Once in a game, a hostile F-4 C phantom rush to us, launching multiple missiles, and of course managed to kill a few, then intentionally crashed himself after I maneuvered to his 6 o’clock and getting my AAM hot. Very cool behavior.
As much as we’d all love this. It wont happen.
Why?
Because it would give players RP and SL and even a little extra is too much for them.
They want things to be grindy
They want aspects of this game to be unfun and frustrating
They want to push you in hopes you cave and buy GE
I feel like it’s gotten to a point where they don’t even care about the suggestions posted here unless they can see a dollar sign at the end of it.
You say that however there were many times where mechanics that were suggested were implemented. Unsure how old your account is but there are plenty of suggestions people made over the years that were added. Whenever it was stated doesn’t matter since it was there.
vehicle related or realism related? Because there’s a dollar sign attached to those.
Aside from those changes and suggestions, very little else seems to change.
Dude just read the forums or the old. Not everything is a vehicle-related suggestion. Being on WT for 6 years you see a lot. I’m not as old compared to some of the old guards from the start but I can still say, there are mechanics, etc that are added over time.
Roughly speaking, the idea behind the mechanics I suggested is that the first player to enter the furball with the enemy will have “contributed” most to the maneuver kill and be the one who gets the award. If two players enter at roughly the same time, the player who spent more time closest to the target gets the award.
IMO this reward should also extend to any crash resulting from evasive maneuvers from one of your missiles.
Context: I’ve had many opponents “bite the dirt” trying to dodge my Sparrow or Phoenix, and no blame to them for trying, but I believe it’s only fair that I should be rewarded for their destruction.
On the other hand, it would be good to add the following points:
During a fight, if the 2 planes collide, neither of them has the kil, but the 2 planes are considered to have crashed independently, even if they touched each other during the fight (the suicidal pilot who hits us are annoying)
If a plane hit by a player is shot down by an AI some time later, do not award the kill to the player who hit it without causing vital damage. at best, award the assist, but not the kill.
A couple years ago now they had a similar mechanic that tried to address this where when a plane crashed, the nearest proximal player was assigned the kill.
Players complained.
Players will complain about just about anything. I’ll wager that the players that were complaining about this feature are the ones who like to crash their planes on purpose or j-out of their planes after making a bombing run.
This happens so many times and it ranges from mildly entertaining to frustrating.
Witnessed:
Diving from altitude on an enemy plane, having them go 100% evasive all the way to the deck, then they j-out once they have shaken you for a moment. You end up with no points and all your energy spent so the enemy team can pick you off.
A Do 355 dives, building up massive speed and flying past pursuing aircraft. They then suddenly pull up underneath my aircraft to attack. I dodge and the shots whiff while the enemy aircraft stalls out. Before I can go around to attack the now almost motionless aircraft, they j-out.
I fly towards a bomber and they execute extreme maneuvers to evade, their wings break and they fall to the ground, leaving me with no points.
There used to be a system which i refer to as “DOGFIGHTING POINTS”.
This awarded points to players in active combat proximity to another plane, for the duration and ramping up the longer they were in a specific radius of another plane.
So the complex (yet well thought out) system you have proposed could easily have its cause for suggestion fixed with re-introducing this system.
Clearly, some Karen moaned about people “farming” this, although how I’d love to know.
The system worked superbly in that:
People were not incentivised to only dive and kill 5v1 chasing a single target desperately trying to get points to afford the repairs to their craft
SQUAD and TEAM playing worked infinitely better with people actively escorting bombers and chasing enemy on team’s 6’s
If you were massively uptiered, but still skilled (even though doomed) you still got decent points
…and finally 4) Actual skill got rewarded, a lot.
This covers all the points you have made, but was removed from the game.
…sooo…
If you J out now, proximity kill is awarded, even if zero damage.
I’m unsure the distance, but it’s possible another player got the kill points being closer at their “J” time.
…but wing break = no points yop
See my comment lower down regarding the “old” Dogfighting Points system…mysteriously removed.
Gaijin is already able to recognize if someone J’s out next to you, and gives the kill to you… All they have to do is utilize that exact same code logic but make it so if someone crashes next to you, you get the kill. Simple as.
Actually, not really quite that simple, at least in my mind. Yes, that would award enemy players when a player crashes, but it wouldn’t necessarily award the correct players.
The point of a more complex system here is to try to award the maneuver kill to the player who has spent the most time and kinetic energy driving the enemy into the situation which caused him to crash.
Consider the following:
You engage an enemy aircraft at altitude, and after a few turns the bandit enters a steep dive to try and escape, still just outside of your gun range. He then gains too much speed in the dive and compresses his elevators to the point where he will not be able to pull up before hitting the ground, and you pull out of the dive before the same happens to you. In a last-ditch move, he attempts to get guns on an unsuspecting low-flying strike aircraft below, getting within a few hundred feet but nontheless missing his target before slamming into terrain.
Who deserves the maneuver kill? You, who initiated the dogfight and forced the dive (now circling at 5000 ft after diving from 15000 ft), or the strike craft who happened to be on the deck near the enemy’s inevitable point of impact?
the maneuver kill has been broken since the dawn of time, and people have been begging Gaijin to fix it for years. But nah, they just ignore it like always. Now you got these people just lawn-darting into the ground to deny your kill, and what happens? They pay full repair cost like nothing happened, while you get screwed out of RP and SL. Classic Gaijin logic reward the skill issue, punish the ones who actually outplay them. Smh.