Air Sim rewards and how to fix them

Notice the big “Useful actions” pop up whenever you die and 15 minutes pass?

15 minutes after you take off (not since you spawn) a timer begins counting up.

Once timer reaches 15 minutes, it checks your current score against the aforementioned reward function - bulk of it given for 400 score (1 kill equivalent without crit earns 75%), and then the remaining 17-18% is spread out over the remaining 600 score. It rises a tiny insignificant amount from 1050, but it’s… pitiful -

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Look at how much extra effort for not even 1% increase.
Suffice to say, no amount of extra effort and top of leaderboard gameplay will earn you better rewards than 2 kills and afking over your runway (but not landing).

If you die before 15 minutes, reward is amortized. Furthermore, you lose 20%.

If you did NOT die after 15 minutes, but did not land either and kept flying and only landed after the second useful actions pop up, you once again lose 20% of the reward.

Alternatively, if you RTB’d at 14 minutes (before useful actions popup), landed to rearm and then took off, flew for 17 minutes (31 minutes total), you lose 20% reward again.

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We’re expecting a reward of (4697 / 0.8 x 0.2 + 4646 / 0.8 x 0.2 = ~2335.75SL and 1717 / 0.8 x 0.2 + 1698 / 0.8 x 0.2 = ~853 RP) for our second landing - basically double its value since it’s 2 cycles’ reward that should be given in 1 chunk. What we see is only the reward for the second cycle. As you can see from the timer being exactly 15 minutes (1:56:33 - 1:41:33), I spent those 15 minutes between the 2 cycles in air continuously.

You must survive 15 minutes, land after the pop up and not beforehand (or land within 15 minutes after it pops up after you took off a second time but absolutely before the second pop up).

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Somehow I dont get it. Or did I? Why do I get so much RP? We lost this match and I was shot down every single time I was in the Air. This looks to me as if there is no cap, as long as I do usefull actions I get more and more SL and RP. If there would be a CAP I would not earn more RP and SL after I reached 1050 total points. Ignore the last 20% for Landings but if I see it right I can grind and grind and grind as long as the mission runs. I do at least some percentage.

What is the maximum amount of SL and RP somebody can get in one EC Mission?

Notice these two. Bit hard to show since you don’t survive a full 15 minutes…

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Do you notice something?

5:18 minutes survived. 180 score. 3117 RP.
5:28 minutes survived. 568 score. 3656 RP.

Per the table,

200 points is 54% reward, 600 points is 86% reward. Notably, these are for full 15 minute survival. I dunno if anyone researched how exactly time survived affects reward%. Is it linear? Non-linear (if so, what shape? Full 15 minutes seems to be some form of logistic function).

You gained nearly triple the score, but your reward only increased by (3656/3117-1)x100 = ~17%.

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almost the same amount with only 180 points. they should revamp the hole economy system for sim.

It starts when you SPAWN.

I run TWO timers… one visible and 1 audible… so I’m testing this every game…

No, as soon as you leave the timer ends.

Yea, I’ve checked too and found it runs from spawning.

Reward is based on points in each 15-minute period. So 3000 points is not worthless, especially if it’s five 15-minute periods each worth 600 points. If you die before the 15-min period is up you get some fraction of what you would have received at the 15-min point, plus the timer restarts. Anything other than landing for refuel, rearm, repair and respawn restarts the timer, even J-out simply to change fuel or loadout on the current aircraft.

The reward system uses the same logic Gaijin have always used and use in all other modes: reward = points (diminishing returns & capped) x time. EC was the same, but could be exploited to a greater extent by getting 3000 points or whatever and then sitting out the 3 hours on the runway - virtually same reward as 10,000 points for 3 hours of solid play. As Gaijin seem to think any system other than ‘capped points x time’ would break some fundamental law of nature, when they addressed that exploitation of the scoring system they retained the same scoring system, but broke it down into Useful Action cycles of 15 minutes. EC is now rewarded as if it were a succession of single-life or 15-min AB/+ games.

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That helped me a lot. So there is no max SL & RP Cap per match like people rumored. As long as you make points and be present in each cycle you will earn. I know people that spread the rumor and say that you wont get more points when you reached a certain amount no matter the useful action cycle.
e.g. When you reached 1050 points in one 15 minute cycle the other cycles gather no points. Thats the rumor spreaded.

regards.

