Well I for one wish FW good luck!
Air games are notoriously difficult to create, and the EPIC arena is no exception. The usual trade-off between scale and detail is further exacerbated by the nature of aerial combat, which therefore usually moves the game towards "skirmish" or "dogfight" style of combat, and away from the intention of E:A which is towards larger scale engagements. Furthermore, trying to provide an acceptable backdrop or reason for the combat (other than some form of scenario) together with appropriate objectives is almost impossible.
Combine these factors with the nature of the average EPIC gamer, who has had to be very resiliant to want to continue playing at all, and hence almost obsessive in his views about what he expects, and I suspect that it becomes virtually impossible to generate a set of rules that will please more than a small portion of the current adherents; and this is before you consider anything to do with miniatures or how they are based.
For what it is worth, I am still mulling over some mechanisms that can be used stand alone or combined within the EA framework, and which can be used in an abstract form (along the lines of the current E:A Aerospace rules), or more detailed version which are thus slightly longer to play. However, work and family life, together with the difficulties listed make progress slow, so as I said before, if FW can produce something that is simple, clearly written, playable and which interests more that 50% of the current EPIC players, then by all means "bring it on" to quote a popular phrase.
Ginger
_________________ "Play up and play the game"
Vitai lampada Sir Hemry Newbolt
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