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Basic flight; the turn and phase.
Topic Started: May 27 2011, 04:35 AM (54 Views)
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The turn

The turn is the major step of the game, broken up into two phases. A few things will be checked on a turn- aircraft taking off, ground targets moving, that kind of thing. also, many abilities are usable only a certain number of times per turn.

The phase

The phase is where the action is. there are two of these per turn. each phase is broke down into three steps- Movement, Shooting, and resolving fires.
All action takes place at the same time, for simplicity's sake.

In the movement phase, aircraft accelerate, decelerate, launch special maneuvers, begin or terminate climbs or dives, and make turns as necessary. this is also where checks are made for NoE flight and takeoff/landing under fire, as well as to tail or shake an opponent.

In the shooting phase, new targets are acquired, and weapons are launched. To acquire a new target, a player must roll above their modified radar score. If they do this successfully, their radar will automatically 'track' the target, though they are still unable to launch weapons against that target. To launch weapons, a lock must be achieved, or the target must be inside 1km for gun attacks. Visually spotting a target allows gun attacks- but guided weapons still require a target lock. Attacking a ground target with unguided weapons require that the target be either spotted visually or by radar- but it does not require a lock. Strafing (making gun attacks) on a ground target requires the target be visually spotted though.

In resolving fires step, weapons launched earlier resolve their to hit and damage rolls. the exception to this rule is gun attacks and low-level bombing runs, which resolve as soon as they're launched. air to air missiles launched in the last phase resolve to hit and damage now, as well as any bombs that have completed their fall. Remember that rockets are treated as gun attacks, and resolve as soon as they're launched.
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