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Talorien

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  1. I second Stalin's statline for the Hellcat. For the sake of additional flavour and to represent its extra robustness it could have Airframe 4/4 (damaged at 5, destroyed at 8). I might also give it an OK Wingman Defense of 2. These changes would overall make it much better than the Wildcat but a tad below the Corsair in performance, though a smidgen tougher. Btw if it's not too much of a PITA, this format for Airframe may be clearer (e.g. Corsair Airframe 4/3). The database online and in the manual also seems outdated. Really enjoying this outstanding game
  2. Oh, I really like Sitzkreig and Sixxkillers' suggestions btw, so repeating them: 7. Fast Dive inherent plane ability for the P-47 (+1 card when diving). 8. "Armour" rating in the plane statlines. Armour 1 modifies damage against that plane by -1, etc. This would also help negate some of the brutal wingman attacks problem (Wingmen with attack 4 and +1 damage are OUCH! ) 9. More planes (Hellcat, P-51B, Avenger, B-17G, B-24, B-26, Typhoon, Tempest, FW-190 armoured bomber attack model (with armour rule, above), can't remember the model numer), TA-152, Me262, P-80, Gloster Meteor. Forgive me if some of these are already in, only been playing a few days! The existing system is a really elegant representation of the differences in WW2 planes, so I guess I'm saying that anything that gives the planes more 'individual flavour' while retaining good balance and game mechanics is a great addition Jets may need a new special rule, maybe a 'vertical roll' ability (can get this for any card, like Scissors on agile planes) that would simulate the typical jet attack of zooming in, strafing and zooming away
  3. Hi there, Congrats first on all to Dan and team for such a great game I just got it a few days ago and am really enjoying it. Some feedback on what I'd love to see, mostly relating to the single player game: 1. The ability in 'manage pilots' or 'create a game' interfaces to 'activate or deactivate pilot skills' (could be done through an 'active?' check box window system). Deactivating a skill would make it inactive and lower the pilot's point value (like choosing a lower plane type). Reactivating a skill would restore the point value. Rationale: sometimes it's more fun to play games at a lower point level so that the AI opponent doesn't have so many skills, or players pick skills which they later regret choosing. However, part of the fun of playing is building up pilot skills. This option would increase replay value through being able to customize the point value of favourite, experienced pilots. It could also enable a more level playing field for multiplayer for those new to the game (one danger of online characters is that the 'barrier to entry' gets too high for new players and discourages the playerbase from expanding). 2. New pilot skills (this is very compatible with #1 above). 3. An 'extended missions' AI mission type. This could use existing mechanics to increase replayability and excitement by basically stringing missions together to build a short storyline. Example: 'Long Escort' mission. Randomly strings together 2-3 AI missions (e.g. escort, escort, intercept). The AI would take into account the state of the player's planes in the point value, number of planes, turn length, and type of subsequent missions. (e.g. only 1 damaged player plane left at end first mission in series. Next mission generates a single enemy, 2-turn dogfight mission. This simulates the pilot being 'bounced' while racing for home). The pilots could get XP/victory result at the end of each seperate single mission (to keep the programming simple). Fatigue however might have to be applied only once at the end of the whole extended mission. 4. Being able to use local pilots for single player campaigns (for those of us who like playing locally and single player). 5. A pop up window in the pilot/plane information window in the combat window that lists the pilot's skills (similar to right-clicking on your leader to see his cards; this may be easier to implement than the icon system) 6. Being able to use player pilots for both elements in a mission (this has consquences for the fatigue system, however... maybe the 2nd set of pilots doesn't get fatigue?)
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