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I'm very confused about how we got to where we are, but from the situation as given, I think this is our best bet:
[X] Height is Speed and Speed is Life.
-[X] Climb 2 Altitude and Boost, then Dive 1 Altitude per action back to Altitude 2 as you accelerate away. Hopefully they won't be able to catch you with this kind of energy advantage.
Same engine strain, but actually faster.
Also, I think the given Speed and G-Force are both wrong?
[X] Height is Speed and Speed is Life.
-[X] Climb 2 Altitude and Boost, then Dive 1 Altitude per action back to Altitude 2 as you accelerate away. Hopefully they won't be able to catch you with this kind of energy advantage.
Same engine strain, but actually faster.
You lose energy if you are above Max Speed and not Diving. Thus, we want to trade as much of our speed as possible back into Altitude immediately, before Energy Loss takes a chunk out of it.
You gain RPM for either Boosting or exceeding your Overspeed. Thus, if we're going to take an RPM, we should really get some energy out of it.
You also lose energy from the inherent inefficiency of "dive gains speed at 3:1 but climb spends it at 5:1"; jiggering that with Overspeed, Boost, and Energy Loss is the fun bit.
Assuming our end state is "cruising level at Max Speed and Altitude 2", we could get plausibly get there in the following ways (the BOLD RED move is the point at which we take a Hard Move if we haven't broken contact by then [assuming we Cool Off as soon as we hit steady state at Speed 18 Altitude 2, which I suppose we don't have to]):
You gain RPM for either Boosting or exceeding your Overspeed. Thus, if we're going to take an RPM, we should really get some energy out of it.
You also lose energy from the inherent inefficiency of "dive gains speed at 3:1 but climb spends it at 5:1"; jiggering that with Overspeed, Boost, and Energy Loss is the fun bit.
Assuming our end state is "cruising level at Max Speed and Altitude 2", we could get plausibly get there in the following ways (the BOLD RED move is the point at which we take a Hard Move if we haven't broken contact by then [assuming we Cool Off as soon as we hit steady state at Speed 18 Altitude 2, which I suppose we don't have to]):
Action→ Plan↓ | 1st | 2nd | 3rd | 4th | 5th |
Gettin's Good 20 Avg Spd +1 RPM | → Spd 25 Alt 2 +1 RPM | → Spd 21 Alt 2 0 RPM | Cool Off Spd 18 Alt 2 Resolve RPM | → Spd 18 Alt 2 0 RPM | → Spd 18 Alt 2 0 RPM |
engine babying plan 19.4 Avg Spd +0 RPM | ↗1 Spd 20 Alt 3 0 RPM | ↘1 Spd 23 Alt 2 0 RPM | Cool Off Spd 18 Alt 2 Resolve RPM | → Spd 18 Alt 2 0 RPM | → Spd 18 Alt 2 0 RPM |
Height=Speed 20.2 Avg Spd +1 RPM | ↗2⇝ Spd 18 Alt 4 +1 RPM | ↘1 Spd 21 Alt 3 0 RPM | ↘1 Spd 24 Alt 2 0 RPM | → Spd 20 Alt 2 0 RPM | Cool Off Spd 18 Alt 2 Resolve RPM |
Also, I think the given Speed and G-Force are both wrong?
I. current situation: (clearly wrong unless I'm missing something major about our sequence of actions)
If we did Commit to the Turn at some point, we should be at Altitude 1, having chosen to lose an extra Altitude when Pulling Up rather than take a third G-Force (which would put us directly to Overstrain for 3d10+2 damage).
II. (considerably more open to interpretation)
From the given starting point of Speed 29, 1 G-Force, and no mention of extra G-Force for transitioning directly into a Climb (from which I can only assume that Pull Up has already been resolved):
Slapping them with Energy Loss even if they take the G's to do what they're supposed to and turn that speed back into altitude ASAP rather than letting it bleed off gradually as drag feels like a step too far.
But I will admit this second point is significantly more opinion than fact.
- We started at Altitude 5 explicitly, and I assume at our Max Speed, which is 18.
- We dove 3 Altitude (5→2), gaining 9 Speed (18→27) and Boosting for 3 more (27→30).
- We rolled Dogfight, which costs Speed equal to Turn Bleed (1) + Speed Factor (3), and thus we reduce our speed by 4 (30→26).
- I assume we did not spend extra speed and take extra G-Force to Commit to the Turn; if so, each +1 to Dogfight would have cost us 1 Speed and given us 1 G-Force. Note that our plane only has 2 max G-Force.
- We Pull Up out of the dive; our Speed Factor is 2 and thus we gained 2 G-Force (0→2)
If we did Commit to the Turn at some point, we should be at Altitude 1, having chosen to lose an extra Altitude when Pulling Up rather than take a third G-Force (which would put us directly to Overstrain for 3d10+2 damage).
II. (considerably more open to interpretation)
From the given starting point of Speed 29, 1 G-Force, and no mention of extra G-Force for transitioning directly into a Climb (from which I can only assume that Pull Up has already been resolved):
- Level flight would, in fact, reduce our speed by 4 from Energy Loss, putting us to Speed 25 as correctly stated.
- It is worth noting that we would still be above Overspeed and would thus take 1 RPM.
- Climbing 1 would cost us 5 Speed (29→24), and then Energy Loss would cost us 4 more (24→20); we would still be above Max Speed (18) and thus would not have the opportunity to Boost. This, too, is correctly stated.
- Climbing 2 would cost us 10 Speed (29→19), and then Energy Loss would cost us up to 4 more but not below Max Speed (19→18), leaving us at Max Speed with neither the need nor the opportunity to Boost.
- As Given: Speed 18, Altitude 4, +1 RPM
- Correct: Speed 18, Altitude 4, +0 RPM
- Climbing 3 would cost us 15 Speed (29→14), putting us below Max Speed, so Energy Loss would not kick in. Boosting would then give 3 Speed (14→17).
- As Given: Altitude 5, Speed 13, +1 RPM
- Correct: Altitude 5, Speed 17, +1 RPM
- Climbing 4 would cost us 20 Speed (29→9); Boost would restore 3 (9→12).
- As Given: Altitude 6, Speed 8, +1 RPM
- Correct: Altitude 6, Speed 12, +1 RPM
- Climbing 5 would cost us 25 Speed (25→5), but Boost would give 3 to keep us above Stall (5→8)
- As Given: no option
- Correct: Altitude 7, Speed 8, +1 RPM
I tend to think energy fighters have it hard enough biting the inefficiencies of "5:1 climb vs 3:1 dive" and "rarely being able to spend their enormous surplus of Speed on Committing to the Turn because they're gonna have to Pull Up after every pass and can't afford the G-Force", particularly PC ones who don't even get to benefit from Dogfight's "take -1 if the enemy is diving" and "disadvantage if the enemy is above you" clauses that make NPC energy fighters so terrifying.Flying Circus v1.3.2 Core said:The level flight speed reduction kicks in whenever players make a set ofmanoeuvres while above Max Speed, so once per 'turn'. Planes with lotsof drag will blow through their excess speed too quickly to make much use of it, while a more streamlined plane can use that energy to eitherchase down a foe or climb safely back to altitude.
Slapping them with Energy Loss even if they take the G's to do what they're supposed to and turn that speed back into altitude ASAP rather than letting it bleed off gradually as drag feels like a step too far.
But I will admit this second point is significantly more opinion than fact.
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