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       #Post#: 13--------------------------------------------------
       ON CREW SKILL/EXPERIENCE design
   DIR By: Flying Dutchman
       Date: June 3, 2020, 11:45 am
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       to go
       #Post#: 39--------------------------------------------------
       Re: ON CREW SKILL/EXPERIENCE design
   DIR By: Harvey T. Dearden
       Date: June 4, 2020, 3:23 am
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       Am not completely persuaded that the game would benefit from
       increased granularity/complication here, but one possibility
       that taps into the existing gameplay might be to condition skill
       level on the basis of specific experience.  So, for navigator,
       we track how well he does in 'overcoming difficulties'.  We do
       this by keeping a running total (on the zone worksheet and
       carrying total across to the next operation) of negative DRM for
       those zones where aircraft remains ON course.
       Z(x-1) ON course, Full Moon (+1 DRM), Clear (+1DRM), Last 1/3
       (-1) Total = +1 IGNORE since total is positive
       Z(x) ON course, Full Moon (+1), 100% cloud (-2DRM), Last 1/3
       stream (-1DRM) Total = -2DRM
       Z(x+1) ON course, Full Moon (+1), has 50% cloud (-1DRM), Gee out
       (-2DRM), Last 1/3 (-1DRM) Total = -3  RUNNING Total now -5
       Z(x+2) OFF course - IGNORE
       etc.
       After 6 ops (say) running total of negative DRM is -48 (say)
       (invented numbers)
       Have skill table:
       0 to -20: No skill/experience DRM
       -21 to -50: +1 skill DRM on Navigation table
       -51 to -75 +2 skill DRM on Navigation table
       These skill/experience DRM would replace the original #ops DRM.
       Again invented numbers just to show the mechanism.  Table would
       need appropriate calibration of course.
       Same approach could be used for pilot skill using 'Landing on
       Land' table 7-1 and Landing on Water 7-2 (where crew safe).
       Bomb aimer using table 6-6 Bomb Run
       This skill factor would accrue to the INDIVIDUAL.
       Any mileage in this do you think?  Key principle is that
       skill/experience is linked to 'difficulties overcome' rather
       than an arbitrary die roll.
       #Post#: 41--------------------------------------------------
       Re: ON CREW SKILL/EXPERIENCE design
   DIR By: Flying Dutchman
       Date: June 4, 2020, 10:50 am
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       Would work, if you want to do more admin...
       I thought more along the lines of Pattons best crew advancement:
       -Ratings for new men.
       Start in the HCU Hangar: "Sort yourselves out chaps":
       Roll for each man, and attach this value without swapping.
       -Rating improvement.
       Check for advancement every 3-5(?) missions.
       [attachimg=2]
       #Post#: 42--------------------------------------------------
       Re: ON CREW SKILL/EXPERIENCE design
   DIR By: Harvey T. Dearden
       Date: June 4, 2020, 11:00 am
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       Harder to describe than to do I think.  Little extra work since
       you have to work out the net DRM anyway - you only need to
       record it if a) you are ON course, b) the net DRM is negative.
       The Pattons thing certainly simpler, but has no connection with
       the gameplay experience; is pure 'colour' - not that there is
       any objection to that if it pleases.  A matter of taste I guess.
       #Post#: 43--------------------------------------------------
       Re: ON CREW SKILL/EXPERIENCE design
   DIR By: Flying Dutchman
       Date: June 4, 2020, 11:04 am
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       Crude yes.
       But it could be a simple, universal tool for rating the whole
       crew.
       Not saying the bookkeeping is not worth it, might be good fun...
       #Post#: 45--------------------------------------------------
       Re: ON CREW SKILL/EXPERIENCE design
   DIR By: Flying Dutchman
       Date: June 4, 2020, 11:21 am
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       Well,
       Come to think of it, the simulated "learning" process makes
       sense.
       E.g. A Pilot with a succesful landing on 3 engines or without
       flaps, shaking a NF succesfully in a corkscrew, an F/E fixing a
       broken item, a gunner spotting a NF timely, ect.
       would play nicely into the narrative.
       They earn "experience XP" with which to improve their normal
       functions, or add tricks/tactics to their arsenal...
       I like it.
       #Post#: 47--------------------------------------------------
       Re: ON CREW SKILL/EXPERIENCE design
   DIR By: Harvey T. Dearden
       Date: June 4, 2020, 12:31 pm
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       We can establish an initial calibration by considering what the
       average performance would be across 5 ops say (being the first
       breakpoint in the standard game) and subsequently across 25.
       (To be consistent-ish with standard game, at least as a starting
       point).
       If say 8 zones OUT on average, 6 ON course, with average net
       -2DRM, then 6 x -2 x 5(ops) = -60
       So award +1 DRM if accumulative negative DRM for ON course zones
       reached beyond -60
       -300 for +2 DRM
       Note that because of first +1 DRM it gets harder to accumulate
       net negative DRM.  There is an automatic 'brake' on skill
       development - it gets harder to reach higher skill level.
       #Post#: 48--------------------------------------------------
       Re: ON CREW SKILL/EXPERIENCE design
   DIR By: Glenn Saunders
       Date: June 4, 2020, 1:05 pm
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       I don't have Patton's Best, but I like that approach better to
       be honest.
       It isn't the math that bothers me, it is just overhead admin.
       Btw ...love the fuel ... Made it home last night with four units
       but this will come into play surely and increase tension.
       #Post#: 49--------------------------------------------------
       Re: ON CREW SKILL/EXPERIENCE design
   DIR By: Harvey T. Dearden
       Date: June 4, 2020, 1:43 pm
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       Fair enough.  Although I don't see more admin since you have to
       calculate the DRM anyway...  The other way you have to
       continually roll for the crew skill.
       #Post#: 50--------------------------------------------------
       Re: ON CREW SKILL/EXPERIENCE design
   DIR By: Harvey T. Dearden
       Date: June 4, 2020, 3:24 pm
       ---------------------------------------------------------
       Here is VERY preliminary attempt with best guesses to indicate
       the shape of the thing.  Note that this is based on individual
       skills as employed on distinct tables.  IGNORE any result that
       has wrong sense net DRM (Pos/Neg) or where the skill failed.
       I.E. do not combine into the running total.  The idea is that
       the skill develops as success is demonstrated in overcoming
       difficulties (unhelpful initial DRM).
       [attachimg=1]
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