage and ignore any related special damage. Any '0' or 1, 2 or 3 points and the fire burns on. All damage applies except gun jams. If a wound occurs, it is the nearest crew member who is wounded but this is ignored if a sideslip was played.
If the aircraft over dives it turns one special 'A' card, any '5', '4' or '3' puts the fire out and halts all fire damage immediately. All card damage applies except gun jams. Any crew wound turned during the over dive applies as the flames were being driven straight back into the cockpit. This is a high risk strategy.
If a pilot lands a burning aeroplane he/she may escape it. However one 'A' card is turned on landing. A 'boom' card means the aeroplane blew up on landing while a crew wound is effective on the nearest crewman.
NOTE: in pusher-engined aircraft such as the DH2, FE2 or any twin-engined aircraft, the first crew wound from fire may be ignored. All later cards apply.
Any aircraft which puts out a fire must attempt to either land (if over friendly territory) or leave its own baseline immediately. It is out of the game if it can reach safety. No sane WW1 pilot would attempt to fight-on in an aeroplane which had already suffered a fire as there was too much chance of it re-igniting from leaking fuel. There is almost certainly petrol leaking somewhere and engine heat, gun flashes or exhaust flames could easily re-ignite it.