RadiantPhoenix wrote:Huh, low maneuverability as virtual size categories?
That actually pretty ingenious.
For Perfect fliers, it's just like ground movement, you fit through spaces your own size and can even make it through spaces one size smaller at the squeezing penalties.
Then either we scale both up per every category down:
Scaling each up:
- Good Fliers require a space one size category larger than themselves to fly freely, they are subject to the squeezing rules when flying through a space of their own size and cannot fly through spaces smaller than their own.
- Average Fliers require a space two size categories larger than themselves to fly freely, they are subject to the squeezing rules when flying through a space exactly one size category larger than their own size and cannot fly through spaces their own size or smaller.
- Poor Fliers require a space three size categories larger than themselves to fly freely, they are subject to the squeezing rules when flying through a space exactly two size categories large than their own size and cannot fly through spaces that are smaller than that
- Clumsy (if we keep it) Fliers require a space four size categories larger than their own...etc..etc.
Assume that any virtual size increase past collosal is a doubling of the required airspace, so fliers need x2, x4, x8, or x16 their own size as airspace,
Then let me try to set up some categories which scale predictably to make memorization easier.
the rest of this post is rough and hurried, will polish later if feedback says this is a viable way to go:
D&D is played by people who didn't want to play
Car Wars and so the flight system shouldn't care about measuring angles for turning, speed vectors or acceleration per round. D&D players also chose not to play nor
Formula De, so the flight rules shouldn't set things up so that a decision a player made 2 turns back means that player cannot avoid a crash by the end of this turn. Those are both great games and I recommend playing them. I just don't recommend using their rulesets for D&D miniatures combats.
Now since D&D characters on a battlemat all have movement speed ratings and a number of actions available, the flight system we want should care about how fast a character can fly somewhere and what kind of actions they have to spend to do that. As D&D has 6-second rounds, tracking turn angles and limiting reversals is not merely overcomplicated, it's actually unrealistic. You can go find videos of prop planes from the RC to Airshow scale doing Immelman Turn reversals in 6-10 seconds on YouTube, and a prop plane is generally less maneuverable than a raven or an owl, yet as per the rules in the SRD it takes an average maneuverability flier 12 seconds minimum to reverse (two rounds with a 90 degree maximum turn per round) and a poor maneuverability flier a minimum of 24 seconds to reverse ( four rounds with 45 degree maximum turn per round).
The existing rules for difficult terrain and hampered movement give us a precedent to make some flight cost squares of movement - I'm gonna use that instead of "up angle" - since counting is easier and (at least at the game scale) quicker than protractors and trigonometry.
For the moment, I'm keeping Hover from the original flight maneuverability classes, since it does simplify fights to be able to leave an aerial combatant in one place -- however I am concerned that hovering might be redundant with using multiple actions to turn in place. I'm also a little worried that the predictable scaling of these makes hovering accessible to rather non-agile fliers - that's probably okay with the caveat that coming out of a hover counts as a change of direction for purposes of making a turn.
So here's the current draft:
Perfect Maneuverability
Hover: May Hover as a Free action
Turn: May turn while flying as a Free action - allowing for flight at full speed while changing directions multiple times.
Ascend: 1:1. Moving one square up costs one square of movement.
Required Airspace: Own Size
Good Maneuverability:
Hover: May Hover as a Swift action
Turn: May turn while flying as a Free action - allowing for flight at full speed while changing directions multiple times
Ascend: 2:1. Moving one square up costs two squares of movement
Required Airspace: One size larger
Average/Fair Maneuverability
Hover: May hover as a Move action
Turn: May turn while flying as a Swift Action - meaning that they may only make one change of direction per round while flying at full speed. Such a flier may use a Move or Standard Action to gain an additional turn during a single move - but using either of those actions to turn means that they cannot take a double move or run
Ascend: 3/1. Moving one square up costs three squares of movement
Required Airspace: Two sizes larger
Poor Maneuverability:
Hover: May hover as a Standard Action
Turn: May turn while flying as a Move action - meaning that they cannot take a double move or run action in any turn which they change direction and that they can normally only make a single change of direction per round.
Ascend 4/1, Moving one square up costs four squares of movement
Required Airspace: Three sizes larger
Clumsy Maneuverability:
Hover: May hover as a Full Round Action
Turn: May turn while flying as a Standard Action - meaning that they cannot take a double move or run action nor make an attack in any turn which they change direction and can normally only make a single change of direction per round.
Ascend: 5:1, Moving one square up costs five squares of movement
Required Airspace: Four sizes larger
Ponderous Maneuverability
Hover: May not hover
Turn: Full round action, may only 5' step while turning
Ascend: Entire Move: 1. Moving one square up costs a move action regardless of flier's movement speed.
Required Airspace: Five sizes larger, with a minimum of collosal
Advantages over core system: Fewer limitations to track, no need to track turn-by-turn angles and speeds, everything scales in a linear fashion from Good maneuverability, with each category worse increasing the action type needed and virtual size category, so that with only one class written down, a player can derive the limits of all other classes thereby eliminating need for chart look up.
Disadvantages over core system: Currently have an additional category, when it seems that Core had one more than was strictly needed. Loss of minimum forward speeds mean that fliers cannot stall and can avoid accidental crashing by just choosing to move at 5' or 0' in a round.
So we may need to collapse categories and abandon linear scaling, and we will need to outline some stall / out of control / crashing rules when we get to piloting rolls and hazard avoidance. Or maybe we define "turn" as any type of acceleration / deceleration.
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