Your point of view is completely legitimate and has good points, but I'll try to defend mine:
During the game there is not much room to watch who is crippled, and who is still bipod
And, then, if you enter brand new, you'll get two advantages: you'll be tougher than the others and already depleted planes will avoid fighting with you. So, one who enters few turns before the end has chance to pick up all the fame, simply by hunting non-resurrectors.
In some cases, like motor and/or pilot damage + few points left, it would be better to leave the field (denying +2 to enemy and receiving only -1 to yourself) and re-join at full strength, then to stay and fight.
Explosion, on the other hand, is sheer luck, and could happen to anybody. If plane explodes in early stage of the game, he still has a chance to join the party. If in later, it would probably be damaged to some extension, so it's explosion wouldn't hurt that much.
Linear dammage to resurrectors might be predictable. But, if we introduce some other system, as drawing damage on re-entry would ballance such things.
Also, I believe the ones who leave the table on neutral or enemy edge (having in mind above circumstances) should be prone to risk of getting under AA fire (or some enemy patrol etc.). So, if plane leaves at enemy edge should take 2 A cards. If leaves at neutral edge should take one A. If 0, nothing happens; if there is dammage, takes another A dammage.
On all those edges all damage applies, including special (fire, explosion etc.), but plane is allowed to overdive, if possible.
Above system could be also of use if resurrector enters at enemy or neutral edge.
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