For air sim battles, I’d prefer win/loss to remain the same - minor boost to SL for the winning team, but no penalty for losing otherwise.
The reasoning for this is the lobby system - over and over I’d join the only lobbies available (ignoring Denmark lobbies because screw prop tier denmark) that are already 45 or even 60 minutes into the match. While it’s not impossible to affect the ticket lead even so late, it’s often the requirement of a sudden spike in team cohesion and cooperation that can flip such circumstances.
As a solo player, win/loss in ASB with 90-120 minute matches where you can leave/join whenever is very much out of your individual control.
As such, I’d much rather the Useful Actions system be reworked to reward going Above & Beyond average expectations and doing your absolute best to impact the match regardless of who wins. Destroying convoys, ground pushes, boats and killing players with high score/minute should give increased rewards over farming newbies who havnt managed a single kill or only manage 1 tank kill per flyout.
Imagine that - someone who does amazing and is a terror of the skies becomes public enemy number 1 for the enemy team, and whoever manages to down this guy gets not just the customary 450 points but maybe a whole 900 points. Or maybe even they’re given direct SL reward for half their Useful Actions cycle potential.
Maybe this reward could become available once someone earns “Professional x5” in a life and starts at 25% of Useful Action max potential with each additional Professional tick adding 5% for someone with 10 kills and 0 deaths being the fifty% bonus in SL and RP.
Think of it like Dota 2’s “Shutdown” reward.
For objective-driven aircraft (multirole, strike, fighter-bomber with ordnance, bomber), I’d give a bonus to the top 3 players on both teams in terms of Tickets Drained (NOT SCORE, Tickets drained) / Minute played, provided minute played qualifies for at least 1/3 of the total match length to prevent people from cheesing it.
Maybe Top 3 can be instead defined as “Top (Max concurrent players/3) maxed at 3”, so you need 9 players per team to have existed concurrently to have 3 pedestals, to avoid people cheesing 4 vs 4 lobbies.
This bonus could be 3 X Useful Actions Max Potential.