Understood but I would apply piloting skill to landing the plane. If for some reason I did apply the computer skill I would make the computer skill roll no worse than a medium because you are not really writing the program. You are figuring out the software that runs the plane. If a ground controller was talking me through it I would add a big modifier as well. "Push/Click the big red button that says landing gear."
Ah, yes, here we're talking about computer
operations, not computer programming (though as part of my point I was saying that some games treat both operations and programming as the same skill, which I think is rather silly). I would have a pretty high computer operations skill, but I couldn't program my way out of a paper bag.
We're also not talking about physically landing the plane yourself. We're talking about filling the role of airtraffic controller where you are using computers to coordinate the traffic of an airport.
Well, at least that's what
I was talking about. Perhaps somewhere in there we got our conversations crossed.
At any rate, if I were designing the game I would personally make a separate Air Traffic Control skill. Computers would play an integral part in that skill, but wouldn't effect the body of knowledge that involves that job. If a system of prerequisite skills were in place (another way of manipulating ancilary knowledge in the form of skills) I would probably dictate that Computer Operations (separate from the Computer Programming skill) was required to do the job of an air traffic controller, though not required to know the theory. This pre-requisite would mean the player MUST take the computer operations skill and would therefore eliminate the opportunity for him to come back later and say "well, I should have recieved ranks in Computer Operations for free because I would have learned it to do my job!" Does that make sense?