tag:blogger.com,1999:blog-8394074963215462822.post329042808285511999..comments2024-03-24T00:19:48.310-07:00Comments on Delta Vector: Revisiting Jet Wargames 2022 #3: Missiles, Lethality, "To Hit"evilleMonkeighhttp://www.blogger.com/profile/11998198938697175335noreply@blogger.comBlogger6125tag:blogger.com,1999:blog-8394074963215462822.post-72881423060883441272022-12-09T19:33:14.676-08:002022-12-09T19:33:14.676-08:00I think you have the idea of what I am aiming for ...I think you have the idea of what I am aiming for - it's the state of being tracked/focussed by the pilot; who is kinda aware of other aircraft but looking at only 1-2.<br /><br />I'm not sure which will yield the fewest tokens: giving a plane a token if it is tracked; or instead giving it a token if it is UNtracked.<br /><br />I'm not sure if I can merge track and lock; it would be nice and streamlined (appealing) but it's a key differentiator between planes; i.e. radar vs heat seeker vs eyeball vs ability to multiple lock vs two seaters (and detection is a key design plank)...evilleMonkeighhttps://www.blogger.com/profile/11998198938697175335noreply@blogger.comtag:blogger.com,1999:blog-8394074963215462822.post-31792877540539931492022-12-09T09:34:29.008-08:002022-12-09T09:34:29.008-08:00I know your a counter minimalist, but it might be ...I know your a counter minimalist, but it might be worthwhile having a "lock" token that can be an amalgam of eyes on target and missile lock. If each aircraft can only lock on two enemy at a time (possibly one per pilot "level": green, veteran, ace?) There shouldn't be too much counter bloat from what you've already been looking at and it allows you to have action/reaction battles over several turns as aircraft make, break, and require lock on each other. Different systems could make lock at different ranges, two aircraft locked by the same enemy can split and force the aircraft to choose which lock to relinquish as one target would be forced out of their front arc in order to stay on the other, etc.Lord Frederickhttps://www.blogger.com/profile/17699726863859635307noreply@blogger.comtag:blogger.com,1999:blog-8394074963215462822.post-66724919637114138382022-12-07T08:01:53.580-08:002022-12-07T08:01:53.580-08:00I am enjoying all this activity here. I look forw...I am enjoying all this activity here. I look forward to seeing you put it all together. Blood and Spectacles Publishinghttps://www.blogger.com/profile/04553070461794152273noreply@blogger.comtag:blogger.com,1999:blog-8394074963215462822.post-57408067570136529642022-12-06T05:49:58.920-08:002022-12-06T05:49:58.920-08:00Are the full rules in the google group? I'll h...Are the full rules in the google group? I'll have to see about joining that sometime, I really like reading the blog and as you've said previously, everyone here's comments are really good, and bring up points I never would have thought of myself.Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-8394074963215462822.post-12411854863810783642022-12-05T15:43:31.028-08:002022-12-05T15:43:31.028-08:00My actual rules are a separate document; I'm j...My actual rules are a separate document; I'm just kinda chatting about my thought processes. Damage/destroyed is as complex as I'll go (based on my "is this more complex than a skirmish game" criteria). Probably just a score to damage, if exceed by say +2 or +3 will kill outright "boom!" (aka a critical)<br /><br />I'm also using "suppression" from skirmish wargames which I'm rebadging as pilot "stress" - the pilot freaking out in the chaos of a dogfight.evilleMonkeighhttps://www.blogger.com/profile/11998198938697175335noreply@blogger.comtag:blogger.com,1999:blog-8394074963215462822.post-20033983371084272052022-12-05T11:35:59.655-08:002022-12-05T11:35:59.655-08:00I may be missing something, but currently I don...I may be missing something, but currently I don't see any damage rules. In my own somewhat similar rules (inspired by the original posts about air wargames on this blog, which I have recently dug back out) there were only 2 damage levels - damaged and destroyed (keeping with the low record keeping idea) and missiles had around a 60-80% chance of destroying, whereas guns had only about a 40-60% chance. Also, an interesting note if you do intend to make a campaign system (which was a particular focus in my rules) is that ejecting is important. I had rules for ace pilots, and just hiring pilots in general for the mercenary company, and ejecting from a damaged plane is easier than an exploding one. Anyway, just some random ramblings, my come back with some more flushed out ideas on how to separate missile launches from regular gunfire later.Anonymousnoreply@blogger.com