I've got vacations until the 17th of March, so I'm going to have a lot of time to work on this. First thing, two new parts have been added to the OP, some tips for combat and a bit of text regarding the polo mechanic. [hider=Combat] Here are some essential tips on how to keep yourself alive in aerial combat, beginning with the original rules created by none other than the mentor of the Red Baron himself, Oswald Boelcke. Though these rules were intended for older generation of aircraft, these same principles can more or less apply to this RP with newer and faster aircraft. However, you should apply how to use them depending on the flow of battle. The Dicta shouldn't be read strictly, but as a rule of thumb to keep you alive. [u]Dicta Boelcke[/u] 1) Secure the advantage before attacking. If possible, keep the sun behind you. 2) Always carry through an attack when you started it. 3) Fire only at close range and only when your opponent is properly in your sights. 4) Always keep your eye on your opponent, and never let yourself be deceived by ruses. 5) In any form of attack, it is essential to assail your opponent from behind. 6) If your opponent dives on you, do not try to evade the attack, but fly to meet it. 7) When over the enemy’s lines, never forget your own line of retreat. For more in depth descriptions of each of the seven rules, see the [url=http://en.wikipedia.org/wiki/Dicta_Boelcke]Wikipedia article[/url] on the matter. [u]Combat Maneuvers[/u] Before delving into combat, let us familiarize ourselves with some basic maneuvers. Although I’ll assume most of you are familiar with these basic combat maneuvers, I am sure some of you might not know them as well as others do and will find them useful. For more advanced tactics, let your skills develop in the RP and also pay attention to your fellow allies to learn advanced tricks. 1) The Classic Loop: It’s easy as it sounds, simply roll the aircraft upward onto it’s back and then pull out to continue on your original heading. Although not a true combat tactic, rolls can be useful in evading enemy missiles. 2) The Immelmann Turn: This is a classic maneuver developed by Max Immelmann (Also the source of the Pour le Mérite’s famous nickname, The Blue Max) during World War 1. Simply put, the Immelmann Turn involves pitching your aircraft up to begin the loop, but at the high point you cut the loop short and twist your inverted aircraft right side up. Normally this can be used after passing an aircraft head on to reposition yourself for an attack. 3) Split S: This is essentially a Immelmann turn inversed: You preform a half roll with your aircraft to invert yourself during level flight and begin a downward loop, but at the bottom point of the loop you continue on in level flight rather than completing it. The Split S like the Immelmann turn can be used to gain the surprise on a passing opponent to prepare for an attack or it can be used to avoid an Enemy Missile Lock-on. 4) Pugachev’s Cobra: This is an advanced but fan favorite maneuver, which is why it’ll be listed in this guide. Simply put, the aircraft must first be pulled back into a 90º–120º angle of attack so that the nose is perfectly or past vertical, then eased back down to level flight. This maneuver becomes very useful when being pursued closely by an enemy aircraft. By preforming the maneuver, the pursuer might overshoot you and will give you the chance to quickly get behind your opponent and attack them from behind if you are properly facing their 6 o’clock. [/hider] [hider=Ace Styles] [i]“Did you know… there are three kinds of aces? Those who seek strength, those who live for pride, and those who can read the tide of battle... Those are the three…” -Lawrence "Solo Wing Pixy" Foulke[/i] As was true then is true now in this RP. In order to determine what kind of Ace your character is in RP to better the experience and create unique situations based on how you fight and interact with friend and foe alike, your character will be ranked on the Ace Style system introduced in Ace Combat Zero. To better emulate the scale the game used when judging your style, there will be 9 ranks in total: Supreme Knight / High Knight / Knight / Noble Soldier / Supreme Soldier / Soldier / Risen Mercenary / Mercenary / Supreme Mercenary Like in Ace Combat Zero, the primary way to affect your Ace Style will be to attack or spare "Yellow Targets" (will be specified during the mission (things such as civilian houses that [i]may[/i] contain enemies, tents, things that aren't weapons) on the battlefield. However, smaller “karmic choices” like how you support your allies or way you view the war could potentially cause your Ace Style to shift, so be forewarned... [/hider]