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Need Test - Bailout Scoring


GOPHUR
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When pilots exit a plane a few things will have been changed. We call this bail out scoring but it works whenever a pilot exits his plan. basically the rules are:

1) If a pilot RTBs his plane then no player will score a kill against his plane.

2) If a pilot does not RTB his plane (crash or bailout or land in a field) and an enemy has scored a hit on him recently* then the most recent enemy to score a hit on his plane will score a kill.

* Currently set to 5 minutes but will be adjusted to 60 seconds.

Rules from read me:

Bailout Scoring Changes for Planes:

  • Bailing out pilots will be scored at the time of bailout
  • Pilots who bailout can only receive an MIA or a Rescued status
  • Kills will now be awarded for any damaged plane that does not RTB even if that damage is not critical as long as that damage was recent (maneuver or ditch kills)
  • Plane RTB is defined as being on the ground close to a friendly airfield
  • Planes that RTB will deny a kill score to the enemy even if critical damage was achieved
  • RTB planes will no longer explode on despawn due to critical damage

We need testing and feedback of these changes ASAP in order to plan for an immanent release.

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Initial testing:

Test 1:

  • spawned plane
  • enemy shot plane (non critical)
  • plane crashed
  • enemy got kill
  • CORRECT

Test 2:

  • spawned plane
  • enemy shot plane (non critical)
  • plane rtb
  • enemy got no kill
  • CORRECT

Test 3:

  • spawn tank
  • enemy inf shoots tank (3kj to barrel)
  • tanks despawns MIA
  • inf no kill (got a hit though!)
  • CORRECT

Test 4:

  • spawn plane
  • enemy 1 shoots plane
  • enemy 2 shoots plane next
  • plane despawn MIA
  • enemy 1 no kill
  • enemy 2 gets the kill
  • CORRECT

I think this covers all of the cases. I didn't check the 5 minute timer.

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How does RES vs. MIA work here? Like in test 3 and 4.

Edited by lure
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2) If a pilot does not RTB his plane (crash or bailout or land in a field) and an enemy has scored a hit on him recently* then the most recent enemy to score a hit on his plane will score a kill.

Oh no. I was afraid of that. I wish you could determine the killer by how much damage one did....

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I was just flying stuka over sedan fb and got plinked with 17 joules of damage from [alt-cell] russoldat shortly afterward i crashed and got kia but he did not recieve kill credit.

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Kill credits are given, but no killer (-) is shown in AAR. Consistent, whether killed or bailed after being plinked.

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  • Registered Users
Kill credits are given' date=' but no killer (-) is shown in AAR. Consistent, whether killed or bailed after being plinked.[/quote']

Tigger I did kill your spits pilot, correct?

The other spit bailed with a live pilot, I got chat kill credit and aar credit on both of you.

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Tigger I did kill your spits pilot, correct?

The other spit bailed with a live pilot, I got chat kill credit and aar credit on both of you.

Yes, you killed my pilot.

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Oh no. I was afraid of that. I wish you could determine the killer by how much damage one did....

Can't.

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Currently in beta there is a bug that means "-" shows as your killer when you were killed in an aircraft, this is because we had to change where the client sends "killed by" back to your killer (to award the kill when you die) in order to get plink kills when you bail or crash as a result of being shot at.

We're still working on this.

Functionally however, the client is now recording kills (of the aircraft, not you) as per the new deal, that is if you lose your plane (crash, ditch) without having been killed in it while flying, the guy who shot you last gets awarded for that loss.

Thus, bail = kill awarded (but no death to you)

And ditch = kill awarded (but no death to you unless you die while ditching, which is actually a crash)

So crash = kill awarded (and a death to you too)

None of the above is in effect if nobody hit you prior to you ending that sortie, of course.

While eventiually we want the switch that determines your killer to be range related, which will give us auger kills, the client can't do that right now. So it's timer based, if you manage to evade your shooter for 30 seconds since last plinked, the plink switch will turn off and you "got away" so to speak.

Remember, at 317mph, the best speed of the slowest fighter in the game, you will be almost completely out of visual range after 30 seconds of "getting away" if he doesn't follow you, and if he is following you, he's probably plinking you.

Since every plink resets the timer back to 30 seconds, this allows you the chance to "escape" if you're lucky or good, or he is very bad, but most of the time, you probably won't escape, so if you crash, or ditch within visual range, your shooter gets rewarded for downing your plane, as it should be and was in the real war.

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