The rules for and purpose ofJasta 3..
Before we deal with the rules it would make sense to explain the purpose, or ethos, of this unit:
It exists for those who wish to fly online using the 'Persona System' or DiD method of play. This allows the player to create a career in which he seeks to emulate the combat experiences of his real-life counterparts. To facilitate that endeavour, and broadly speaking, every part of the sim we use (IL2 Flying Circus) should be set up to be as realistic as the code allows, and the servers upon which battle takes place to be set up similarly.
So, to the rules!
If your persona is killed (or captured) he is removed from the records and a new persona must be created. This means any and all awards are gone. If you use your awards in a forum sigtag they must be removed. However, modifiers apply...
"Shores and Williams come up with a grand total of about 1,200 aces from the Commonwealth--just over 5 percent of the fighter pilots who wore British Commonwealth uniforms during World War II. Incredibly, this tiny fraction accounted for more than 60 percent of all confirmed victories."
Broadly speaking we can apply the above WW2 statistics to WW1 combat flying.
DiD is about realism. However, it has become somewhat obvious that the conditions in which we fly are somewhat (or very) unrealistic; to whit, the number of opponents against whom we fly who in real life would have been considered highly experienced and probable aces. Normally the AI is used to represent the 95% of pilots who shot down the 40% of enemy planes but generally sim servers do not provide a sufficient number of AI fighters to realistically represent the ratio of rookie/average pilots to veterans and aces (if any at all). This means that instead of around 95% of your combat encounters being against the average enemy, the majority of your fights are against highly experienced opponents. The result is that you are hit by fire and/or shot down on a far more regular basis than would have been the case in real life.
Furthermore, many pilots do not fly realistically or with regard for their virtual life. This leads to absurd situations, such as being deliberately rammed or engaged by a pilot of a damaged plane who would, realistically, have broken off and made for home.
The ultimate result of this lack of realism is players either spurn DiD, as a futile attempt to recreate the records of their RL counterparts, or they try and are quickly put off by the never-ending series of quick deaths.
But there is a caveat. You, yourself, when flying with a 'newly minted' persona must of neccessity be regarded as a rookie/average pilot. Even if you are a highly experienced and maybe ace sim pilot, your persona cannot be regarded as such until the kills are on the board to support the notion.
Trying to come up with a formula to mitigate against these complex factors is, to say the least, difficult. It cannot be realistic that one's virtual life is hostage to an unrealistic ratio of highly skilled pilots, never mind those who fly with zero regard for their own and turn many encounters into air-quake. But how to factor 60% of kills made by 5% of pilots, the other 40% being made by 95%? Were the 40% all rookies vs rookies? Obviously not. The 60% figure merely illustrates that 5% of pilots were so good they got the lion's share of the kills. If we pretend there were 100 pilots on each side we can crudely say that 5 of the pilots on each side shoot down 60 of the pilots on the other. That gives us 60 divided by 5 = 12 kills per 5-percenter pilot. The other 95 pilots shoot down 40 pilots, giving us roughly half a kill per pilot. It's an extremely crude calculation. It suggests that you have only a 50% chance of being shot down if you meet a 95-percenter enemy, but that takes no account of your PERSONA's level of skill.
If your persona is a rookie or average-level pilot, meeting an enemy of similar ability, we can suggest the odds are roughly 50/50, plane quality being ignored. But as the skill of one out-matches the other the odds change drastically. Which is why it has always been my contention that servers should provide AI planes, to represent the 'fodder', so to speak. But they don't, so I am therefore instituting the following rules to redress the balance and bring the DiD concept to a higher level of realism:
The Die Roll.
This is a 10 sided die, used to determine the outcome of certain in-combat events, such as being shot down and killed or going down over enemy territory etc.
The following rules explain and describe when the die will be used.
Your persona will be assumed to have a given level of skill, indicated by his number of kills. This skill-level will determine how much help might be afforded him by a roll of the 10-sided die in the case of deciding the outcome of in-game death. As seen from the following table the outcome of a roll is death or a period of real-time days in hospital recovering from wounds.
Note: while your persona is in hospital you may continue to fly with a secondary persona.
