Solty Posted September 4, 2016 Posted September 4, 2016 (edited) Currently the system is full of holes, especially exploitable by the WW2 planes. It looks like this: If the aircraft looses engine and crashlands in the middle of nowhere, without killing the pilot. He can respawn and he is treated as "not dead" and can respawn without any penalty. At the same time the guy that damaged his engine and effectively shot him down, is not awarded with a "kill". This makes points impossible to be counted right and a team that actually shoots down more airplanes, can actually not be wining, because most of those shot downs do not end in pilot killed situation. Moreover, it is unhealthy as people tend to stay in combat even with heavy damage, because they know that they can always crashland and not get a death and at the same time deny the kill to the enemy. ----------------- My proposal: If the aircraft lands anywhere outside a friendly airbase. The "kill" will be awarded to the player that did the most damage to him. At the same time, to reward the player that tried to safely land, he will not be noted as "dead". If you land/crash land at your or friendly base, you will not get a "death" and your adversary will not get a kill. That way we will promote shooting down of aircraft, but not pilot killing. Both sides will feel they were rewarded for their actions and points will be awarded to the victor, so his award will help his team win. Secondly, I propose standarisation of points per target and to promote geting back alive, you can only get x2 points modifier when you land on a friendly airbase. That way mutual suport is required so that scoring ground attackers could bring more points to the team and fighters will have a real reason to escort and protect them. :pilotfly: Edited September 4, 2016 by Solty 1 [sIGPIC][/sIGPIC]In 21st century there is only war and ponies. My experience: Jane's attack squadron, IL2 for couple of years, War Thunder and DCS. My channel: https://www.youtube.com/channel/UCyAXX9rAX_Sqdc0IKJuv6dA
shagrat Posted September 4, 2016 Posted September 4, 2016 (edited) Currently the system is full of holes, especially exploitable by the WW2 planes. It looks like this: If the aircraft looses engine and crashlands in the middle of nowhere, without killing the pilot. He can respawn and he is treated as "not dead" and can respawn without any penalty. At the same time the guy that damaged his engine and effectively shot him down, is not awarded with a "kill". This makes points impossible to be counted right and a team that actually shoots down more airplanes, can actually not be wining, because most of those shot downs do not end in pilot killed situation. Moreover, it is unhealthy as people tend to stay in combat even with heavy damage, because they know that they can always crashland and not get a death and at the same time deny the kill to the enemy. ----------------- My proposal: If the aircraft lands anywhere outside a friendly airbase. The "kill" will be awarded to the player that did the most damage to him. At the same time, to reward the player that tried to safely land, he will not be noted as "dead". If you land/crash land at your or friendly base, you will not get a "death" and your adversary will not get a kill. That way we will promote shooting down of aircraft, but not pilot killing. Both sides will feel they were rewarded for their actions and points will be awarded to the victor, so his award will help his team win. Secondly, I propose standarisation of points per target and to promote geting back alive, you can only get x2 points modifier when you land on a friendly airbase. That way mutual suport is required so that scoring ground attackers could bring more points to the team and fighters will have a real reason to escort and protect them. :pilotfly: Hmm, it would be more interesting, to use a small script, that prevents a rejoin after 15 min. into the mission until Mission restart. If the pilot lands the plane he isn't "killed", but he will not be able to warp himself through time and space into a brandnew plane... Would make the urge to rescue, land and repair the plane more pressing. ;) Edited September 4, 2016 by shagrat Shagrat - Flying Sims since 1984 - Win 10 | i5 10600K@4.1GHz | 64GB | GeForce RTX 3090 - Asus VG34VQL1B | TrackIR5 | Simshaker & Jetseat | VPForce Rhino Base & VIRPIL T50 CM2 Stick on 200mm curved extension | VIRPIL T50 CM2 Throttle | VPC Rotor TCS Plus/Apache64 Grip | MFG Crosswind Rudder Pedals | WW Top Gun MIP | a hand made AHCP | 2x Elgato StreamDeck (Buttons galore)
Solty Posted September 4, 2016 Author Posted September 4, 2016 (edited) The change is not aimed to disrupt the game flow, but rather make the current gameplay more fair. The problem is that people that win are not beeing rewarded for their actions. Adding time to respawn doesn't help at all to mitigate that. I see the reason behind your idea, but DCS has already small player base, artificial waiting time would only bring frustration, especially to those that have little time to play. But would also limit potential encounters for the enemy team. 15 min is a lot of time and sounds over the top. Edited September 4, 2016 by Solty [sIGPIC][/sIGPIC]In 21st century there is only war and ponies. My experience: Jane's attack squadron, IL2 for couple of years, War Thunder and DCS. My channel: https://www.youtube.com/channel/UCyAXX9rAX_Sqdc0IKJuv6dA
shagrat Posted September 4, 2016 Posted September 4, 2016 Ah ok, different point then. Maybe a "hits" instead of kills can mitigate that from a simple winning point perspective. Though may be it is possible to use landing events, if they occur outside defined zones. The problem with "kills", I see is, I often limp back with a damaged plane, reload and repair and rejoin the fight. When I go back to spectators, I thought my plane would be "destroyed" and accounted as killed. It may also possible to count respawns (take control event) and subtract winning points for that? There is a couple of conditions in the ME that can be used to define winning conditions together with the point system... Shagrat - Flying Sims since 1984 - Win 10 | i5 10600K@4.1GHz | 64GB | GeForce RTX 3090 - Asus VG34VQL1B | TrackIR5 | Simshaker & Jetseat | VPForce Rhino Base & VIRPIL T50 CM2 Stick on 200mm curved extension | VIRPIL T50 CM2 Throttle | VPC Rotor TCS Plus/Apache64 Grip | MFG Crosswind Rudder Pedals | WW Top Gun MIP | a hand made AHCP | 2x Elgato StreamDeck (Buttons galore)
Recommended Posts