currently tinkering with stuff for formalized air combat. some amount of abstraction/compression so that it isn't The BVR Nightmare. any thoughts?
current concept:
- air units use their own scaling, and have four altitudes (orbital, high, medium, low)
- air ranges scale by a factor of five to ground ranges (might need to be more? shrug)
most combat air units have an inbuilt weapons system or two and then hardpoints.
- weapons have arcs they can fire in, and some weapons are able to ground attack or intercept enemy attacks.
- most ammo is just tracked individually. you have like, ten missiles tops, usually.
eg a cheyenne has its gatling, its rocket pods, and then six hardpoints for missiles.
then there's defenses, which primarily reduce enemy dice.
- countermeasures, ie chaff-flares, which are ammo limited but affect all incoming attacks per round.
- jammers, which are unlimited ammo but can only target so many attacks per round.
- special defenses, which usually impose some specific conditions.
eg a cheyenne has countermeasures, jammers, and its towed array system, which limits its speed in exchange for more jammer capability.
finally, traits, which are mostly a grab bag.
eg a cheyenne has Stealth as long as its rocket pods are stowed, making long range attacks on it less effective. it has VTOL, so it can be at speed 0 and not fall out of the air. it has Starlifter, so it can go to orbit with afterburner. It has Cargo, letting it hold vehicles in exchange for a Piloting dice penalty.