brigadetony wrote:This is a more gentlemanly time - wouldn't the crews of stricken FACs be picked up by their vanquishers ? There are plenty of examples in WW1 and 2 of ships stopping to pick up the survivors of sunken enemy ships. The idea of kamikaze attacks doesn't fit in the timeframe for me. Leaving the crews to freeze / suffocate 'just isn't cricket'
I agree. But the biggest problem with kamikazes (IMHO) is not from the setting -- as Matt has demonstrated, we could easily explain why the rules are different for ether crews -- but rather with the game mechanics themselves. Obviously, players are going to want to perform suicide runs MUCH more often than would be the case in "reality", even in desperate straits.
Probable (even inevitable) death is a different animal for most people than immediate and certain death -- i.e., under what conditions can we expect that a "reasonable" pilot/crew would be willing to commit suicide in a last-ditch effort to do what would be, after all, a minimal amount of damage?
The reason kamikazes resonate so much with Western culture is that the idea is so -alien- to us -- to throw away one's life, not to save others, or in the heat of battle, but as a deliberate, pre-meditated act of honor, sacrifice, devotion, or faith.
We as players are more than willing to commit our pieces of lead to certain doom -- except in the most cut-throat of games, we're going to get them back, after all.
But how to model the idea that it should take a LOT to convince a FAC crew to perform a suicide run? A "morale" roll?
I'm not dismissing the idea, just saying I'm not willing to allow kamikaze attacks whenever the mood strikes a player.
Daniel Kast
Majestic Twelve Games
cricket@mj12games.com