Diamondback
03-10-2011, 22:03
Based on Graysin's post below and a few others that've floated around, I've been thinking about a "Merits/Flaws" system to build off the game's Ace Abilities for campaigns. Some would be temporary, some permanent, some have to be learned over time, some your pilot is either "born lucky" with or not and others might have prerequisite abilities before they can be claimed.
I'm thinking to incorporate all the WWI and WWII Ace abilities, adapting them both to use a WWII-style "recovery time", which may be fewer turns in recognition of slower speeds and lower G-forces. Also, each crewmember on multi-seat A/C could claim independent merit/flaw sets, though any attached to an observer or other non-pilot cannot be used to affect maneuver mechanics unless either they upgrade to pilot somehow or their pilot's incapacitated.
Some that I'm thinking of:
Merits:
Biological--Enhanced Peripheral Vision: This pilot may Tail any aircraft within its front 180 degrees. Must be claimed at character creation. Potentially subject to loss if pilot wounded.
Biological--Superior Night Vision: If played in a scenario that imposes penalties on attacks in Nighttime games, this pilot ignores those penalties. (Only takes half-penalties, like maybe being allowed to make Long Range attacks in the 1st half of the LR section of the ruler, if "ignore" is overpowered?)
Split Focus: Requires "Enhanced Peripheral Vision". This pilot may Tail two aircraft at once. This Merit costs double.
Learned--Bullet Checker: May be claimed any time before start of a game. Standard WoW ability.
Scrounger: (need wording, but on a 4 or 5 Damage draw at game-start can partially cancel "Mr. Red Tape" for you or another pilot this game)
Precognition: At the start of each turn, draw 1 Damage card. If you draw a 5, the other pilot must show you all three of their planned Maneuvers before you plan your first.
Flaws:
Vulture: This pilot must always target the most damaged enemy plane on the map.
"Mr. Red Tape": If this pilot's aircraft requires repair or specialized equipment (Incendiary Bullets or Rockets) between games, draw 1 Damage card. If that card is a 0 or 1, those repairs or equipment are not available.
Blue Falcon: If able, this pilot must attack every turn--even if this means shooting through a friendly plane, in which case the attacked and obstructing plane each draw Damage cards and take 1/2 the drawn damage (round up). Special Damages count at full effect.
I'll add more as I think of 'em--if anyone else cares to suggest additional abilities or refine existing ones, I'd appreciate the help.
I'm thinking to incorporate all the WWI and WWII Ace abilities, adapting them both to use a WWII-style "recovery time", which may be fewer turns in recognition of slower speeds and lower G-forces. Also, each crewmember on multi-seat A/C could claim independent merit/flaw sets, though any attached to an observer or other non-pilot cannot be used to affect maneuver mechanics unless either they upgrade to pilot somehow or their pilot's incapacitated.
Some that I'm thinking of:
Merits:
Biological--Enhanced Peripheral Vision: This pilot may Tail any aircraft within its front 180 degrees. Must be claimed at character creation. Potentially subject to loss if pilot wounded.
Biological--Superior Night Vision: If played in a scenario that imposes penalties on attacks in Nighttime games, this pilot ignores those penalties. (Only takes half-penalties, like maybe being allowed to make Long Range attacks in the 1st half of the LR section of the ruler, if "ignore" is overpowered?)
Split Focus: Requires "Enhanced Peripheral Vision". This pilot may Tail two aircraft at once. This Merit costs double.
Learned--Bullet Checker: May be claimed any time before start of a game. Standard WoW ability.
Scrounger: (need wording, but on a 4 or 5 Damage draw at game-start can partially cancel "Mr. Red Tape" for you or another pilot this game)
Precognition: At the start of each turn, draw 1 Damage card. If you draw a 5, the other pilot must show you all three of their planned Maneuvers before you plan your first.
Flaws:
Vulture: This pilot must always target the most damaged enemy plane on the map.
"Mr. Red Tape": If this pilot's aircraft requires repair or specialized equipment (Incendiary Bullets or Rockets) between games, draw 1 Damage card. If that card is a 0 or 1, those repairs or equipment are not available.
Blue Falcon: If able, this pilot must attack every turn--even if this means shooting through a friendly plane, in which case the attacked and obstructing plane each draw Damage cards and take 1/2 the drawn damage (round up). Special Damages count at full effect.
I'll add more as I think of 'em--if anyone else cares to suggest additional abilities or refine existing ones, I'd appreciate the help.