Originally posted by Lephturn:
Um... define "dot range"... who's dot range?
These are the details that can cause problems.
Each side was formed up (as the rules say), so both sides came into dot range at the same time.
Like you probably noticed, we played the duel without icons. Therefore, the fight was on when you could see the other side's planes. In dot range, in other words.
It is more realistic, imho, to be able to manuever before the merge. By insuring that both sides are at 15k and then turning into eachother, you get the needed co-E situation. As soon as you see your enemy, you can begin maneuvering. In our case, we bracketed before the merge.
It would be best to either forget about altitude limits, or do as was suggested in another thread, pick a quadrant or two and call those as "open". IE line everybody up in the adjecent quadrants at 15k, then call "go" and as soon as you cross into the square anything goes.[/b]
Yes, this is basically what we did. Except the criteria was not a quadrant, but dot range.
The best idea IMHO is to start everybody on the ground... no limits. Everybody must be OTR with film running when GO is called. After that, those that survive win. You can disable re-planes and forbid folks to exit a certain area. I would also set a time limit on it... a far-out one, but something to keep folks from trying the "take a pony with full fuel and run until they are all out of gas" trick.[/b]
A good idea otherwise, but like you said it will bring other problems. I solved this in my rules with "stay in formation, don't maneuver before within dot range".
A duel must be started with both teams in equal energy states, imho. Both start at 15k, and when ready, head towards eachother.
Good ideas, keep em coming!

Camo