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What is a kill in Crimson Skies, and how do you calculate kills? This is not really discussed in the game, so some real-life terms apply to this answer. Here are my two-cents worth.
- When a plane crashes, explodes or the pilot is killed or bails out, the last plane to hit that particular plane scores a kill. It does not matter if the target plane's pilot bails out or not.
- When a damaged plane lands on the board, a kill is scored by the last to hit it.
- When a plane with interrior damage escapes, half a kill is scored by the last to hit it. If it is doomed (burning ´towards a tank, engine destroyed) it counts as a full kill. The pilot is assumed to have successfully bailed in the later case.
- When two aircraft fire at the same target in the same turn, and those were the last to fire upon it, they get to share the kill, each scoring half a kill.
- Gunners and pilots really ought to calculate kills separately, but since gunners don't earn experience points, kills should be calculated for the plane as a unit in Crimson Skies. Kills scored by gunners never count for multiple-kill bonuses in a scenario, being awarded a straight 20 experience points each.
- If using some form of experience for gunners, I propose letting them pay double costs for Dead Eye, Steady Hand and Constitution, while ignoring the other attributes. In this case, the zeppelin crew as a whole would calculate kills as gunners, above. The whole zeppelin has a common kill and experience score, all the gunners being identical.
- A zeppelin is worth a single non-cumulative kill (20 xp straight) to all planes who managed to do damage to it.
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