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Scoring system.Flight "Game" or Flight "Sim" ?


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Posted

Hi all ! How many times have you seen "Pilot Bailed,he killed 20 tanks",5 seconds later he respawned ! Rinse and repeat !

I don't care about scores.Stats mean nothing.I don't want to tell anyone how to "Play" their game !

Disregard FM's,DM's ,Real settings for a moment !

Lets talk about a WW2 flight SIM .You took off,flew your sortie and RTB... If you didn't=fail ! Lost pilot ,lost aircraft =fail !

In my view,maximum points should only be awarded to Pilots who bring there "baby" back to base !...
I think if RTB was the highest scoring stat,we are "Simulating" the pilots will to live,as well as "Simulating" our WW2 Flying World !

Like I said,I don't care about Stats,but the "Stats' system can make our flying "World" a "Game" or a "Sim"...Farmers for stats..or pilots !

If you don't believe me try "cough,cough" WW2 MMo !

~S~

Posted

I don't really care about stats. Therefore, I don't care about what system they use.

 

And a poll would be nice.

Posted (edited)

I just waiting some one posting this point

 

I like history-simulate score system.[DID] ( like war-cloud server , red baron 2 )

 

1. if your  pilot dead is mean dead [DID] , the dead pilot's score just for reference. and focus on active pilot score.

2. the player have to play with good decision for bring his (active) pilot RTB in one pics 

3. pilot career should add option  [DID] system in global score system ... and while playing if the plane was shoot  "restart mission" should disable  :o:

 

do it look like wwii air- combat flight simulation ? :biggrin:

Edited by karost
Posted

Getting half of your points if you don't land at homebase seems pretty balanced to me. But saying not to care about the stats is pretty strange, sure you can having fun without knowing your stats, but pretty sure every rl ace and virtual ace will keep up log about kills so nothing wrong to have good rewarding system. Does it make sim to be more game like? Sure, but sims are games and normally if sim is better game it usually leads better user experience, as we saw in clod it was technically impressed but it lacked the game and made it less enjoyable than it would be.

 

Problem with scoring system atleast to me is normally that it doesn't reward players who fly all the way back to base resupply and repair and this courages players just trash their plane and getting new one with full magazines. Well we probably can't refuel or rearm which would be huge let down to be honest.

III/JG11_Tiger
Posted

There really should be some penalty for dying crashing etc, there used to be in ROF I think, but not anymore unfortunately, even if there was just a small points bonus for landing at base it would at least make the effort worthwhile.

Posted

I don't really care about stats. Therefore, I don't care about what system they use.

 

And a poll would be nice.

 

To the degree that other pilots care about their stats, I care about what system they use.  I want other pilots to care very much about their virtual lives.

  • 1CGS
Posted (edited)

Too many quotation marks and bad grammar, didn't read.

Edited by LukeFF
71st_AH_Hooves
Posted

Honestly, the best way to see what a real good scoring system looks like is to check out the Syn server or NEw Wings server in RoF, they re going to put up very similar missions in BoS.

Posted

From a scoreboard standpoint, there are only 3 things most players look at. Kills, Deaths and streak (# of kills without dieing). Honestly, I can't even remember if RoF has an overall score like IL2 did. From a mission standpoint, expect to see objective based missions once we get the full mission builder.

Posted (edited)

From a scoreboard standpoint, there are only 3 things most players look at. Kills, Deaths and streak (# of kills without dieing). Honestly, I can't even remember if RoF has an overall score like IL2 did. From a mission standpoint, expect to see objective based missions once we get the full mission builder.

 

I agree ,That is what IL2 community play.

 

In HyperLobby is the way community manage them self for what they like and enjoy

 

like music station , they have pop jazz  hip hop  classic

In HyperLobby  has difference type community server  full switch, custom switch , arcade , coop  and our friends has "freedom to choice"

 

I don't like to push ROF friends to play in IL2 style if that made them frustrated.

and I don't like  in ROF style  when I see hi top score guys  can make 8000 plane kill but not show how many time he was killed :o:

 

I hope Dev.Team  not mix and  push both side play the style that they don't like and get  frustrated.

Edited by karost
Posted (edited)

I think that mission result should be rewarded the most. We are talking of a WAR simulation.

War always asks you to risk your life but, sometimes, asks you to die. Return to base can be a wise act, but – in some cases – is an act of cowardice.

That said, I would like as many options as possible, so that everyone can be happy.

Edited by Furio
Posted

Staying alive and returning home should matter, unlike CoD which imo the stat system used is rubbish apart from the way the percentages are worked which again imo is fair (apart from being able to steel percentages from someone that has already PK'd the pilot..

