There was a time when airfield AA did not engage targets flying above 3,000 meters. Many players would attack AFs by diving from high altitudes, often resulting in either crashing or getting shot down by AA fire. For me, it was quite interesting to attack airfields while avoiding AA missiles and gunfire. It was truly a lot of fun.
In my opinion the best way should be like Option 1 except you get a score percentage based on your survival.
RTB=100%
Ejected or crash landed Friedly teritory=80%
Ejected in enemy territory = 60%
KIA= 40%
So I tryed to make a suggestion about own key for a arrestor hook and giveing AirSim normal rewarding.
The suggestion sounded:
[center]Change of Air Sim rewarding back to normal
In current Air Sim you are rewarded based on useful action you earn poins, by kills, destroying based and more, than after 15min you are rewarded.
That’s exactly how our current score looks like:
200 points = 54% reward
400 points = 75% reward
600 points = 86% reward
800 points = 90% reward
1050+ points = 92% reward
Scoring a single kill (450 points) gives you the majority of the possible reward. Doing better gives you only slightly better.
It sounds great, but doesnt work in pratice
It is almost like you pay to play with minimum profit.
My suggestion is giveing Air Sim back the normal rewarding as is in other mods of the game.
The system that we have now was suggested, tryed, and unfortunetly stayed in the game for many years, and now after those years of complaing about it, it might be fixed.
[/center]
And this was the answer
My question is, how is that not a suggestion, why cant just allow it and how should I remake it to make it a suggestion?
Because I think everything is right.
I’m afraid this would potentially worsen the pre-existing issue of people leaving lobbies if their enemies are too difficult to fight in PvP.
It’s already a major issue where if you join a match at ~8-10 BR range, the other team evaporates after the first 2 dogfights because of various reasons. Making sim even less affordable (because on my end that is the reason - 13-15K SL spawn cost while only making 20K if I fully survive 15 minutes and land means I end up losing SL unless I fly in an anti-fun way for both my teammates and the enemy team (run away and hide above runway after getting 1 kill)).
FFS read better.
I also don’t understand why gaijin just can’t lower rewards for airfield bombing and have no rewards for sitting on the airfield. Why must we punish everyone else and still fail to actually punish the people ruining the game mode
All of them, old forum had 20 pages thread of people just signing against this system without any discussion.
Because that way you wouldnt fuck over whole playerbase
There si nothing bad about bombing the airfiled, bad is that you surcrifice your self while doing it, I would reward players after landing. That might work.
Tab score also to be after landing
Both of these would hurt PvP gameplay while not affecting PvE gameplay, only making it take longer.
Someone in a rigged PvE lobby has zero risk to RTB and land.
Someone flying PvP and actively participating will then be forced to disengage after each kill they make, abandon their teammates to die rather than do their best to help and RTB once per each kill - it’s anti-team and anti gameplay.
It’s bad enough already when you join a lobby and the enemy team quits after 1/2 deaths to preserve precious K/D ratio (or they cannot afford to respawn because their plane costs 17K SL to spawn and most they’ll make without dying is 19K) because you’re now flying around doing nothing… or your team leaves and you’re now a single player with 2 afk bombers who didn’t leave trying to capture air superiority points against 1vs6 or worse odds.
This suggestion will make that far, far, far worse with people leaving the moment the lobby doesn’t look like an easy brainless stomp against noobs they can beat without much effort or risk.
All this while in rigged PvE lobbies it had zero impact and they continue to abuse the game mode.
I understand, the best would be to give airsim normall rewarding as in other mods, but gaijin wount do that, i have already made suggestions about it and thy just ignored it. Thay sayed that it is not a suggestion to suggest the change rewarding system.
We are discussing this topic since years, make suggestions, give ideas to improve it, bla, bla, bla…
Nobody is listening because nobody cares.
Buy premium or get off my fckn’ lawn… is the only answer we can expect.
“Can I get premium Bf109F4/Yak3/F4U-4/F9F/F2H-2/F3H-2 then?”
“No, sod off. If you want premium messerschmitt, play america! If you want premium yak, play france! If you want premium navy fighters? Get bent.”
Silver lion talisman pls.
this actually works … at jet brs at least
Additionally: Make ground units kills shareable (Ships & Tanks).
Currently, when you coordinate with your team to take out a carrier and sucessfully sink it, ONLY 1 person gets the kill and points (which are absolutely disgraceful, especially taking the difficulty and time involved into account).
