Let me just say this, about that,................
............................. ............................. ............................. ...................um,....................,...............
Ok lets try this,..........................
If your life depended on it, would you let yourself come between a gun and a target when the gun is firing>???................. If this answer takes more then .001 of a second to answer you lose.
If I had some DATA, which I don't, I think it would show that more often the guy who flys between a firing gun and a target should be dead if hit. The shooter is flying his plane, the invincible moron who put himself in the bullets path should die, period. There are now "Buts" to that.
Now, I'm into VB6 so I'm not sure what HT could do with C++ but I would think, that some coding might be able to be put in place to detect a clear shot, from an interrupted shot.
The half-baked idea would be something like.
In Collision:
If the FE reports a front view (on a HO course) of an enemy plane prior to collision (HO) then both should be dead. It takes two for a HO no matter how you look at it.
If the FE reports that the line of sight into the HO was broken off by plane “A” *first * and a collision still occurs, then it would see plane “B” as a rammer and he dies, 10 minute penalty to re-up. Plane “A” would still retain damage, but not mortal.
If plane “A” hits plane “1” in the side or rear the FE should see “A” as a ram and the rammer should die and wait 10 minutes to re-plane. “1” should receive damage but not mortal.
This same type of setup could be used for killshooter:
If Plane “A” (friendly) has a front view of plane “1” (enemy) plane “As” FE would report it as target. As long as “A” has the target *first * plane “B” (friendly) who puts himself in “A” bullet path dies. This may have to be done with a clock element.
If “A” fires a weapon with NO target reported and hits “B” then “A” becomes PNG (no ammo) for 30min-1 hour.
Again, a half-baked idea that could be tweaked into working,……. Maybe