"FOX TWO!" You screamed the words into your oxygen mask the moment the lock tone sounded. Simultaneously your thumb hammered down so hard on the firing toggle that you could feel the ridged texture of the metal switch through the material of the flight suit glove.
A fraction of a second later a crackling woosh of noise invaded the cockpit, when the missile leapt off its rail on the port wing, and raced forwards atop a spear of white smoke, towards the dark arrowhead shape in the distance.
The shot wasn't great, but it was the nearest you had come to getting a look at the rear aspect of an enemy plane in the last eternity stretching minute of frantic close range combat. The missile curved towards the aircraft that you kept fixed in the centre of your heads up display, and you found yourself willing it to hit under your breath.
The other fighter twisted on its long axis and then pulled a hard turn to point its nose toward you at an oblique angle. Losing airspeed, but forcing your missile to go through a tight turnaround in an attempt to match course.
The streak of smoke arced round, almost on target, and then kept going off into the distance. Your heart sank.
The elderly seeker head, likely as old as you, had lost the burning hot IR signature of the enemy plane's engines in the turn and carried straight on, looking for a target it would never find.
You pulled the stick back and yanked your own aircraft into a hard turn to follow your erstwhile prey. The g forces tugged you back into the seat, but you held the maneuver. If you could just make the turn, it would line you up with a perfect tail shot. One that not even the crap missiles still slung under your wings could mess up.
Just as the targeting reticle began to edge on to your foe's silhouette, a harsh buzzing sound assaulted your ears, and your HUD flashed angrily red. The threat warning receiver.
One of your target's wingmen had you in their sights, and was ready to fire.
Hold the turn for another few seconds and you would have the enemy fighter dead to rights, but by then the fighter on your tail will have launched their own missile, and you will have to work hard to evade.
What do you do?
[][Act] Stay on target.
[][Act] Evade and engage your pursuer.
[][Act] Write in
What kind of aircraft are you flying?
[][Plane] Huntress Kestrel F.2- A light fighter derived from a training aircraft. Not particularly heavily armed, or high performance, but is easy to fly and capable of impressive low speed maneuvers. Uniquely for a light fighter the Kestrel has an all weather radar. It carries four AAM, and two special weapon hardpoints, one of which currently holds an external gunpod.
[][Plane] Lianshi J-25K4 Firefly - An interceptor old enough to have been flown by your grandfather. Reasonably quick in a straight line, and nimble in a turn, but it has low endurance. Plentiful spare parts make it cheap to maintain, and has a big potential for aftermarket upgrades. It has two AAM, and two special weapon hardpoints.
[][Plane] MacMillan Badger Mk.VI - A tough twin engined ground attack aircraft, sluggish acceleration and mediocre maneuverability make it a poor dogfighter. It does however mount a pair of rotary cannon that chew up aircraft just as well as they do ground targets. Additionally it has two AAM, and four special weapon hardpoints.
(For this mission all weapon hardpoints will be mounting standard IR guided air to air missiles)
This is a quest about being a mercenary fighter pilot in a alternate Ace Combat-esque universe, on a journey to riches and renown. It will be run on a combination of In Harm's Way: Wild Blue, for combat mechanics, and Flying Circus for unit management and logistics.
During the course of play you will fight enemy aces high amongst the clouds, and explore the hard and fast life of a hired gun on the ground.
The story starts In Media Res on your first proper mission as a mercenary combat pilot. This will serve as a tutorial to show how the air combat system works. Though absolute failure will not be possible during this segment, your performance and the decisions you make will inform your starting position for the game proper.
Don't worry about knowing particular manuevers or moves from the combat system, write in what you think should be the best course of action, and I will fit it as best I can to what is available. Though considering Wild Blue has a comprehensive set of simulated manuevers, any basic knowledge of dogfighting techniques should be very applicable. As we go forward new mechanics will be introduced and explained along the way.
So strap in and turn up that Kenny Loggins. Because here we go.
[X][Plane] MacMillan Badger Mk.VI - A tough twin engined ground attack aircraft, sluggish acceleration and mediocre maneuverability make it a poor dogfighter. It does however mount a pair of rotary cannon that chew up aircraft just as well as they do ground targets. Additionally it has two AAM, and four special weapon hardpoints.
This quest pleases me.
I'm interested to see if anyone is interested in playing a ground attack role - most of these types of quests/games tend to focus on Air-to-Air.
Edit: I didn't even notice that there was another vote, will write shortly
I've quite deliberately withheld that information for the moment. It will be revealed soon, but in part relies on the first few decisions you will make. However if you wish, an action like calling for help is possible right now, and can be rolled to determine success.
[x][Plane] Lianshi J-25K4 Firefly - An interceptor old enough to have been flown by your grandfather. Reasonably quick in a straight line, and nimble in a turn, but it has low endurance. Plentiful spare parts make it cheap to maintain, and has a big potential for aftermarket upgrades. It has two AAM, and two special weapon hardpoints.
I see you've been inspired by a certain open sketchbook.
[x][Plane] Lianshi J-25K4 Firefly - An interceptor old enough to have been flown by your grandfather. Reasonably quick in a straight line, and nimble in a turn, but it has low endurance. Plentiful spare parts make it cheap to maintain, and has a big potential for aftermarket upgrades. It has two AAM, and two special weapon hardpoints.