Also, if I drop my last remaining bombs on a ship and my mate does the same, we should get the % of the killed crew, crits, etc, not “mate1 sunk ship” “mate2 gets nothing”, at this point you don’t even get SCORE, not even SL or RP, even score is not accounted.
Same with tanks.
It will encourage teamwork a LOT more and make a TON more sense in lower BRs to attack ships, even with the danger involved…
Still, with a relatively high tier premium (like f5c/a10), a day of premium time and 4 hours of a single 75% booster you can unlock a top tier plane like f15E. Not terrible, though not necessarily my most recommended method of grinding.
Let me make some adjustments (this only considers EC, not Tank Sim with Air):
RTB=100%
Ejected or crash landed Friedly teritory=80%
Ejected or crash landed Friedly teritory WHILE within 3 km of an enemy plane = 35% & the enemy gets the kill or a percentage of it.
Ejected in enemy territory = 60%
Ejected in enemy territory WHILE within 3 km of an enemy plane = 30% & the enemy gets the kill or a percentage of it.
KIA= 40%
Regarding kills, you can also add:
If you kill a player that has spawned less than 1 minute ago (Spawncamping), kill counts for 30% only.
If a player ejects close to your airfield without being hit by SAM (within 2km outside of SAM range),
you get the kill only if airborne and within 3km of him.
If this happen a 2nd time, you only get 10%.
If this happens 3 times, the ejecting enemy gets his crew locked for 15min.
If he repeats this process, he is banned from the match.
If he ejects while taking off with no one closer than 3km*, he pays full spawn costs.
After a second time, a addtional condition is applied, no matter where in the map!:
A spawn timer is set for the crashed crew (2 mins).
After a third time (in a row [within 25min]), this spawn timer is extended to 5 minutes.
After a fourth time, the user is soft kicked to lobby.
5th Time within 2 hours of match: Banned from the match, lobby is locked for him.
*(3km circular flat range! Altitude separation doesn’t count as distance in this case)
If the user ejects without damage 3-4 times in more than 2 matches a day: Sim is locked for 24 Hrs.
If a user “damages itself”## and then ejects more than 4 times a day, he is set on a list.
If the user does this at least 1x per week, he is set on a fixed watch list.
Repeated offenders get a 14 day sim ban. A ruleset can be only be created after watching statistically how many players damage themselves not on purpose and set this as the “base”.
##(Wing rip, intentional collision on ground, buildings, NPCs while surviving and ejecting; Kamikaze & Full Crash while attacking doesn’t count, as the user doesn’t eject)
No more BS rigged abuser paradise. Unsustainable on the long run.
This way it will be finally discouraged.
Any additional observations, additions or adjustments are welcome.
Opinions of sim tourists and zombers will be disregarded and held in contempt.
Ejecting while taking off (3 km of runway as you cited) should have no penalty.
I regularly see newbies at props slam their fw190s, bf109s, spitfires and so on into a watchtower or hangar, or LARP as turtles after their front wheels stop touching the ground.
I’d also not punish wingrip and crashes, because by goodness at least once per sim match I encounter a poor sod in an fw190, p63 or spitfire who gets spooked and starts spinning once I miss them with my guns and they promptly crash. I’ve full confidence it’s just someone either new to sim, or just those twitchy planes and pulled a teeeeeny bit too hard. Likely, they havn’t heard of non-linearity so they’re struggling especially.
While it would be ideal that new players would visit the subreddit and watch & read some guides before hopping in, I won’t fault newer generations who didn’t grow up with gameFAQs and forums to have the urge to check out additional resources before trying.
Of course, flagging them for moderator review is fine but don’t go any further than that without manual input.
Punishing J-out is fine by me as you don’t really have a reason to do it seeing that if you got time to J out, you got time to PARE.
Yes, I totally see your point.
Maybe I should have said this was meant especially for jets, it would have to be completely reworked for Props.
But nowadays with Jet premiums, most abusers/bots/farmers skip props entirely (compared to a few years ago).
I should have clarified.
Also, I was talking of wing rips on purpose. Many will dive out of an engagement and rip their wings and J-out systematically, not accidentally, I am talking of those kind of players. Kill deniers.
War Thunder has no “pilot saving” mechanic like IL-2 or user campaigns, so ejecting in a lost duel causes nothing else than the winner of the duel waste 2-10mins and gain nothing, possibly even being shot down bc of giving up an advantageous position to commit to the engagement.