Yeah, which is why the entire system as implemented right now is a really bad idea. Flight rank is too integral with too many things to change like that.Viewing_Glass wrote:Actually, its a way for you to get the following: Your enemies up to -30 to hit, 15+2d10 or 20+2d10 in damage.
I quoted extreme examples to outline that this system has holes large enough to fly a Raptor Battleship through. I'll break it down into the component parts if you really must have it spelled out:However, what you suggested was not a 'gentle corkscrew'. What you suggested was ascending at a 44 degree angle, to quote, 'avoid a penalty'. You can declare logical fallacies in my argument all you want, but that doesn't change that you phrased this in such a way as to mimic the most power-gaming, munchkining player I have ever seen. This, of course, instituted a reflex in me to lock this down as you were attempting to 'avoid a penalty' that you knew you were going to take.
- I have an incentive to spend as many rounds as possible in a state of diving because it gives me significant combat advantages.
- The only incentive I have to not spend every round diving is impact with the ground.
- My objective is now to minimize vertical descent while also spend every round diving.
- My objective is also to minimize the absolute AP I spend diving because that cuts into other combat actions.
- By the rules as written I have a great deal of options to arrest my vertical descent, allowing me to spend either every single round diving OR in the worst case, one round diving, one round gently ascending at no penalty, giving me a total drop of only a few meters per round.
That's it, I'm simply responding to the reward scheme presented to me. You want me to spend every round diving so I'm, predictably, going to spend every goddamn round diving if it's physically possible.
You can pick a number out of your plot - what is it, one full move action straight down? Two full move actions? How steep is 'steep'; can I descend at a 45 degree angle and ascend at a 40 degree angle, thus minimizing my downwards drift? Basic multiplication and division reading from which textbook?Or I can simply declare as, since you did not effectively drop at enough of a slope to gain enough speed to gain the benefits of another flight rank. I believe some basic multiplication and division can tell me that.
The answer is that this is a vague and mealy-mouthed system as written meaning that it's purely arbitrary GM opinion and GM opinions will differ and that's a terrible feature for a piece of rules as absolutely critical as Flight Rank.
You know who else ascends in gentle inclines? Jumbo jets.Really? I would have thought it obvious given a few real life examples, such as the Blue Angels, or some show canon examples, such as the Wonderbolts, or FOE canon, such as the Wonderbolts, might have told the average player that precision flight isn't easy.
I am both player and GM and system designer and I'm perfectly capable of recognizing dodgy mechanics when I see them and calling them out for being dodgy and arbitrary, and I don't need to playtest them to know that.And as a player with a pegasus, I can read through these rules, understand, and adapt to them in such a way as to have my character not die. And that's not because I wrote those rules. I didn't. I just took some time to visualize how my characters fly and will take some time before my next game to talk with my GM about these new rules so both he/she and I know what to expect. Should either of us have a problem or notice a loophole, we'd talk out a houserule to temporarily fix the problem, or both agree to ignore that rule until it was fixed. Then I would come online and post a description of the problem and the solution we came up with.
Come on, don't play the 'you're being too negative' card. You know for a fact that in any discussion like this step one is to establish that there is a problem. If I start throwing out replacement solutions while everyone thinks the system works fine I'll just get ignored. I need to get people to acknowledge that something needs to change before I forwards a change.Speaking of which, what solution(s) would you offer to fix the problems you noticed? Out of all our back and forth, I don't think I've seen you offer a single solution, just tearing apart the ones I've offered. Might have missed it though...
Anyway, my solution is simple:
- Decouple effective flight rank from everything else involving flight rank (dodge, tricks) making it purely a product of speed. Pegasus can dive faster and climb slower but they don't shoot more powerful lightning and dodge better while diving.
What this does for us is it decouples the incentives that are at the heart of this system from the strange behaviour we have to engage in in order to get those incentives. Problem's solved in one stroke because suddenly gaming the system is no longer mission critical.
Could you refresh my memory as to how high those towers are? I know they're pretty big in general because we've got things like skyscrapers and hills, and skyscrapers on hills, but with all this flight math we kind of need an exact number.Also, the cloud layer is created by the SPP towers -- So the height of the cloud layer likely coincides with roughly the height of those towers.