Exactly. I call this grey nameplate. In the new system they replaced it in most cases with red nameplate, to keep planes alive for longer.
Even in that battle I showed above, the plane nameplate turned grey when I hit him, because it was recorded in the old system. In the new system, that guy would still have red nameplate, until he drowns.
So from this perspective, keeping planes alive for longer “makes sense”, because this guy can still drop bombs and possibly kill me. But imagine what would happen in the old and new system, if the battle end.
- in the old system I received a kill credit the moment I caused severe damage to this plane:
Spoiler
So I already received 100% score and rewards, I don’t have to care to finish this guy. But he can still be dangerous. Players were dying from such planes.
- in the new system, this guy would still be alive and keep the red nameplate. He would be just severely damaged instead. So I would only receive 80% of the score and awards, but no kill credit yet.
Now imagine what would happen if the battle ended at this point, where I took that screenshot, if there was no killing severely damaged planes at the end of the battle.
- in the old system I would have +1 kill, he would have +1 death
- in the new system I would have +0 kills, he would have +0 deaths, because this new severe damage mechanics delayed his death.
I know this is a low altitude kill, so you can say: “whatever, he would have died in the new system a few seconds later anyway”. That’s correct. But what if that kill happened at high altitude? And many damages, especially in Air battles are at high altitudes. This new system can delay death even by minutes, if the plane is severely damaged at high altitude.
A solution to this is to kill all severely damaged planes at the end of the battle. It’s not a nice solution, but it keeps number of dead planes at about the same level as before.
And before someone says: “but why not reduce amount of deaths globally?”. Well, that would affect everything, from rewards, camouflages progress to tasks. The whole game was designed based on that average number of kills.
The new severe damage mechanics only keep 2 instant kill conditions: killing the pilot and tearing off the tail. Every other kill condition was converted to severe damage condition.
And can you imagine how many players would complain, when they realise they have less kills than before, and that spinning plane that is on fire, without both wings and without any control is not dead yet only because the new severe damage mechanics keeps him alive for longer?
It simply makes sense to kill severely damaged planes at the end of the battle. By doing this, everything is very similar to how it worked before.