Message text webmaster wrote:
Hi everybody,
Hi! Thanx for the restricted. 
we have started the delopment of the special damages in BlueMax, but we have some questions about how to manage it that maybe some very expert player can solve for us.
(Blase) Here I am! 
The assumption is that we need an automatic system that must be able to solve all the unclear situation (there will be a piece of software and not a human ).
What? Weren't you performing as referees behind the screen? It was an automathic thing? Oh my God! I would never figure it out!   
Many of this are very special situations, but we must be able to manage them all.
Let's see...
1. Pilot grazed: must do slower maneuver next turn I'm flying my fantastic Albatros D.III and while stalling (1S1) I receive this special damage. I cannot do another speed 1 maneuver because the are all stalls. What will I do ? Can I make a speed 2 move ? Will I crash ?
IMO You'll do a speed 2 maneuver.
(On this topic, I warmly recommend Canvas Eagles's system, in wich all speed is "normalized", but that's another matter.)
2. Rudder jams: must do right/left maneuvers for next 3 turns What if I get 2 special damages of this kind one on the left and the other on the right ? If I get them in the same turn I'll just ignore one of them, but what if I get them in different turns ? Will the last override the previous ?
IIRC the result was "Rudder jams: must do STRAIGHT maneuvers...". I think it was in the rules, but I can't tell for sure. It just seem logical to me: every "jamm" adds "weight" to its side, the "heavier" side is where to turn, if sides are balanced you go straight. That means, "S" maneuver, NOT 2S/3S etc., of course.
2B. Pilot grazed: must do straight maneuver next turn. With the rudder jammed I get this damage that is incompatible with the previous. Will I ignore it ? (If the pilot is grazed he's not able to unjam the rudder, so the rudder remain jammed).
IMO the rudder jammed prevails. The idea is that the pilot "blanks" for a few seconds, so he doesn't pull the stick or push the pedals. The AC would go striaght, normally, but with a jammed rudder it goes sideways, of course.
3. Pilot Killed In the original game there is 1 Blue 'Pilot killed' and 2 Red 'Pilot killed' + 1 Fuel tank hit: EXPLODE! Said that we all do not want the Blue 'Pilot killed', what about the others ?
I'd put the blue PK as an optional at game creation (and while we're at it, also the red "killers" and, why not, special damage in general).
BTW, the blue PK had a red PK on the back. I think that banning the second togheter with the firs would be nice.
4. Tailing smoking planes It is possible to tail someone that is smoking ?
Only if you don't have asma. 
Seriously, I see no reason for this. Tailing is not only a matter of "seeing tail" (a rather simplyfied explanation), but also of bank. And the amount of smoke they let out was rather small.
5. Visible effect. It is quit difficult to add the smoke/fire indicator on the map, so we will add a notice under the map when someone have smoke or fire on the plane.
It's a pity, but let it be this way. Better, IMO, put a note under the plane card and on the popup window, anyway.
Have fun,
You bet! 
Thanx. |
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