I am on mobile so will edit with screencap
4 kills in 15 minutes. Sl was 15*780 minus 5000 spawn cost (i didnt even die. You flat out pay that). Rp i cannot remember.
Get 2 more kills without dying over a 55 minute match in a rank 3 plane. Total sl was like 25000 after spawn costs and like 7k RP thanks to useful actions wasting a bunch of that into nothingness.
What i personally proposed to avoid rigged lobby abuse in another thread was the death bank.
Rewards have a macimum due to the logarithmic reward function at around 1050 score for 92% of stat card maximum.
This is understandable with all the zombers and lobby shopping unfortunately. You get 75% of your payout at just 600 score and barely get more for higher score due to legitimate players in a competetive 16v16 lobby will struggle more to get 1000 score than zombers in a fixed lobby getting like 3k+/cycle.
So.
What do?
Deathbank!
You get the current 2 kill cap at 1050 score for your REWARD.
But you still accumulate sl income over 1050 score as a deathbank or insurance using flat ARB reward values. You will never be given this sl but it will be used to pay for your spawn costs.
So 1050 score hit in an f2h2? You see a follow me and engage the enemy. You get 1 kill. Your nextrespawn now has a 5.5k sl discount. You capture an a point. Now it is like 11k discount. You bomb a base. Your next respawn is free.
This insurance stacks indefinitely for excess actions in a 15 minute cycle. It also works retroactively for pewvious spawns.
Why i think this is an elegant solution for a more civilized age?
- Current ua system encourages hiding in the corner and waiting out 2 entire ua cycles to offset your current and next spawn cost. This isndenying gameplay to your opponent and it is frankly unengaging for you as well.
This way while you wont get a better reward (other than not having to pay spawn cost retroactively increasing take home sl), you do not feel your excess actions wasted as they insure you to actually engage in pvp.
- Current ua system encourages lobby shopping. If you die too often (just 2 times is enough to set you back for 3 full useful actions cycles just to offset your 15k spawn cost plus initial spawn in a 1400/min plane), you are better off going to an easier lobby.
This is self evidently unhealthy for a competetive game.
Since deathbank is on a lobby basis and works retroactively, you are encouraged to stick it out through thick and thin as doing so gives you the opportunity to offset your spawn costs in full in one good ua cycle.
- It does not give excess rewards they dont already have to zomber lobbies and lobby shoppers and match fixers.
Honesrly we could start the deathbank at 0 score and make it work completely in parallel. So by 1050 score you have offset 2/3 of your spawn cost in an f2h2.