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Post by Stephen on Apr 23, 2007 12:33:59 GMT -5
fly-ins can be done but it really discourages those who already have pilot rosters from playing.
consider this... you've taken up your 8/3 Nieuport pilot and have six turns of battle damage from the game... then on turn 7 two more guys want to fly in? no way can you keep a roster that way, let alone build one.
something to think about.
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Post by AP on Apr 23, 2007 12:42:25 GMT -5
We usually allow 'conditional' fly-ins. #1 They cannot have better aircraft than those present & #2 they must start at least 3 turns lower altitude-wise below the existing battle. That way those already playing have the choice of whether or not to engage, so that badly damaged 8/3 pilot has the choice to escape instead of engage.
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Post by kirkh on Apr 23, 2007 13:07:53 GMT -5
I'd have to agree with Stephen and AP. I just don't think it'll work to allow someone to join in a game when everybody else has already absorbed some amount of damage. I'd think conditions such those AP describes would have to be required if the choice is made to allow it.
Gary does bring up a good point though. Is there a way to play the game that will allow players that show up late to participate? Can one player start the game playing two aircraft and then hand one off to a late arriving player?
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Post by AP on Apr 23, 2007 13:15:53 GMT -5
Unfortunately for 'official' mission credit you must have four players at the table. You can fly 'practice missions' until your 4th shows up, and even may set up the game before the 4th arrives... Of course its situational by game too. If you are only on the 2nd turn its usually not a big deal. But 7 turns into a game it depends, and usually is up to the opposing side.
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Post by kirkh on Apr 23, 2007 13:37:02 GMT -5
What I mean is if we have four players, can one player take up an extra plane (making it a three on two game) and then hand it off should someone else show up during the game?
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Post by AP on Apr 23, 2007 13:45:46 GMT -5
Its better to determine at the beginning of play where an extra player would go, and then if they do show up decide at that point whether or not to have them join the game. (I.E. if you know John Doe is going to be there at 730 & its 7 & you want to start, roll the scenario up for 5 players, but only play with 4 until he shows, at which time you may determine how/if he comes in to play)
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Post by kevan on Apr 23, 2007 16:05:31 GMT -5
I like the idea of fly-ins, at least for the immediate future while we've got such a small group of players. Starting 1000' below and on the weaker side seems fair, and if it scares the opposition off, well, you can always start a new game.
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Post by Stephen on Apr 23, 2007 16:32:17 GMT -5
Andy, I'll use that VDP download button as soon as its ready.
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Post by Stephen on Apr 23, 2007 18:44:50 GMT -5
The VDP section of IndySquadron.com is far from complete, but you can get a general idea of what it will become now. Take a look. It is ready for content right now.
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Post by AP on Apr 24, 2007 12:04:25 GMT -5
OK I created a link button on the MN page for VDP- www.geocities.com/cubsfan4life1908/Ghost_Jasta.htm Its still not 'exactly' what I am envisioning, but its close & its a start. Stephen lmk if this will work & you may either copy it off my site or i can send you the .jpg!!
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