I've taken your version and run with it - I love the quick die rolling resolition to ships escaping and pilots surviving. Right now I've got two die rolls for destroyed ships - one to determine the pilot's survival (Red die - crit is killed, hit is injured, else you're fine), and one to determine whether they escaped the field should the battle be lost (Green die - evade is safe, focus is safe if you're a Unique Character, else you're captured).
What I've really been doing is toying with XP sinks beyond buying PS and upgrade slots, because I get a little uncomfortable with the added paperwork and difficulty in flying when you don't have cardboard for the right values - I mean, VI is one thing, but it could get a bit of a crapshoot ![]()
So what I've got is that you earn XP, and can then spend it on a variety of things:
A die roll (1 red die per XP currently banked) to upgrade to a higher PS, including possibly a Unique Pilot if you roll enough hits to bridge the cost gap; crits count double
Elite slots for unique pilots that don't normally have them
Rerolling "Pilot dice" for escape, survival, and fleeing the battlefield
Getting extra dice on a certain roll - fleeing the battlefield, survival, or escaping capture (possibly boarding if we ever get that far too)
And then 'strategic' stuff: Becoming a leutenant (to smoothly replace your Squad Leader if they're indisposed for a couple turns or dead), getting bonus dice on repairing ships or requisitioning supplies, training the recruits, etc.
Because dice are fun, and hopefully I can come up with enough uses for XP that even a generic pilot can make himself valuable. Winged Gundark might not be much of a fighter pilot, but he's proving to be a great logistican these days, you know?... ![]()
I'll try to post it up so we can compare notes once I've gotten it intelligble. I'm using your original post as the base, so integration-wise things should still be fairly compatible at this point.