I have a structure in mind for a typical play session, but what I’m on about right now is trying to shake out some sort of core story game mechanic.
First, I want action in the air and on the ground integrated. What this means is, the mechanics of a personal confrontation on the ground mirror that of a dogfight in the air. So, in Ground Scenes, the Aggressor is coming at you and he’s got a goal (whatever that may be – ruin your reputation, steal your girlfriend, humiliate you, etc) The way he does this is by acting against you to achieve this goal. If he succeeds, you lose whatever was at stake and you lose Energy, which tracks your character’s story arc through the game. In a dogfight, this action is more literal – the Aggressor wants to get on your six and put missile up your tailpipe. Here his goal is simple: shoot you down. If you lose, well you’ve probably lost your plane, some of your comrades, and of course Energy. If it is your Last Mission, you may also lose your life.
It works like this- there are three things you can do to an opponent: Maneuver, Respond, and Attack.
Maneuvering lets you set up a good Attack. Successfully Maneuvering on an opponent means you have the advantage over him and makes Attacks easier. You can Attack without having an advantage, but it won’t be as effective.
Responding allows you to check a Maneuver, and it allows you to check other Responses and Attacks. You trump each other back and forth until one of you runs out of Energy to play another Response. Then the last person to have succeeded at an action wins the scene.
Attacks are just that – direct action against your opponent.
In Ground Scenes, one round of this action is a complete Ground Scene. The actions can be broad or narrow, and the time scale is flexible, minutes, days, weeks, however long it takes. So for example an Aggressor’s goal is to steal your pilot’s girlfriend Mayumi. He opens with a Maneuver, describing a scene where you’re supposed to go meet her for a date, but because you are a notorious and irresponsible carouser (part of your Baggage), you have stayed out late, got drunk and slept until noon. With you indisposed, he can conveniently happen by the Officer’s Club where you and Mayumi were supposed to have lunch and swoop in on her. He won’t actually get to describe these moves until he successfully plays an Attack action, but he’ll be in a great position to do so if you don’t Respond. You do so, and say that a squadron buddy calls you from the club and says your girl is waiting for you and you better light your burners and get down there. If the Aggressor has the ability to do so, he too can counter your Response with a Response of his own and so on. Let’s say you played the last Response action and get to the O-club in time to intercept him. There he is chatting up your date. You don’t have enough Energy to play a Maneuver against him to try to gain an advantage so you just have to go right in and rely on chutzpah. Your energy is low now too so you play a weak Attack action and describe how you simply walk up to her while she’s talking to the Aggressor and brazenly try to pull her away. Alternatively, you could describe punching the guy in the mouth. The Aggressor can Respond if he has the Energy, and the last person to succeed at an action at this point will likely get the stakes; if you win, you’ve got your girl and an Energy boost; lose and the Aggressor has stolen her away and you have an Energy loss.
In a dogfight, things narrow down a bit more and are more literal, with play going round by round until someone’s plane is scattered across the desert and parachutes are opening up. Responses are also more exact, with things like Barrel Roll, Half Loop, High Speed Yoyo and Vertical Rolling Scissors being among a set of moves that counter other specific moves.
I know this needs a lot of work still, but this is the basic idea.
I must acknowledge the source for this mechanic, the excellent Down in Flames series of air combat games by GMT. It’s about the only air combat game I have played that captures (at the basic game play level) the speed and seat-of-the-pants feel of a dogfight.