 

I'm not really that bothered tbh but stats do have a place, Yes they can cuase people to 'game' the game but on the other hand if done well they encourage the opposite imo

Posted

Problem with scoring system atleast to me is normally that it doesn't reward players who fly all the way back to base resupply and repair and this courages players just trash their plane and getting new one with full magazines. Well we probably can't refuel or rearm which would be huge let down to be honest.

 

Agree. Maybe the percentage of points gained could be awarded on a scale, something like:

 

100% - Returned to base

75% - Landed in friendly territory

50% - Bailed over friendly territory

25% - Landed/bailed over enemy territory

10% - Died

 

Or something similar.

Posted (edited)

I kind of like Tone71's basic starting point, which isn't draconian, but still takes into account a greater reward for surviving. I think it works for one simple reason- it makes you think twice as a pilot when considering how far to push on or how risky a move to make. When should discretion become the better part of valour? If there is no accountability, there is no reason to hold back. In this case, a point awards system is what is at stake, so it makes complete sense that advancing and rewards should be tied to knowing when to press on and when to pack it in for the day.

 

Of course in WW2, new pilots had to hope they were either naturally talented or lucky (preferably both) to survive their first few sorties intact. After that they stood as good a chance as the average pilot in surviving and gaining enough experience to carry on. Looking at it from the country's point-of-view, it was very expensive and time consuming to train pilots and there were never enough around. So one would think that while achieving the mission goals the first priority, I can't imagine once you are disadvantaged it would be poor judgement to head for home once you can no longer contribute to a battle. With all the random "bad things" that can happen to a pilot on every sortie it took a lot of guts to keep flying mission after mission.

 

Maybe a modifier based on whether you are defending your territory or on the attack in enemy territory would be a fair way to handle it Tone71?

Edited by Grifter
Posted

This is how we do it in IL-2 1946. We have designed this system ourselves and find it very enjoyable. We intend to tweak it a little more as this is a test run before BoS and our own squad events. 

 

The rules are explained there - we don't keep track beacuse we're crazy about stats, but to keep competitive and have a lot of fun.

 

Just finished updating missions for last couple of weeks.

 

http://9-jg54.proboards.com/thread/12/reports

Posted

Agree. Maybe the percentage of points gained could be awarded on a scale, something like:

 

100% - Returned to base

75% - Landed in friendly territory

50% - Bailed over friendly territory

25% - Landed/bailed over enemy territory

10% - Died

 

Or something similar.

This is a great starting point...

VBF-12_Stick-95
Posted

I agree 100% that RTB should be well rewarded.  Tracking a "career" is the best way to go IMHO.  The stats used by the Syndicate and others in ROF did this.

 

I will say this, I like stats.  Not because I want to be number one, because THAT will never happen, but because I like to see a history of things I've done over a period of time, e.g., type of planes flown, types of air and ground kills, targeting percentages, etc.  It helps to verify where I am weak and what needs improvement.  I spent 25 years compiling financial and economic numbers and ratios. Good or bad stats are part of me now.

Posted

I usually just follow a streak or use stats to check accuracy %, but if you want to use stats to influence player behaviour then this sort of thing has been asked for in Rise of Flight a few times. Currently with each server running their own stats parsers you can customise how the final score is calculated, but the system RoF itself uses is different so unless players look outside the game to check stats it doesn't make a difference. I would like to see something like this:

 

While the sortie is being flown your points would be at 100% but this value would change by a factor of 'x' once you finish your sortie. Depending on the state you finish in determines the 'x' value.

 

Landed Home base x = 3 (300%)

Landed Friendly airfield x = 1.5 (150%)

Ditched Friendly territory x = 0.8 (80%)

Crashed Enemy territory x = 0.5 (50%)

Dead x = 0.1 (10%)

 

These sorts of settings are what servers can customise through their own stats parsers, but it would be nice to have it standardised within the BoS stat system so it rewards conservative flying more and punishes reckless flying in-game.

=RvE=Windmills
Posted

Agree. Maybe the percentage of points gained could be awarded on a scale, something like:

 

100% - Returned to base

75% - Landed in friendly territory

50% - Bailed over friendly territory

25% - Landed/bailed over enemy territory

10% - Died

 

Or something similar.

 

 

ie pretty much do the exact same thing Il2 did, because it got it right ages ago.

Posted

ie pretty much do the exact same thing Il2 did, because it got it right ages ago.

 

Exactly

Posted

Its even better since 4.12, now with shared kills as well. Much better than RoF and Clod imo.

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