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There is a max RP/SL match with literal data as proof per match.

If you get 600 score in 15 minutes you’re not gonna get double that score if you make 1200 score in 15 minutes.

And in a 3 hour match there’s a limited amount of 15 minute cycles, so that effectively caps what you can get.

What makes it horrible is you go in and do some PvP, get 4 kills in 15 minute cycle and get the same reward as if you killed 2.

Then next cycle you don’t find anyone or die and make nothing or a pitiful amount (you make some if you die as a pity reward).

So, you can achieve a 4:1 K:D ratio that will make you go massively negative in silver lions all because of when you got that 4:1 K:D.

A6M3 scores

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Bf109F4 scores

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F3H-2 scores

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Ton of random scores (premium account so different max values) over 132 data points

google doc

Notable examples:
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Note the 3000 ariete game getting the approximate same (50697) as 1659 ariete game (50726).

If looking at this you tell me “3000 score is not wasted” @Kernow1346 then I’d like to know your definition of wasted.

If I dare get those 3000 score too fast, I’m punished.

To get adequately rewarded for 3000 score, I need to get 600 score 5 times across 5 different useful actions cycles. Which is a lot of fun in a fighter where you have high burst of activity for a short while (A points) then struggle to find enemies to fight as people ditch for ego or repair costs or simply map design. Or you just go 1800 score repeatedly and lose massive amounts of SL due to the aforementioned “badly timed 4:1 KD ratio”.

Even the pre economy fix ARB economy wasn’t terrible to the point where you’d lose money for 4:1 K:D ratio. And even if you did, you could go 8:1 and fix it. In sim? No amount of over-performing will stop you hemorraging money in something like a Horten except for bombing a base (can the horten even bomb bases) and afking on the runway.

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This is how it is now.


Thay should give back normal rrewaing, but we need to make a suggestion, I have made 3 already but non of them was acepted, so we need someone else to make that suggestion.

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We all made suggestions in the last 2 years and they were completely ignored. Gaijin doesn´t care about Sim. Half of the HUDs are not working, EC is completely broken (Airfield defense fighters are crashing into mountains or lying on the runway, etc.), and when did we get the last new map?
All we get are some scraps from RB, but its 99% more planes.

Sim economy is tailored around Premium and if you are not one of the best 10% of the playerbase, you cant afford new planes or even spawn costs. Im even surprised that the new planes got their cockpits modeled.

So play a bit, have your fun, but don´t waste your time grinding or getting something.

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How many suggestions or mails can thay ignore?
Maby we can somehow force them to fix it.

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Suggestion about ukraina techtree is new every day but nothing about sim gets allowed, If we make too much suggestions with help from other players, if we made too much topic on forum, thay will notice.
We ask every one in the game chat playing sim to go on forum and support this idea.
We can get people in.

Back in the day there have been former IL-2 developers in the Gaijin team, that is where the few cockpits, the enduring confrontation Sim idea and some more sim aspects come from. I guess we lost the last few former IL-2 developers and we only have new devs at gaijin and their goal is the financial success for the company and thats it. Maybe. Hopes die last.

This is an 8 year old video. Just compare it with WarThunder. Even the tail wheel turns.

But when it comes to the Best of the Best and I wanna fly for Sim Flying or MilSim sake. There is nothing reaching DCS. This years Ingame Footage trailer of Content we achieved and content to come gives me goosebumps over and over again. (All you see is ingame Footage. The Reveal at the end is a highlight) DCS 2025 and Beyond:

But I am here for War Thunder and want War Thunder to improve. War Thunder should become a very good Semi Simulation where you dont have to bother with high fidelity realism simulation like in DCS. (DCS is Work) but instead you can hop in and have a blast. But Today War Thunder is far away from this goal. I hope this changes.

Gaijin? Can we fix Anti Air evasion please? :D Makes Objectives a lot more fair against those SIDAM 25, ADATS and Gepards. :D We have enough trouble with those Economy decisions.

WT is focused on PvP battles in more simple modes like AB and RB. No significant immersion into game and vehicle mechanics. Some vehicle weapon and functions are not used because of intenstive PvP gameplay.
That is why I create my own missions to enjoy the gameplay.
I also hope that it will change and we get something more than royal battle mode.
It looks like Gaijin started to develop AI. I hope it is done to improve the gameplay.

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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.

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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%

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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)).

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