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Knightwing Composite Squadron
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Sylia
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Joined: 02 Jan 2014
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PostPosted: Tue Jan 28, 2014 10:57 pm    Post subject: Knightwing Composite Squadron Reply with quote

working campaign title: Knightwing, the orgin of a myth, the birth of legends

First part will be gathering of the Orange/Knightwing Squadron, and their Flight School training. Second part will be a few starfighter
missions, with a few commando missions, as needed. The third part will be the Knightwings discovering a Imperial WMD, and them trying to take it out.
Timeline-wise, is about the time that the Rebel Alliance is moving into Echo Base. I think I want the initial space assignment to Home One, but not sure on that one. The squadron is going to be a composite squadron made up of 1 flight of X-wings, 1 flight of Y-wings, and 1 flight of A-wings. As missions go, the Y-wings MAYBE be swapped out for the new B-wings, but also depends on their bomber pilots.
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griff
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PostPosted: Tue Jan 28, 2014 11:07 pm    Post subject: Reply with quote

I was curious to know if all your players would be playing pilots or are there going to be other templates. Like engineers or even R2 units. Or would each player be a pilot with some other speciality to give the group some skill diversity?
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Sylia
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PostPosted: Tue Jan 28, 2014 11:24 pm    Post subject: Reply with quote

ideally, any template is possible, without needing to be a pilot, the first chapter will train the characters to be a starfighter pilots. BUT they could be filling in as support. I know that players that are assigned a starfighter with an astromech slot will get to play their own droids.
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garhkal
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PostPosted: Tue Jan 28, 2014 11:46 pm    Post subject: Reply with quote

How are you going to handle the "training to be a pilot" Free skill in that fighter? Free CP that they can use to bump up the piloting/gunner skills? Treat it as being a skill used so they can bump it without needing time?
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griff
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PostPosted: Wed Jan 29, 2014 12:04 am    Post subject: Reply with quote

In some of our games we would s reward CPs with some aspects of training, but the CPs could only be spent on the skill that the players were being trained in. The rate of training needed to gain CPs is a out 2 per training session or 2 per hour of simulator time and 3 per hour of actual flight time.
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Sylia
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PostPosted: Wed Jan 29, 2014 12:26 am    Post subject: Reply with quote

griff wrote:
In some of our games we would s reward CPs with some aspects of training, but the CPs could only be spent on the skill that the players were being trained in. The rate of training needed to gain CPs is a out 2 per training session or 2 per hour of simulator time and 3 per hour of actual flight time.


That's what I was thinking, tbh, lol
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griff
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PostPosted: Wed Jan 29, 2014 12:59 am    Post subject: Reply with quote

Great minds think alike. This was an idea of a good friend of mine though, not mine.
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garhkal
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PostPosted: Wed Jan 29, 2014 6:12 pm    Post subject: Reply with quote

griff wrote:
In some of our games we would s reward CPs with some aspects of training, but the CPs could only be spent on the skill that the players were being trained in. The rate of training needed to gain CPs is a out 2 per training session or 2 per hour of simulator time and 3 per hour of actual flight time.


Is there going to be a sort of max cap on what they can learn with simulators/training time?
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griff
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PostPosted: Wed Jan 29, 2014 6:20 pm    Post subject: Reply with quote

We never allowed someone to raise their skill more than 1D+2 above what it was before training started. If figured that when they reached that amount of increase in their skill "no more train do you require".
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garhkal
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PostPosted: Thu Jan 30, 2014 1:10 am    Post subject: Reply with quote

Sounds decent enough..
What skills are you going to allow to be learned this way? And will it only be FOR that training session, or can they say "we will spend x hrs each day training for this or that skill, to try and milk the "FreeCP cow?
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griff
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PostPosted: Thu Jan 30, 2014 2:09 am    Post subject: Reply with quote

If a player tried to take advantage of this training by trying "cram" extra training sessions in we would make them make a moderated willpower roll and a moderate stamina roll for the first extra session in a week, the difficulty would go up one difficulty level per extra session after that until a normal training week was completed. Only one extra session was allowed per week.

Normal week of training
Day one: one training session
Day two: 2 hours on the simulator
Day three: one training session
Day four: 2 hours on the simulator
Day five: one training session
Day six: two flights of thirty minutes each.
Day seven: off

Each training session would focus on one skill, astrogation, starfighter repair, and tactics: starfighters. Only the CPs earned in that session could be spent on that skill. Simulator and flight time had to be divided up EVENLY between starfigter piloting, starship shields, and starship gunnery.
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garhkal
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PostPosted: Thu Jan 30, 2014 4:14 pm    Post subject: Reply with quote

Good enough.
I could also see extending it to maybe some other skills..
Droid prog/rep, to help interface the R2 unit into the Xwing and Y wings.
Sensors
Comms
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Sylia
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PostPosted: Thu Jan 30, 2014 4:48 pm    Post subject: Reply with quote

Very nice, & definitely useful. Was thinking of using some of the old missions from the X-wing flight sim game, as well as the flight qualification course. Would need the strategy guide for those, though.
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Sylia
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PostPosted: Sun Feb 09, 2014 12:14 am    Post subject: Reply with quote

Training Missions: I'd like to do one for each starfighter, like the Redemption scenario for the X-wings, not sure on the one for the A-wings, B-wings, or Y-wings.
Flight certification: kinda like how the flight sim did it, with a number of gates, followed by a number of targets & gates in X amount of time.
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griff
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PostPosted: Sun Feb 09, 2014 12:27 am    Post subject: Reply with quote

That's a good idea. Most training starts in a non-specialied craft usually called a trainer, (pilots have great imaginations), this could reflect starfighter piloting skill, then traing on specific craft could reflect straighter: x-wing, y-wing etc. specialization. Useing the x-wing sim game is a great idea.
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