Author Topic: the Rumble Mk II  (Read 638 times)

Offline Lephturn

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the Rumble Mk II
« Reply #30 on: July 25, 2000, 12:21:00 PM »
This looks quite workeable to me.

I'm not too worried about Ack.  In order to ack hug you have to be low, so if one side wants to hug ack they can fill their boots.  I'll gladly brave the ack if I've got a 10k cushion to work and a 1/2 hour to BnZ 'em.  Turning ack off would simplify the issue though.

One thing to add... a dress rehearsal.  There should be a full-up rehearsal one week before the fight.  Teams would be expected to try to win the rehearsal as best they can.  The idea would be just to get everybody comfortable and test the ROE, see how it works.  The next week you could run the real deal.

Hmmm... think what we could do with a terrain editor.  Wow... a special dueling terrain with just 2 fields... possiblities.

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Offline Toad

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the Rumble Mk II
« Reply #31 on: July 25, 2000, 12:32:00 PM »
Only thing I wonder about is the starting at ground level and climb rate of the various planes.

Depending on the starting distance apart, a really quick climber could grab hard and be in a superior position that could not easily be reversed.

If you start at some medium alt, the slower climbing plane at least has some way to get Energy quickly.

Just a thought.

[This message has been edited by Toad (edited 07-25-2000).]
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Offline Kieren

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« Reply #32 on: July 25, 2000, 12:53:00 PM »
For the sake of argument, if you start at nearby fields, go on the runway, then yell roll, you could say "climb for 5 minutes and turn". Specify 180 degree different directions on climbout.

In the case of the 190A5 and the P51D, the 5 minute climb more-or-less negates the 190's initial climb advantage and the P51's later climb advantage. What you wind up with is an average climb. This also rewards the side that can get their butts in gear more efficiently.

Maybe 5 minutes isn't the right number, but you get the idea.  

Offline Duckwing6

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« Reply #33 on: July 26, 2000, 03:53:00 AM »
maybe FW against Pony Kieren .. how about other plane matchups ?

Offline LLv34_Camouflage

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« Reply #34 on: July 26, 2000, 04:34:00 AM »
 
Quote
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.  


Quote
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.


Quote
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!  

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