Hi. We believe that the "value of life" on our server is already quite high. In fact, this metric is likely the highest among all game servers. The incentive to preserve your life is implemented through several stages: Combat Lockouts: Character death results in an automatic 8-minute combat ban. Being captured results in a 4-minute ban. Point Penalties (The higher your current rank, the more you lose. We will post a detailed article on how this works soon): Upon character death, the player loses a certain percentage of their accumulated points, which directly affects their rank and leaderboard standing. If captured, the player loses a percentage of points (less than for death), which also directly affects their rank and standing. Loss of a vehicle also incurs a percentage loss—this is the smallest penalty, but it is always cumulative with (added to) one of the above. To earn points and rank up, you must return to any allied airfield (or allied territory if operating a ground vehicle). This encourages players not just to survive, but to complete the mission by bringing the vehicle home. Time spent on the server alone yields no rewards. Furthermore, when spawning, the player essentially pays a "deposit" for the cost of the plane or tank (depending on the loadout). Upon return, this cost is refunded, minus deductions for damage and depreciation (this is where duration matters: the longer the vehicle is operated, the more you have to pay). Therefore, flying a "dry" sortie without inflicting damage results in a net loss—small, but still a loss. All of this incentivizes active participation in combat. A player's rank directly influences which vehicles and weaponry are available to them. The higher the rank, the wider the range of available weapons, allowing the player to perform a variety of tasks with high efficiency. The game does not allow us to track a player's specific coordinates on the map. We can only judge location based on combat events (taking a hit, hitting an enemy target, etc.). However, in general, everything you described is already implemented in one form or another.