And that's it, a max of a 30% chance of not being killed by a 95-percenter enemy at your pilot's lowest skill level.
On to other matters.
If you are killed as a result of an out-of-game event, such as a screen-freeze, server-lag or suchlike, you are not dead.
If you are killed as a result of being rammed by any side's a/c, you are not dead. This is to protect against griefers and trolls.
If you are killed by being strafed/bombed in your plane just after spawning into a server you are NOT dead unless you have started your engine. If you have not started your engine you are deemed to be in a slit-trench or similar, NOT in your cockpit.
When killed your persona stats are zeroed.
Captured behind enemy lines (bailed out or force-landed). You are deemed to be captured or escaped, subject to the outcome of a 10-sided die-roll. The table below details that process. It calculates the kind of skills and abilities (language ability etc) a pilot would have gained the longer he operated in-country. These abilities would, in a crude calculation, aid him in evading and escaping from enemy territory.
Determining whether or not you have gone down behind enemy lines can be problematical on servers that do not allow the nav-marker in the map. Additionally, if you have gone down only a couple of kilometers behind the lines a die-roll is not required, you are deemed to have been able to make it directly through the lines without needing help from civilians etc).
It is therefore up to you, the pilot, to make the decision on whether or not you require the roll of the die.
If you go for the roll of the die and escape capture you are MIA as per the table below, in which case you may use your secondary persona while your primary is making his way out of enemy territory.
If you are uncertain about any of the above in regard to your own persona and a specific event please say so in your combat report and it will be addressed.
Rule 1) If you are killed or captured you must create a new persona. This is done via the claims process.
Rule 2) Sorties may be flown and kills claimed alone, you need no confirmation from a fellow pilot. You are, of course, on your honour not to make false claims. A sortie may be of any length of time but you are, again, on your honour not to take off and fly one circuit before landing and claim that as a sortie.
Falsification of claims will result in immediate expulsion from the gruppe.
Rule 3) Both AI and human-flown a/c are legitimate targets and count as kills.
Rule 4) Hacking or modifying a game's code is forbidden. Cheating of any kind is forbidden. However, exploiting a flaw or bug is not as it is likely your opponents will be doing the same. If the un-altered code of the game allows a thing to be done you may do it, until the devs fix it.
Rule 5) The strafing of the enemy in his parachute is FORBIDDEN. Any pilot found to be engaging in such behaviour will be transfered out of the gruppe with immediate effect. The same goes for strafing an enemy plane after it has been forced down onto the ground, either damaged or undamaged (both may be claimed as kills regardless).
Rule 6) If you are shot down behind enemy lines or into the sea you have a chance of evading capture or being rescued and returning to base per the table above. Alternatively, if you make it to the ground alive, a fellow pilot may land near you and pick you up, as was done in reality. In that case your comrade must land near your crash-site and wait on the ground for five minutes before taking off. He must then fly straight and level back to base. If he is engaged by enemy forces he may not maneouver excessively. If he is shot down he may bail out but his passenger dies.
Rule 7) Only full-real servers may be used for official DiD (Jasta 3) missions. These are usually listed in the server list as "realistic" or "expert".
Rule 8) Command. If you are flying with a fellow Jasta 3 pilot who has superior rank, and he wishes to excercise command, you must follow his orders per real life. You are not required however to yes him up a storm with "Herr Boss" or any other such milspec tomfoolery. It may be that he chooses to give you command authority or that you fly as equals and make democratic decisions. Whatever works for you at the time is fine.
Rule 9) Be polite and respectful at all times towards your comrades, other friendly fliers and all enemies, in both text and voice communications. Be especially so towards the server admins and their staff; without them you'd be on the ground peeling spuds or shooting rifles at enemy infantry.
Rule 10) Real life comes first. Always. Don't bust a nut trying to stay on a server. If the wife is on your 6 o'clock with a frying-pan, bail out. Children, however, may be eaten.
Rule 11) If your game crashes or the mission ends/server goes down at any point while you are alive and airborne you are deemed to have returned safely to base.
I think that about covers it. If any questions or suggestions throw up anything new I'll add it here.