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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
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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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