Air to Air combat rules?

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Shaved Monkey

Unread post by Shaved Monkey »

I use the Air-to-Air rules from NASS and HU... not too comlpicated and a lot of ways things can go wrong...
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GaredBattlespike
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Unread post by GaredBattlespike »

I like the ideas and offered rules by Hans. :ok: These are the sort of things that I have experienced in flight sim combat games. :D I love the old "Battle over Britain" pc game. This set of optional rules may even get me to try flight-capable PA. Unfortunately, my Character cannot afford one-yet. Maybe after we kick more Xitixix butt! :thwak: :ok:
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anapuna wrote:
i rarely play a mage, but when i do... i do what GaredBattlespike does.

or i am a TW.
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Nekira Sudacne
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Unread post by Nekira Sudacne »

MattBaby wrote:I think it would be tough trying to model flight-capable Power Armor the same way you would a supersonic jet. A SAMAS can stop, turn on a dime, hover, and then speed right back up again, as well as travelling straight up or down without too much trouble. So a SAMAS being pursued by an F-15 could simply stop dead in mid-flight and get right behind it without a problem.

I have not figured out a way to resolve this problem. Things only get more confusing in Phase World, where you have power armors and robots fighting against space fighters...


it's not a problem. that's excatly how it really works.
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Nekira Sudacne
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Unread post by Nekira Sudacne »

MattBaby wrote:
Nekira Sudacne wrote:
MattBaby wrote:I think it would be tough trying to model flight-capable Power Armor the same way you would a supersonic jet. A SAMAS can stop, turn on a dime, hover, and then speed right back up again, as well as travelling straight up or down without too much trouble. So a SAMAS being pursued by an F-15 could simply stop dead in mid-flight and get right behind it without a problem.

I have not figured out a way to resolve this problem. Things only get more confusing in Phase World, where you have power armors and robots fighting against space fighters...


it's not a problem. that's excatly how it really works.


Nekira, what are you talking about? There's no explanation on how to handle it all mechanically. In fact, it's handled mechanically in the exact same manner as hand-to-hand combat, with maybe a few new bonuses. How does that make sense? Why would a ninja master with 6 H2H attacks be better at piloting a starfighter than an average guy with 2 H2H attacks? There's no word on how fast the various systems can accelerate, what sort of moves they are capable of performing, no way to tell any of these things. So you have to extrapolate. And that's dumb. What am I paying Palladium for, if there isn't any game in the books and I have to make it all up myself anyways?


maybe they think you should keep it simple and not worry about stuff like that.
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Nekira Sudacne
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Unread post by Nekira Sudacne »

MattBaby wrote:It's idiotic in its simplicity. I think we can handle some additional rules to deal with air-to-air combat.


idiotic how?
Sometimes, you're like a beacon of light in the darkness, giving me some hope for humankind. ~ Killer Cyborg

You can have something done good, fast and cheap. If you want it done good and fast, it's not going to be cheap. If you want it done fast and cheap it won't be good. If you want something done good and cheap it won't be done fast. ~ Dark Brandon
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Nekira Sudacne
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Unread post by Nekira Sudacne »

Hans wrote:Mattbaby is saying that Palladium's core rules are idiotic, and I happen to agree with that somewhat.

At it's core Palladium is supposed to have been just a hand to hand combat game, because orginally it was a Dungeons and Dragons clone. The Palladium Fantasy Game.

Compare to D&D I liked Palladium's rules much better. You had strike, parry, and dodge. Since it was all hand to hand, it was strike parry, enemy strike, parry, strike parry, enemy strike, parry, ect untill somebody was dead.

When Palladium moved to modern combat they really dropped the ball. The D20 with strike, parry, and dodge were good rules, but they didn't grasp firefights and vehicle combat very well at all.

So, we have to use house rules.

Our house rules state you can dodge bullets just fine. You have to run to do it (fireing back wild if you ever get the chance to fire back), and use cover to duck in and out of if you want to dodge bullets from a firing position. We don't use the -10 rule. We still use this rule in a MegaDamage setting because we don't think of mundane objects in the world as being SDC all the time. An engine block is MDC, and so are rocks. A few feet of dirt is MDC, so hiding in a ditch will give you all the cover you need to avoid being shot by a tank shell.

But air to air needed some tweaking, which is where we came up with the simple rules of "spending" your speed and altitude to gain firiing position.

We don't want any more rules like having a seperate combat table of bonuses and dice rolls for hand to hand, guncombat, and vehicle combat. It just gets clunky.


I maintin that palladium never was trying to be all that realistic. they wanted it quick and fun.
Sometimes, you're like a beacon of light in the darkness, giving me some hope for humankind. ~ Killer Cyborg

You can have something done good, fast and cheap. If you want it done good and fast, it's not going to be cheap. If you want it done fast and cheap it won't be good. If you want something done good and cheap it won't be done fast. ~ Dark Brandon
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Adam of the Old Kingdom
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Unread post by Adam of the Old Kingdom »

Robotech also has Air combat rules.
probably similar to the N&SS and HU ones.
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