Following the Roadmap: We’d like to hear your feedback on our proposed Aircraft Destruction Mechanics & Night Battles design

In today’s article, we’ll be discussing two mechanics that we’d like your feedback on: improved aircraft target hit alerts and night battles. Our proposed designs are not final, as we’re explaining them to you so that we can get your feedback to make adjustments if necessary. Let’s dive into the details!

Improved Aircraft Target Hit Alerts: Our proposed design

As we mentioned in our previous Roadmap article, we’ve been working on this mechanic and would like your feedback on it.

Welcome to the “Severe damage” mechanic

As of now, the death of an aircraft is counted under one of the following conditions: the pilot was knocked out; the aircraft crashed into an object and was completely destroyed; the aircraft had its tail torn off; the aircraft received damage that causes it to be counted as dead but it can still conduct further combat.

Relating to the last part, currently when an enemy aircraft gets destroyed (“Target destroyed”), they can sometimes still fly, shoot, land to repair and have no automatic bail out. The aim of this was to allow you to score a frag and at the same time prevent another player from finishing off the heavily damaged enemy aircraft and steal the frag.

We’d rather not count the aircraft as destroyed based on "guesses", but instead would like to leave you the opportunity to attempt to control a “severely” damaged aircraft until it's either completely destroyed or returns to the airfield to repair.

However, with different game modes, aircraft control options, player experiences, and the number of aircraft in the game, there hasn’t been a single system that could reliably and accurately determine this state.

Due to this, we’re proposing to remove this condition from the game mechanics and instead replace it with the “Severe damage” mechanic. How will this work? If an aircraft is damaged to the extent where it would have been counted as being destroyed previously, despite still being able to fly, shoot and land to repair, this new mechanic will count it as severely damaged. No destruction or death will be credited until the severely damaged aircraft is further finished off.

How rewarding will work with this new mechanic

If you severely damage an enemy aircraft and then further damage them enough to the extent that they are now classed as destroyed, you’ll receive rewards that mount up to how destroying an enemy aircraft was previously.

In addition to this, if you severely damage an enemy aircraft but did not destroy them (because they flew away for example), you will not receive a destruction but instead a new reward called “Severe damage”. The amount for this reward is slightly less than the reward for a destruction.

When a friendly player finishes off an enemy aircraft that is severely damaged, they will receive a new message: “Finished Off”. For doing this, they will receive the rest of the reward and the frag in their statistics. For the player who inflicted the original severe damage, they will also receive a fully-fledged frag to their statistics as well — however, no additional reward because they did not play a part in finishing this enemy off.

As a result, both players will receive a frag of the enemy aircraft in their statistics, as well as counting for tasks and camouflage unlocks as usual, for example.

Severely damaged aircraft that crash

If an enemy aircraft that is severely damaged crashes, the frag of this aircraft will be credited to the player who originally inflicted the severe damage. The remainder of the reward for their destruction is accrued.

When the battle finishes

When the battle finishes, aircraft that are still severely damaged will then be counted as destroyed, with the frag given to the player who inflicted the severe damage. The player who was severely damaged will have a death credited to their stats, and the remainder of the reward for their destruction will be accrued to the player who inflicted the severe damage. This is to avoid players who get severely damaged to climb high and fly away to avoid being destroyed.

Let us know your thoughts on this proposed design by leaving feedback. As we mentioned, this proposed design is not final. If the majority of you like it, we’ll keep it as it is explained. However, if you dislike it and have suggestions, let us know so we can make adjustments if necessary.

Night battles: Our proposed design

As we mentioned in our initial Roadmap, we planned to make Night Battles selectable by the player. We’re going to be adding this and in addition, we’d like your feedback on some further improvements.

Selecting night battles

Night battles will be selectable in the gamemodes screen. From here, you’ll be able to enable or disable the “Participate in night battles” option. Night battles will only be available in Ground Realistic Battles and the option to participate in them is enabled by default. However, having this option enabled doesn’t necessarily mean you’ll get into a night battle. This is because you’ll be put into two queues: for regular battles without night and for battles with night, where you’ll have the chance to get into both. The chance of getting into a night battle will be approximately the same as before, before night battles were turned off.

The minimum Battle Rating for night battles

Night battles will only be available for 10.0 Battle Rating and above — where the vast majority of vehicles have night vision and thermal vision.

Rewards for playing in night battles

If you have the “Participate in night battles” option enabled and play a night battle, you’ll be able to earn rewards! These rewards are purely cosmetic and are focused on night, for example night vision goggles as a decoration, and a loading screen of tanks firing in the dark. The full list includes: a loading screen, titles, a decal, 3D decorations and player profile icons. The progress for obtaining them is shown in the same area where you can switch night battles on or off.

