I can see the benefit of knowing where your opponent is going to move. However, The tailing rules are meant to be simple, like the rest of the game. This Ain't Blue Max, Man.
There are no rules in the "full game" that aren't in the demo, you simply get the bonus stuff in the full game, like plane quirks and special maneuvers. The game is completely playable with only the demo rules and the provided plane record cards.
There may be room for more complicated tailing rules, but in my experience (as a WWI flying ace
), tailing is a difficult thing to get and the -1 target number is bonus enough for anyone. Here's the chart 'case you care...
Code: Select all
Targ Turn Turn Turn Turn
# 1 2 3 4
2 150% 200% 250% 300%
3 133% 167% 200% 233%
4 125% 150% 175% 200%
5 120% 140% 160% 180%
6 117% 133% 150% 167%
In other words, if your target number is 4, and you've been tailing for 2 turns, you're 150% more likely to hit the target with each shot
so you become a force to be reckoned with each turn you have him in your front arc and you are in his rear arc.
Note, that you need not be capable
of hitting, simply in the correct arcs.
That said, I guess you could implement Dan's suggested tailing rule as an optional rule, but I wouldn't recommend using the +1 too. Either one or t'other but not both.[/i]