[casts thread necromancy]
I stepped away from this mostly due to other things taking up my time, but I am still interested in some of this.
First off -
The speeds listed are the cruising and overthrust speeds. Doesn't say anything about from starting at zero. There also places in the rules where 17 hexes per thrust backs up her numbers. I'll have to try to find them again. I also know that the rules let aerospace travel faster the higher they get. Which is fine but if you look at her numbers they're close to real aircraft. A WWI Prop plane would move at 1/2, a WWII would move at 2/3 and turboprops would move at 3/5 and so on.
Correction.
She says inter. war aircraft would be 2/3 and some WWII aircraft could be 3/5. She says many would have a max thrust of 4 but isn't sure how to get that in game.
Let's summarize the Hex sizes for each map size:
Ground = 30m
Low Altitude = 500m (0.5km)
High Altitude/Space = 36,000m (18km)
17 hexes x 30 gets you 510m. And, 17 hexes happens to be the basic single map sheet size for a BattleTech Map. That's where she's getting 17 from.
It just so happens that two low-alt maps of 17 hexes each (technically 17.5, since there's a middle row unaccounted for when you set them up) adds up to 34 or 35. Being 510 meters per map, that gets you very close to 18 km. I bet they rounded up for fudgibility's sake.
Now -
Fighters!
If I have proposed it already, I still stand by the idea. If I haven't, well, here it is.
AirMechs in fighter mode should be treated as ground units for targeting purposes only. Conversely, to be fair, they can only target like ground units except for ordinance.
How does that work? Remember that ASF units can only make strafing runs against ground units on a ground map. That means the ranges that get while being airborne, against other airborne units, are lost against ground units, since they have to enter the hex (map) that the ground unit occupies.
(Special note: this is actually good for VToLs, since they can go up to elevations that put them in different Low Altitude levels, but aren't allowed to move and interact with ASFs at Low Altitude values. Probably because they don't have thrust/overthrust ratings. Gives me an idea for an Airwolf style VToL/ASF.)
Because of that restriction, ASFs cannot target a VToL or AirMech at ranges to which it can normally target other ASFs. It has to get into the target's hex and effectively dog-fight them or make a pass. It doesn't matter if they're at elevation 50, putting the VToL or LAM at par with the ASF's current low-altitude elevation.
I suggest that even LAMs in Fighter mode get treated the same way. Not only in atmo, but in space, too.
They have the thrust/overthrust to move around at space/high altitude and low altitude, but they can only engage and be engaged in a dog-fight fashion by entering the hex they occupy. The only way a LAM can get around this would be with limited external ordinance, or so I recommend.
This way, speed and being outranged doesn't matter.
I suggest that capital weapons, like from warships, can still target them as if they're trying to do ground bombardment, and misses should track drift distance to see if the shot still splashes a targeted unit. Direction is unnecessary, just how many hexes away it scattered.
Why would this be possible?
It comes down to two things. One is an inbuilt piece of equipment not found on pretty much any other aerospace unit. The other is a particular point of view on the defensive capabilities and programs put into Mechs and other ground units.
Point of view - The verbiage that a missed shot isn't actually a failure to connect with the target, but rather a failure to connect in a way that causes hit point damage on the sheet. Kinda how the creators of D&D described attacks working with the armor being the large determining factor if a hit caused damage. (Interesting read. You should research it if you can.) How does that work in BattleTech? For me, it's mostly programming in the machines which use mobility along with the nature of the armor to turn hits into glancing, harmless shots. This seems to be a function that only applies to ground units, who have the cpu space dedicated to a lot of this.
Key item - The Gyro. As I've stated earlier, the Mech gyro is heavy, and not just for survivability. I actually imagine it functions as a series of giant fly-wheels with shoe-brakes on each one, allowing the Mech to throw its weight around in ways that even we humans can't. This is what keeps them from having to make a PSR with each weapon shot or hit, instead of only when sustaining 20+ points of damage while on the ground.
It functions independent of the ground, so a Mech can use the gyro to hold its position in air and space, and even use it to reorient its position by creative use of the weight-throwing method, it would make a Mech in open vacuum still just as hard to hit and damage as it would on the ground.
The fairness aspect comes from the same tonnage cockpit of an ASF and A Mech having the same cpu space dedicated to two different things. I imagine that there's room for long distance navigation upgrades and flight control for the LAM, but probably not so much given to BVR targeting and tracking, except maybe for ordinance add-ons through hard points.
I really want to try this out, to see if it helps or overpowers. If anyone wants to try it out, let me know how it goes.
The ultimate idea is that other ASFs may be fast, but speed doesn't matter if they have to come to you to shoot you down.