Starfox'sWings of Honor

A Question of Kills

  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.
  1. 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.

  2. When a damaged plane lands on the board, a kill is scored by the last to hit it.

  3. 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.

  4. 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.

  5. 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.

  6. 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.

  7. A zeppelin is worth a single non-cumulative kill (20 xp straight) to all planes who managed to do damage to it.
 

Copyright © 1998 and onwards, Carl Cramér. Last update Sun, Oct 29, 2000.