Our thoughts behind this design

Night battles allow you to diversify your matches while at the same time experience some different and difficult scenarios that are not present during daytime battles. Having said this, we understand that not everyone likes this type of complication, so we’re giving you the option whether or not you want to participate in night battles. As night battles are generally more difficult to play in than daytime battles, we’d like to reward players who play in them with minor night themed cosmetics.

Let us know your thoughts on this proposed design by leaving feedback. As we mentioned, this proposed design is not final. If the majority of you like it, we’ll keep it as it is explained. However, if you dislike it and have suggestions, let us know so we can make adjustments if necessary.

Other Roadmap changes

We knew you’d ask, so we’ll include it here too. We know your anticipation about skill bonuses in RP as well as research bonuses for new nations, and we’re working on these right now too!

That’s all for now! Please continue to leave your feedback and comments: be it either on our official forums, social media, on Steam, Reddit, as well as other platforms that we read. And remember, let us know your feedback about these proposed design changes. See you soon!

32 Likes

These changes seems nice. I like them.

5 Likes

Sounds very good!

Perhaps more people will participate to night battles if there were higher rewards for it, since it is way harder to fight in dark.

7 Likes

I like these changes so far!

I see your still working on the RP situation as well so looking forward to seeing more!

4 Likes

I think 10.0 is a bit high.

9 Likes

These are good ideas, I like them a lot!

Honestly looking like good changes!

I like the new severe damage mechanic, was very frustrating when you smack someone with a missile and all you get is a critical hit, so looking forward to the implementation

Also looking forward to those RP changes, hope the grind for ground might get a bit easier in future

Good work!

2 Likes

even if someone ‘steals’ your kill, with this mechanic you will still get the rp and the kill, but they will also get it

8 Likes

Yeah, I know. I just can’t stand those players

I think it would be fair for both the “severely damaged” and “finished off” players get the full reward once the “finished off” player has fully destroyed the enemy aircraft. Other then that i don’t mind the new mechanic.

2 Likes

i do feel like this mechanic will incentivise chasing down crashing enemies instead of dealing with actual threats though

2 Likes

Why not top tier air? Especially in SB? We have NVGs on many aircraft

3 Likes

Why not give all contributing players involved, full rewards for aircraft destruction?

There’s hundreds of vehicles to grind through. Giving proper rewards for air frags isn’t going to kill your progression model.

11 Likes

No the person who “finishes off” will get the full rp and sl kill reward. The “finished off” and “severely damaged” player get the frag counted in stats but the “severely damaged” player will not get the full kill reward only the “severely damaged” reward.

1 Like

The new “severely damaged” mechanic and the way the rewards are calculated around it, is a good addition. It will finally deal with one of the very annoying aspects, especially at top tier, where “dead” planes still launch missiles.
Or Starfighters zooming without wing to 10k.

As for the night battles:
since they are now getting optional, being available at 10.0 would be a bit high.
Lots of vehicles start getting NVD at around 8.7-9.0

Lowering the BR to 9.0 would be okay in my opinion, BUT also with some differences in the night battles.

Removing the flares or significantly reducing their respawn rate should be considered as option.
If everyone has NVD (since you can now only choose to participate if you have NVD), you do not need as much flares as before.

PS: At top tier in Air RB, can we also get night battles?

5 Likes

For me having an option to automatically opt in if my vehicle has night vision research would be nice.

Also how does it work with different game modes like simulator and SRE?

Yes agreed as i already mentioned both the finished and severely damaged player should get the full reward once the enemy aircraft is fully destroyed. This maybe might even solve kill stealing as it won’t matter who finishes the aircraft since as long as you get “severely damaged” status both players get the frag and hopefully if gaijin reads this both get the full reward.

2 Likes

At the very least, it would help blue players get along better. 😉

In addition to this, if you severely damage an enemy aircraft but did not destroy them (because they flew away for example), you will not receive a destruction but instead a new reward called “Severe damage”. The amount for this reward is slightly less than the reward for a destruction.

I’m cautiously optimistic about this
But I would really like to know what percentage of full on “Target destroyed” is “Severe damage”?
75%? 51% Or something third?

The night battles change is fair IMO.
Some rewards to increase incentive to play night battles

I’m not too sure on this aspect since sometimes landing a crippled plane can be quite the challenge. A crippled plane being able to climb high and stay up for a considerable amount of time, is this a typical scenerio?

You still save a repair cost and it is just a frag stat but I wondered why it might be necessary (in circumstances the aircraft is repaired at landing and re-engages).

Edit: I see now this only applies to a vehicle still ‘Severely Damaged’ at the time of battle end and so a repaired plane would lose this condition.

This change overall should improve the situation of aircraft in GFRB so a much longed for alteration 👍👍