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Post by AP on Mar 14, 2008 11:21:41 GMT -5
We had another 'house rule' come up last night in our VDP game that I think would be good to get a general consensus on... In our MN group we have always played that if your turn speed is cut below your stall speed, you have to fall out of control at least one turn. If you do not get stuck in a spin, you can then fly straight & dive until you are at an alt where you turn speed is at your stall speed again. This is a completely logical rule, because you really wouldn't realize this problem until you attempted to turn, hence the OOC. Correct me if I am wrong, but I dont think this issue is addressed in v7 rulebook. I know some circles are more lenient on players and allow you 'foreknowledge' of the crit & dont make you fall OOC, rather you can immediately fly straight. Or does everyone play the 'correct' way and have 1 turn of OOC?
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bolog
Infantry Private First Class

Posts: 10
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Post by bolog on Mar 15, 2008 10:41:31 GMT -5
I like the rule, even when it sends me falling OOC. It seems like the logical way to handle the loss of performance.
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kazorm
Lieutenant

2005-06-07 Indy Squadron Champion
"I like your Christ. I do not like your Christians. They are so unlike your Christ." - Ghandi
Posts: 245
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Post by kazorm on Mar 15, 2008 22:23:32 GMT -5
Actually, I believe the rule in 7th edition is you must either fly straight, or, cut to low throttle and glide to a landing.
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noski
Captain
 
"Richthofen lived where the rest of us go , only in our greatest moments." Udet
Posts: 286
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Post by noski on Mar 20, 2008 16:03:54 GMT -5
Ken has it right. In game turns , you know you are damaged severely, though in a "real " situation maybe not. If you attempt to turn in your next move , you fall OC. But not before movement .
dan
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