AI? A simple code that keeps track of who first/second/third entered “dogfighting rage” with an enemy and adjusts when someone leaves it would do. The one who starts the dogfight will always get full rewards if I implemented the system.
Gaijin uses bot/ai codes for most of their complicated spaghetti code stuff.
But what if say two F-14s are dogfighting, not getting anywhere and I enter the dogfight and kill the enemy. Who gets the credit? If the enemy engages me and I 1 circle him but the friendly is still dogfighting him do I not deserve those rewards?
Yes.
No. We do not need more penalties in WT, and that would be impossible to implement and be consistent. Plus, we already have assists.
I would support this, so long as it could be readded in a way which prevents abuse/farming (the reason it was removed).
Perhaps proximity to whichever aircraft you currently have selected with target lock. Not flawless, but would at least require input/intent.
Your proposal is anti teamwork because it punishes players for teaming up and working with eachother to take down an enemy.
Say I enter a dogfight with the enemy, and neither of us can damage the other, so I call a friendly in an advantageous position to come and help. They successfully help and kill the enemy. Should they be punished because I couldn’t get the kill? Should they be punished for helping a teammate?
You could just wait, if your friendly wins then he gets the full rewards for his work, if he loses you can still attack the slow enemy and get the full reward.
Be more specific in the second scenario, no idea what you mean.
Assists only apply when you hit an enemy, if you do 100% of the work and stall an enemy but a “team mate” comes in and takes out the stalled enemy then you get NOTHING.
The game already punishes teamwork through the reward system.
If you didn’t damage the enemy, you didn’t do anywhere close to 100% of the work. You only did half of the work.
You are totally ignoring the playstyle of energy fighters, and if you stall an enemy and someone else takes him out while you are turning around you did 100% of the work for the kill, but get NOTHING.
You did not do 100% of the work, because you lacked the ability to take an enemy down. You only helped your team, by putting the enemy in a bad position, allowing a teammate to help you finish them off (which is something you couldn’t do in the first place).
Ok so say there’s a dogfight going on. I fly by to go get another enemy. The enemy dogfighting peels off and engages me in a one circle, I kill him BUT my teammate was still following him and trying to kill him. The enemy engaged me rather than my teammate. Should I get penalized for that?
So your position is that if someone needed a few seconds more to turn around and take out the enemy they just stalled out they deserve NOTHING?
The solution isn’t to punish the player that got the kill, but to reward the player who helped. Adding the proximity score system back into the game would allow for that.
You should not be penalized for that scenario but this happens 100 times fewer in game than the classic third party kill, and you still get a reward in my system.
So I maintain that my change is still much better than the current system
Then the snail would just nerf assists in general into the ground, we both know that this is how it would end up.
Simply put: We should never be penalizing teamwork in a team based game.
Too late for that, it is already heavily penalized.
How do you plan to code that? How can an algorithm tell the difference? The people who code was thunder aren’t supposed to be groundbreaking pioneers. They have lives and families. It’s too complicated and could never be implemented properly.
Mhm - why should anyone get credit for a kill based on plain stupidity of somebody else? Classic maneuver kills (=enemy dives from low earth orbit on you and pancakes as you dodge him properly) are imho rather rare.
I do agree that a lot of guys crash on purpose when they are about to die, but if you got earlier a single hit on them you get more than often a kill, so changing the whole concept of effort=reward looks a little bit heavy.
I see this more often the other way around - i chase an afk climber for ages and all of a sudden i got rewarded with a kill without firing a single shot.
I do agree with the fellow players above that baiting an enemy for a friendly is actually rewarded with higher chances to win - and the proximity score helped you to get at least a small reward for that. But playing bait or just by pulling a very high enemy below your team is actually fun - not everything needs to be rewarded…
Have a good one!