[x][Plane] Lianshi J-25K4 Firefly - An interceptor old enough to have been flown by your grandfather. Reasonably quick in a straight line, and nimble in a turn, but it has low endurance. Plentiful spare parts make it cheap to maintain, and has a big potential for aftermarket upgrades. It has two AAM, and two special weapon hardpoints.
[x][Plane] Lianshi J-25K4 Firefly - An interceptor old enough to have been flown by your grandfather. Reasonably quick in a straight line, and nimble in a turn, but it has low endurance. Plentiful spare parts make it cheap to maintain, and has a big potential for aftermarket upgrades. It has two AAM, and two special weapon hardpoints.
I see you've been inspired by a certain open sketchbook.
Modern military air combat; my guilty pleasure.
...maybe I`ll feel less guilty if it`s more AtG than AtA ? Run little tank column !
[X][Plane] MacMillan Badger Mk.VI - A tough twin engined ground attack aircraft, sluggish acceleration and mediocre maneuverability make it a poor dogfighter. It does however mount a pair of rotary cannon that chew up aircraft just as well as they do ground targets. Additionally it has two AAM, and four special weapon hardpoints.
[X][Act] Break hard and try to dive and gain some speed
[X][Plane] Lianshi J-25K4 Firefly - An interceptor old enough to have been flown by your grandfather. Reasonably quick in a straight line, and nimble in a turn, but it has low endurance. Plentiful spare parts make it cheap to maintain, and has a big potential for aftermarket upgrades. It has two AAM, and two special weapon hardpoints.
[X][Act] Evade and engage your pursuer.
[X][Plane] MacMillan Badger Mk.VI - A tough twin engined ground attack aircraft, sluggish acceleration and mediocre maneuverability make it a poor dogfighter. It does however mount a pair of rotary cannon that chew up aircraft just as well as they do ground targets. Additionally it has two AAM, and four special weapon hardpoints.
[X][Plane] Lianshi J-25K4 Firefly - An interceptor old enough to have been flown by your grandfather. Reasonably quick in a straight line, and nimble in a turn, but it has low endurance. Plentiful spare parts make it cheap to maintain, and has a big potential for aftermarket upgrades. It has two AAM, and two special weapon hardpoints.
[X][Act] Evade and engage your pursuer.
[x][Plane] Lianshi J-25K4 Firefly - An interceptor old enough to have been flown by your grandfather. Reasonably quick in a straight line, and nimble in a turn, but it has low endurance. Plentiful spare parts make it cheap to maintain, and has a big potential for aftermarket upgrades. It has two AAM, and two special weapon hardpoints.
[X] [Act] Contact your Wingman. Find out if his bogie will be down before it can fire on you.
-[X] [Act] if yes, continue pursuit.
-[X] [Act] If no, burst fire to make it break so you can follow while breaking off.
[X][Plane] Lianshi J-25K4 Firefly - An interceptor old enough to have been flown by your grandfather. Reasonably quick in a straight line, and nimble in a turn, but it has low endurance. Plentiful spare parts make it cheap to maintain, and has a big potential for aftermarket upgrades. It has two AAM, and two special weapon hardpoints.
[X][Act] Evade and engage your pursuer.
-Introduction- 1.2
The enemy was on your tail, from a glimpse caught over your shoulder you figured it was Super Shrike just like the one you had been pursuing. An older model Laritaian built fighter-bomber, it had wide open nose inlet, with a stubby radome sticking out of the bottom lip like a small chin. The fuselage was painted all over in the mottled grey and sand camouflage of the Tessari Union's Army Air Corps. Such an aircraft had poor speed and turning ability when compared to the performance of your dedicated fighter
Inferior opponent or not, you had to get out of the line of fire. You would have to abandon the pursuit of the first fighter and try to evade the missile lock. With the enemy hard on your six, only a radical move would get you out of this. Fortunately though old your fighter was built for just this kind of tight maneuvering. Handled well enough you might be able to bleed off sufficient airspeed to make the enemy plane overshoot, thus giving you an opportunity to turn the tables on them.
You took a deep breath and then wrenched the flight stick to the side, putting your aircraft into left hand roll, hoping to break away from the course your attacker expected you to take.
A/N: Here we get to our first mechanical gameplay. Wild Blue, the system we are using for combat, works by performing skill checks for actions such as manuevering and firing weapons. Each skill check involves rolling a d100 and attempting to achieve a result under a target number. The default target number is 45 and is modified by various factors pertaining to the action being underaken, modifiers may include, but are not limited to action difficulty. pilot, skill aircraft capbilities, relative position to target, countermeasures, and damage recieved.
Failing skill checks, especially pilot checks for manuevers, will have consquences. However you will almost have the opporotunity to recover in some way and continue on a new path.
Here you are rolling for three seperate actions. First is performing a slip roll and climb manuver to break the enemy lock and gain the advantage. Second is to achive and execute a sucessful firing solution. Third is the kill probability of your missile to target.
The stick shuddered in your grasp as you banked into the roll, and you struggled to maintain the correct angle. The nose of your fighter began to dip and turn heavily to the right. In a gut wrenching instant you realised you had overcorrected. Abandoning the roll you now instead attempted to maintain control and bring the the aircraft back on course, as it rotated into a skid.
Roll d100
A/N:
Okay so the target number for the manuever was 59, so you failed the slip roll. All is not lost however, the aircraft is now entering a skid, a dangerous but controllable state that saps your airspeed. If you can keep contol there is still a chance to get a solution on the enemy aircraft. If not you will enter a spin.