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       #Post#: 51--------------------------------------------------
       Re: ON CREW SKILL/EXPERIENCE design
   DIR By: Flying Dutchman
       Date: June 4, 2020, 3:50 pm
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       Glenn,
       My thoughts exactly.
       At first.
       Then when you think about it, knowing you "earned" the
       experience it makes for a better experience.
       I sense a seamless fitting with earning the tactical skills like
       banking and weaving, feels kinda integrated to me, but I can be
       wrong.
       (dont have time to work it out now)
       Key is keeping it simple some way, and as Harvey said many
       modifiers must be calculated anyway, its "just" the jotting
       down....
       A test will show if its practical, and YMMV offcourse, but we
       will see I guess.
       #Post#: 54--------------------------------------------------
       Re: ON CREW SKILL/EXPERIENCE design
   DIR By: Flying Dutchman
       Date: June 4, 2020, 4:32 pm
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       Harvey,
       Eerm... you may want to enlighten with an example, not sure how
       to read that  ;D
       #Post#: 55--------------------------------------------------
       Re: ON CREW SKILL/EXPERIENCE design
   DIR By: Harvey T. Dearden
       Date: June 4, 2020, 4:46 pm
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       So if you are pilot and you have landed successfully on 15
       operations say and 10 of those had NET negative DRM (damage,
       weather etc):
       -2, -3, -2, -4...…-1 =running total of -22 then you will
       have demonstrated acquired skilling overcoming those
       difficulties and earned a new +1 DRM for rolls on the landing
       tables.
       The threshold values in the table may prove to be waaay off,
       just a stab for now from inspection of the tables and the DRM
       used.
       #Post#: 58--------------------------------------------------
       Re: ON CREW SKILL/EXPERIENCE design
   DIR By: Harvey T. Dearden
       Date: June 5, 2020, 3:44 am
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       In case you are wondering why no FE skill on the table - there
       are no FE DRM in the game.
       #Post#: 175--------------------------------------------------
       Re: ON CREW SKILL/EXPERIENCE design
   DIR By: Flying Dutchman
       Date: June 13, 2020, 1:47 pm
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       --- Quote from: Harvey T. Dearden link ---
       >
       > In case you are wondering why no FE skill on the table - there
       are no FE DRM in the game.
       >
       --- End Quote ---
       Make Žem  ;D
       Dunno if you are still around Harvey, but I think I must pick up
       that simple Pattons Best crew advancement again.
       Think have to do so because with Uneventful Trips I have no
       quick other way of determining any crew progress.
       Real time missions per crew/tour estimated at 6-10, so not every
       time a detailed rating available.
       Cheers, Rob.
       #Post#: 176--------------------------------------------------
       Re: ON CREW SKILL/EXPERIENCE design
   DIR By: Harvey T. Dearden
       Date: June 13, 2020, 2:20 pm
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       Don't have a fixed view on this.  I like the idea of an
       approach that is integrated with the game experience rather than
       something extra bolted on is all, but as to how viable the idea
       is...
       If there are no 'eventful' trips should the crew progress?
       Perhaps have number of ops regardless of whether eventful or
       not, coupled with 'difficulties overcome' in aggregate.
       H.
       #Post#: 177--------------------------------------------------
       Re: ON CREW SKILL/EXPERIENCE design
   DIR By: Flying Dutchman
       Date: June 13, 2020, 4:06 pm
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       Surely possible, with bigger chance of advancement after
       Uneventful Trip (UT).
       Use Pattons Best (PB) for UT?
       Cheers, Rob.
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