Message text Since there's quite a lot of debating on the Forum on this matter of automatico move for late players, I'd like to try to summarize the options emerged along with their respective pro's and con's.
It's important to notice that in all case the auto-moving AC DOESN'T fire at other ACs.
#1. "Istant death". The offending player's AC is istantly wiped off the sky. Structural damage, engine crash, fuel tank self ignition, whatever... Ka-boom, the end. + It's probably the cheapest to implement. VERY important, IMO. Waste of points and kill. No satisfaction for the "offended" players. Friendly players find themselves outnumbered without warning. A "bona fide" offender (e.g. by HD crash) has non chance to amend.
#2. "When in doubt, go straight". The offending player's AC starts performing 2S, 3S, 4S or 5S, depending on its previous move speed, "ad libitum" until it exits the map, gets the right bullet or exhausts fuel. In the latter case it starts performing 2S. It has been proposed that the AC should "slow down" (e.g.- from 4S3 to 3S2 and 2S1), but IMHO it doesn't make sense. Aircraft throttle, unlike cars gas pedal, once set stays that way, and rotary engines didn't even have a throttle, just a switch to cut gas, so they had just two setting: "full ahead" and "out". A rotary engine AC should _accelerate_, instead. It has been also proposed a variant (#2a. "When in doubt, go straight and SLOW") that states the offending AC starts doing 2S# regardless of previous maneuver speed. Apart from mistaking it for a dry/dead engine, I just stated why I find it unrealistic. Another objection is that a SPAD XIII after a #S4 would become out of reach for everyone. And so, what's wrong with it? Basically, we want to _move_, not easy kills, right? + Offending ACs are easily detectable, so both friend and foe can take their measures. + Offending ACs are quite easy to "punish".  + Offending ACs will leave the map by the most direct route, and stop cluttering the map ASAP. Offending "repented" player can take advantage of a restircted surprising any pursuer. Offending ACs can be TOO easy to "punish". We want easy kill, not free kill, right? More difficult to implement. At least so it looks from outside.
#3. "Asleep in cockpit". the offending player's AC keeps repeating the last maneuver (similarly to #2). When out of fuel/engine it starts repeating 9L#/2S#/9R# depending on last maneuver tailing. If last maneuver was a restricted one, there's no theorical problem: according to BM's Author one can repeat restricted as long as he repeats the same maneuver (e.g. after 29S2, only 29S2 or a non restricted), the game was intended that way but the printed rule was worded ambiguously. The _practical problem is that today is not implemented that way, and I don't know (although I hope and pray for ) if webmasters are going to change this. If last maneuver was a non-repeatable one, the offending AC stalls, goes in spin and crashes, thus defaulting to #1. + Offending AC are not easily detectable at first. More suspence.  + Offending AC are not-so-easy to "punish". More challenge. Work for your points, you lazy!  + "Repented" offender can't eventually take advantage of a restricted maneuver. +/- Webmasters must also modify restricted maneuver implementation. (Please DO IT anyway ) "Repented" offender can anyway take advantage of surprise by changing maneuver suddenly. Offending AC can possibly (e.g. if turning) stay on the map longer, cluttering the field. It can even happen (though very unlikely) that it remains the last AC on the map!  Difficult at least as #2 to implement.
So these are the choices so far.
And, BTW, yes... I created a poll: http://groups.yahoo.com/group/youplayit/surveys?id=1045511 target='_blank'>http://groups.yahoo.com/group/youplayit/surveys?id=1045511 
Have fun -- Gugliandalf "It's not the kill, it's the thrill of the chase." |
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