Posted November 24Nov 24 Hi, first of all, I wanted to congratulate you on your excellent server.I wanted to suggest recognizing mission flight time in the score calculation to introduce an additional element of "realism" into your game scenario when managing the virtual pilot and encouraging players to behave more consciously toward preserving the pilot's life in each mission.Recognizing flight time in the score calculation better directs the player's perception of the score acquired as an indicator of progression not only of their skills but also of the experience gained during their pilot simulation.In particular, it would be interesting to implement the following into the score calculation:- total flight time in missions completed with the aircraft returning to the airbase (even with damaged aircraft) or those with an emergency landing in friendly territory (excluding bailouts, capture, and, of course, pilot death).- flight time in combat zones (if the game allows these zones to be identified). Alternatively, consider recording events such as damage sustained to the pilot's aircraft and hits on valid targets as factors that increase the total flight time score.Here's an example calculation:FLIGHT_TIME: Mission duration (from takeoff to landing or emergency landing)weight_for_flight_time, weight_for_combat_flight_time: Score weights assigned to the score in calculating the scorescore_for_flight_time = FLIGHT_TIME * weight_for_flight_timescore_for_combat_flight_time = flight_time_in_combat_zone * weight_for_combat_flight_timeIf the game doesn't allow flight_time_in_combat_zone measurement, score_for_combat_flight_time could be calculated as follows:event_damage_suffered (boolean): True if airplane is damaged by enemy fireevent_damage_caused (boolean): True if airplane fires some shot at enemy (air and/or ground)K = 0if event_damage_suffered or event_damage_caused:K = weight_for_combat_flight_timescore_for_combat_flight_time = K * FLIGHT_TIMEscore_for_flight_time = score_for_flight_time + score_for_combat_flight_timeThis calculation could lead to behaviors more oriented toward preserving the pilot's life during a mission. In fact, the player receives even a modest reward for participating and surviving in combat actions in operational zones.Bye
November 24Nov 24 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.
November 24Nov 24 Here is another illustrative example of the fact that the higher the rank, the more sensitive the impact on points will be.
November 25Nov 25 I think the way the server is setup works,it promotes flying in a group if you are flying a fighter as you can share points even if there is no action other than the strike guys getting bombs off or guns on.
November 26Nov 26 Author On 11/25/2025 at 7:20 AM, R-C said:I think the way the server is setup works,it promotes flying in a group if you are flying a fighter as you can share points even if there is no action other than the strike guys getting bombs off or guns on.Yes, carrying out group actions is certainly much more effective in terms of career progression (scoring), especially considering the significant increase in survival probability and target selection: attacking targets heavily defended by AAA (Seattlement, powerplant, etc.) is essentially prohibitive for actions carried out by individual aircraft (Lone Wolf -> Death Wolf).However, the significant presence of "Lone Wolf" in dynamic campaigns is a reality. In some missions, they can likely represent more than 50% of a faction's total players. A dynamic campaign, based primarily on pre-formed team play (TAW), with all targets impossible or extremely difficult for a single player to attack and, consequently, the futility of carrying out Strike, Attack or CAP missions with individual aircraft, discourages these Lone Wolf players from participating in these campaigns unless they exclusively carry out resupply missions. A good dynamic campaign setup, like the one in Front Line, has been implemented in Combat Box, which features several missions with objectives that can be achieved even by single players with a reasonable chance of survival and thus of progressing in the career of the virtual pilot they control. However, although Combat Box takes flight time into account in its scoring, as a further recognition of the pilot's experience ( 😉 ), unfortunately it does not implement a reward and cost mechanism that restricts the use of certain assets. This reward mechanism, present in both Front Line and Taw (with the exception of the cost), further encourages the player to consider their participation in the dynamic campaign as a combat pilot simulation and not as a combat simulation, where the score is primarily geared towards recognizing the player's skill.
November 26Nov 26 Whilst you are correct, the way the scoring is hasn’t stopped anyone ,myself included, from being a lone wolf. Prior to the group setup I had quite often gone after targets alone and walked away without too much hassle. Also it has stopped players from flying up and down the map to grind rewards for zero risk on the back line and forces the player to participate in either attacking primary or secondary targets , cap and engaging or flying cargo runs. I agree that cargo runs should have a per km score , which has been implemented this rotation.
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