ORIGINAL: tblersch
Just making the point that "good" or "bad" is a pretty broad question. I suppose I could ask in game terms: what numbers, or set of numbers (speed and maneuverability vs. altitude, for example) are you trying to qualify?
It's not a good v bad calulation. There will be an attacker rating, and a defender rating, and if they aren't the same then one will be higher than the other, that's just math.
just use my guidelines as posted. "Take MVR to mean "The ability to make the aircraft do what the pilot wants when the pilot wants" so a slow roll or easy stall or slow accell is a negative, and a quick roll, or great turn rate and fast accell is all positive."
if this figure changes from 15K to 30K then give us a different figure, we have a high degree of adjustment at various altitudes we can make.
So mushy controls at 40000 feet == big negative...
If a pilot can make a bird sing then he's going to have a good chance of a counter attack or evasion. If he's at a bad alt for the plane, then he's got less chance... Experience is already taken care of, so no need to factor that in, but this has got some wheels turning in my mind now.
Like I said it's all abstracted. What we need is what feels right for a given plane. This isn't a precision task, there's no way it could be, but we have effectively added 3.725e+33 new variables to combat. There used to be 10, and they only affected one aircraft.