Evo Skyfighter: modern jet combat rules system - coming soon

soulman

Mongoose
Hi all, i have designed the basic rules for Evo SF, combat rules are working nicely with guns and missile locks etc, all i need to work on is the turning side of things..

Anybody play jet combat games already...?

At the moment when you use a plane it has 2 actions, you move and shoot, that simple.. my questions is this

Should all planes turn 45 degress with each action, or have 3 types of manoeuvrability..
30 per action for slow bombers
45 for most planes
90 for euro/j35/f22 etc....

I was also thinking about special actiosnetc and have this idea

TIGHT TURN
make a pilot roll ( 5+ )
Pass: increase turn by one hight
Fail : decrease turn by one

Ie/ f16 with 46 turns, pass can make upto 90, fail and can only make upto 30..

Your thought people, i just need to sort the turns out, special actions for moves should come easy...

Alan-Uk
 
Just had a thought, what about..

ALL PLANES TURN AT 45
But

special traits allow planes to do special things etc..

Ie/ a pilot roll is 5+ for a special turn, so a agile plane can add a +1 to the roll..

A F22, with its special engines can add a +2 to this roll

Heavy bombers cannot make special turns...

Most planes can make the following
Barrel rolls
tight turns
Loops
etc,etc
Mainly on a 5+

Sounds better, i will work on it this saturday
Anybody wishing to play with jets this weekend, contact me for file
 
I'd go for a range of turns for different types of aircraft and levels of manoeuvrability, and then have pilots make rolls to perform thighter turns in extreme situations (with failure leading to loss of control, structural damage, etc.)

(PS answering your other question I've authored several sets of air rules over the past few years :) )
 
I'd favor DM's solution, because each plane has a designed performance envelope, then modified by special actions in order to surprise an opponent.
 
Hi bships and D, thanks for the reply, i know Dm about you rulesets..!!!
Good as well, so i`m under your shadow...

I was a playtester for "Dogfight " but trying my own rule ideas based around the Target/Kill/Armour stats of course, and using more of the Evo rules then Dogfight.. ( I don`t want to get into trouble... )

So... like evo planes will have 2 actions each turn...

I guess you could lose a action like suppression when things go wrong, like losing control of your plane, spinning etc...

As for turns and special actions, at the moment a pilot roll is 5+ on a d6, with a +1 for a agile plane...

As for standed turns, what would you like to see, i have a copy of C-21 with me for a feel of the special turns etc, but what about 3-4 basic turns for the planes
IE/ 30 45 90 for planes ( most will be 45 ) so thats 2 x 45 degree turns in a turn, or 2 chances of special actions..

If you can give me you thoughts you wise gentlmen i would be most happy..

ALSO
MOVING

I`m going for the simple stuff, each plane will have 2 speeds, the min it must move each turn and the max, a special "afterburner" action ( no roll neede ) and boost the max speed but only in a straight line etc.

Cheers all
Alan
 
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