[DS2] Air superiority revisited
From: Tony Christney <acc@q...>
Date: Mon, 21 Dec 1998 13:36:51 -0800
Subject: [DS2] Air superiority revisited
Hi,
The recent talks about air superiority (or the lack of it) in
Dirtside inspired me to try my hand at representing fighters
opposing enemy ground attack missions. These are rough draft
rules only, and I won't get a chance to playtest until after
Xmas. I'm posting them so that I can get some input from the list
while I revise them. Please keep in mind that these are still
very abstract, and are not intended to be a detailed air combat
simulator (after all, there is always Air Superiority...).
The concept of maneouvrability has been ruthlessly lifted from
the ideas of 'Ndege "vectored thrust" Diamond'. ;-)
Any criticism (good or bad) is appreciated, so long as you remain
civil...
Air Superiority in Dirtside II
==============================
Dirtside II has no rules for air-to-air combat. This implies that
at the time of the battle, one side has already obtained air
superiority.
On the modern (and presumably the future) battlefield, sometimes it
is necessary to attempt air mission even when there are enemy
fighters in the vicinity. These rules add another level on top of the
existing aerospace operations rules.
Several factors will affect the effectiveness of air-to-air combat.
In Dirtside terms, we will simplify all of these factors into four.
These are: pilot quality/training, electronics suite quality,
aircraft maneouvrability, and weapons quality.
In order to execute air superiority missions, the player must
specifically task one or more of his/her aerospace fighters with
an air superiority mission. The player does this when activating the
craft.
Conducting Air Superiority Missions
===================================
For game purposes, air superiority missions are divided into three
distinct stages: spotting, interception and engagement. After declaring
an air superiority mission, the player may attempt to spot unengaged
targets. For each of the enemy's unspotted aerospace units, an
opposed roll is made. The spotting player rolls a die based on his
command chit: D6 for GREEN, D8 for REG, D10 for VET, shifted up
for a grade 1 pilot and down for a grade 3 pilot. In addition, he
rolls a secondary die for his electronics suite: D6 for
NONE(rudimentary),
D8 for BASIC, D10 for ENH and d12 for SUP. The aerospace unit being
spotted rolls its signature die. If either of the spotter's dice
beats the unit being spotted's die, then that unit has been spotted.
The spotting player may then choose to "lock-on" to _one_ of
the spotted units. Units locked onto the previous turn do not
need to be spotted again, and the player may choose to ignore the
spotting stage if he has a unit locked-on from the previous turn.
Once a unit has been locked-on, the spotter may attempt to
intercept the unit that it has locked-on. At this point, the target
may attempt to disengage. An opposed die roll is made, with the
attacker rolling his quality die, shifted up or down for pilot quality
as above. The defender wishing to disengage has a primary die
figured exactly as for the attacker, as well as a secondary die
based on his aerospace vehicle's maneouvrability rating. If the
defender's roll is higher, then he has successfully disengaged, and
both aerospace fighters are considered activated for the turn.
Otherwise, the defender is considered to have been successfully
intercepted.
Once the target has been successfully intercepted, the two
aircraft are considered to be within GMS range. At this point,
the intercepting aerospace craft may fire any air-to-air
GMS that he has. This is resolved exactly as for ground-to-ground
or air-to-ground GMS fire except the target gets a secondary die
based on its maneouvrability rating, provided that the target elects
to perform evasive maneouvres. If the target does not elect to perform
evasive maneouvres, then it may attempt to return fire with its own
air-to-air missles.
Instead of (after?) firing missles, the attacking fighter may elect to
engage his target. This represents the pilot engaging the enemy with
cannons and other direct fire weapons, i.e. dogfighting. At these
ranges, pilot quality plays a critical role in success. An opposed roll
is made to determine which of the two pilots managed to maneouvre his
aircraft into position for the critical shot. Both pilots roll their
quality die, shifted up or down for pilot quality as above. In addition,
the die type is also shifted for maneouvrability ratings. SUP
maneouvrability shifts the die up by one, BASIC maneouvrability shifts
the die type down by one. These shifts are _open_ shifts, so
a VET 1 pilot in an aircraft with SUP maneourvability will get a
D12, but his opponent will also have his die type shifted down by
one. The winner of this roll gets an automatic hit against the loser
with one of his weapon systems. The hit counts as close range for chit
validities.
Weapon/Systems Costs
====================
Maneouvrability
---------------
Maneouvrability is simply another gradation of mobility type.
BASIC maneouvrability costs 1000% of the BVP; ENH maneouvrability
costs 1500% of the BVP; SUP maneouvrability cost 2000% of the BVP.
Electronics Suite
-----------------
A BASIC electronics suite costs 30 points; an ENH suite costs 60 points;
a SUP suite cost 90 points.
Air-to-air Missles
------------------
Air-to-air missles are identical in cost to their air-to-ground
and ground-to-ground counterparts, except that they cannot be used
against ground targets. Similarly, air-to-ground and ground-to-ground
missles cannot be used against aerospace vehicles.
Tony Christney
tchristney@questercorp.com
"If the end user has to worry about how the program was
written then there is something wrong with that program"
-Bjarne Stroustrup