The front line aspect of EC is an awesome concept but has little effect on the game play of Air SB.
The wiki refers to the fact that the moving front line can absorb and prevent the enemy from using airfields/objectives, a huge advantage. However, even in a game where one team is absolutely destroying the other, an opportunity to move the front line is limited by Air Supremacy objectives and the subsequent outcome of the associated ground battle, both of which take time. These don’t appear frequent enough to make a difference.
Rather than limiting the advantage of the front line to the discussed airfield elimination, or elimination of other objectives, I would propose the following:
If a player were to be downed but not killed whilst behind friendly lines (eg bailing out or doing a forced landing), this should count as a kill for the enemy player but not a death for the player downed (again, as long as you’re within friendly lines and your pilot doesn’t die).
The implications for such a feature would greatly enhance the game play of Air SB and really invest players in completing objectives rather than flying around aimlessly looking for encounters. That is to say, if you’re front line is forward enough, you can have greater confidence in attacking enemy players without dying and the enemy players would be able to get faster kills as it would be advantageous to bail out rather than pressing on if they damage you.
I recognise that since it’s been over a year since Gaijin has even looked at Air SB and that i’m most certainly preaching to deaf ears, but the suggestion still stands. Moreover, since this feature exists in other large scale multiplayer air sim combat games, it was not my idea to begin with.
- Yes
- No