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-   -   Sqdrn Aircraft Tracker Rules (http://forum.fulqrumpublishing.com/showthread.php?t=27991)

bw_wolverine 11-21-2011 02:02 PM

Sqdrn Aircraft Tracker Rules
 
Much like how ReconNZ's excellent pilot tracker excel sheet is a lot of fun to use to track your pilot's achievments in the game, I thought that it would be fun to track your aircraft as well and make a little game out of that.

So I made up some rules to follow with regard to keeping an eye on your aircraft. What I did was I generated a list of aircraft for my fictional 446 squadron, gave them all serial numbers and codes and assigned a starting condition to them. Now that I have a group of aircraft to work with, I follow these rules regarding aircraft condition:

Aircraft have six possible conditions: Operational/Good, Operational/Fair, Operational/Poor, Grounded/Parts, Grounded/Damage, Destroyed/Damage

Aircraft condition deteriorates normally as follows:
Operational/Good + 4 Flights = Operational/Fair + 4 Flights = Operational/Poor + 4 Flights = Grounded/Parts

IE.: An aircraft in Operational/Good condition will deteriorate normally to Grounded/Parts condition after 12 flights.

New aircraft are supplied as follows: Roll 1d10 each week. On a result of 1 (10% chance), 1d4 new aircraft are supplied to the squadron.

Parts are supplied to the squadron at the rate of 3d6 (3-18 ) parts per week. Part allocation is as per Squadron Leader.

Aircraft condition can be repaired at the following rate:
Grounded/Damage + 4 Parts = Grounded/Parts + 3 Parts = Operational/Poor + 2 Parts = Operational/Fair + 1 Part = Operational/Good

IE.: Grounded/Parts to Operational/Good requires 6 parts
Operational/Poor to Operational/Good requires 3 parts
Operational/Fair to Operational/Good requires 1 part
Grounded/Parts to Operational/Fair requires 5 parts
Grounded/Damage to Operational/Poor requires 7 parts
Grounded/Damage to Operational/Good requires 10 parts

Damage to aircraft will affect condition as follows:
  • Taking combat damage during flight automatically reduces condition to Operational/Poor if the aircraft can be landed safely with 4 flights remaining before condition is Grounded/Parts.*
  • An aircraft that is operational but has previously suffered unrepaired combat damage will automatically be reduced to Grounded/Parts if it suffers any combat damage in a subsequent flight.
  • Taking combat damage that results in a ditched (but safe) landing automatically reduces condition to Grounded/Damage.*
  • Suffering engine damage through combat or improper use automatically reduces condition to Grounded/Parts.
  • A crash that results in explosion automatically reduces condition of aircraft to Destroyed/Damage.
  • Suffering damage while being on the ground (strafed) that renders the aircraft inoperable reduces condition to Grounded/Damage.
  • Suffering damage while being on the ground (strafed) that leaves the aircraft safely operable reduces condition to Operational/Poor with 4 flights remaining before condition is Grounded/Parts.
  • Suffering damage while being on the ground (strafed) that kills the pilot reduces condition to Grounded/Damage
*Note: All landings must take place in friendly territory. Any landings in enemy territory or ditchings in water result in condition of Destroyed/Lost or Destroyed/Damage.

I might tweak the variables (4 flights down to 3 flights maybe per condition) to make it work better as I play with it more.

Just thought I'd share in case anyone else thought it was neat. :)

5./JG27.Farber 12-03-2011 09:16 AM

Insanity or Genius?

You get my "flying lunatic seal of approval"!

phoenix1963 12-03-2011 10:35 AM

On a different but related theme, wouldn't it be great if the damage limits for all parts on the aircraft were slightly randomised using the aircraft serial number as a hashing key.

Then we'd be able to moan about B2264 having a weak cylinder head gasket etc.

56RAF_phoenix


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