Now for my own suggestion for improving the altitude rules ...
I discussed the CANCON rules and other proposals with my husband this week, and his major complaint was that, although he agrees the altitude rules have problems, he doesn't want to learn a new set of changes to a game he's otherwise happy with. So with that in mind, I present the ultra-simple, easy-to-remember, all encompassing altitude fix!
1) The "Height Control" skill is a universal skill known by all normal (non-rookie) pilots. Otherwise, rules for diving remain unchanged from the official rules.
2) An aircraft can play as many consecutive "climb" cards as it wishes without invoking the "consecutive steep maneuver" penalty. The climb cards have to be played in an unbroken sequence to receive the benefit. In all other ways, rules for climb cards remain unchanged from the official rules.
2a) Suggestion: To allow for the play of multiple climb cards per aircraft -- (a) the players should agree upon a "climb" indicator token (such as a small coin) -- (b) the climb card for each aircraft should be removed from its maneuver deck and placed nearby for reference -- (c) three of the climb marker tokens should be supplied to each aircraft. As each of the three maneuver cards are laid down for each aircraft at the start of a game turn, a climb token is secretly placed underneath any or all of the cards, as desired by each aircraft's player. When each card is revealed during a turn phase, the hidden token is revealed as well. If the token is face up, the aircraft's climb card is used as its maneuver for that phase, and the maneuver card that had been laid down is ignored. If the token is revealed to be face down, the token is ignored, and the played maneuver card that had covered it is used normally.
Very simple, and (I hope) a very elegant fix. What do y'all think?
-- Eris
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