Many games, online pvp especially, really incentivizes team effort and reward winning much more than they punish losing where the reward for winning is just so much than just getting good stat that ultimately the best performers who act selfishly gets absolutely trashed in post-game chat to the point of being flamed to hell and back.
Until this game.
This is the only game where individual performance has better reward metric than playing well in a team that wins whilst having subpar performance yet sets up a lot of friendly victories, where moments like setting up energy trap, faking headons, wasting away opponent flare, removing altitude/speed/either advantage and other team-benefitting actions is done in the benefit of the team and self.
Game doesn’t help by removing proximity score some years ago, practically making your effort to intentionally getting 3rd partied a fools errand instead of genuine set up effort that is rewarded with scores.
Is dev just allergic to good gameplay loop and healthy community or are dev just too much of an eastern european to even think of the world as something more than winter, cig, and vodka? world is more than that and surely making war thunder money opens your eye to the beauty and pleasantries of the world.
I was thinking of making pseudo-suggestion by bringing up features like adding “useful action” to air RB that centers around a player ability to set up third party, making a dynamic scoring where it returns proximity score and gives mini assist bonus for being near an enemy when they’re downed by missile or guns (rewarding kill set-ups) but this game hates it’s player. I know what Im trying to do here is a Sisyphean task that goes Icarian in seconds where it just fell on deaf ears and fails in a “crash down to earth at mach 1” fashion, but can this game at least be more friendly and open to the idea of making the game victory-oriented than personal stat-oriented?