View Full Version : Should we be able to track vehicle kills/loss?
Marinealver
2012-05-10, 07:56 AM
Just wondering but I know many players were complaining on A2A and AA fights the pilots would just bail out and therfore denie the kill. So then they added that the pilot can't bail if damage too much (which turned it into a game of chicken) Not my favorite adition. So just wondering why instead of that just add a vehicle kill/lost tracker so if say someone dose bail you still able to get some credit for shooting them down. Also it tracks all the bails you did for all those solo bailures who wont team up with a gal to do a roof drop.
Death2All
2012-05-10, 08:41 AM
If you didn't kill them why should you be given a meaningless stat? So everyone can see how many kills you almost got?:huh:
Stardouser
2012-05-10, 08:45 AM
If you didn't kill them why should you be given a meaningless stat? So everyone can see how many kills you almost got?:huh:
This is demonstrative of the problem we have. Bailing should not be limited, that's an irritating restriction on gameplay. And yet killing a vehicle is not a meaningless stat. Meaningless, of course, to duel-centric people who can't accept that they've helped their team by destroying a vehicle just because they didn't get a kill message.
The solution of course is to not have any irritating restrictions on bailing, this is not a duel simulator or a reality sim, but to give a stat for vehicle kills independent of player kills.
Death2All
2012-05-10, 08:59 AM
This is demonstrative of the problem we have. Bailing should not be limited, that's an irritating restriction on gameplay. And yet killing a vehicle is not a meaningless stat. Meaningless, of course, to duel-centric people who can't accept that they've helped their team by destroying a vehicle just because they didn't get a kill message.
The solution of course is to not have any irritating restrictions on bailing, this is not a duel simulator or a reality sim, but to give a stat for vehicle kills independent of player kills.
Are people really this vain and pathetic that they need a stat to satisfy their pointless curiosities?
I'm not against statistics; the more information the better. However, this particular instance seems likes wasted effort that could be better spent on something else other than stroking the e-peen of small minority of people that want to know how many empty vehicle kills they got.
Whatever, if SOE wants to implement some rigorous stat tracking system that tracks every single miniscule detail like this then more power to them. I'm just saying it isn't of utmost priority in the grand scheme of things.
Kipper
2012-05-10, 09:55 AM
It wouldn't hurt to have a vehicle kill stat tbh, but you only get credited for the kill under certain conditions.
Something like - the vehicle had to have had an active driver/pilot, you had to have damaged it to within a certain %, and post-bail, it had to have actually blown up or been disabled.
Last thing you need is exploits by farming empty vehicles outside a base!
The stat would be interesting, but yeah, even without a kill - taking out a vehicle is indirect action, you probably saved 3 or 4 others from being killed by it - but you can never really tell.
Kran De Loy
2012-05-10, 10:06 AM
Actually I like this idea a lot. Way better than having bail restrictions at least.
And thinking about it we'd be able to share our stat information or look up other people's information so we could see. "Hey his guy has a 1:1 kill ratio, but he's got a pretty high vehicle destruction count. I guess that means that he's more of a team player than a stat whore." Stuff like that.
As for people farming empty vehicles or time wasted on a petty stat, we all saw the stat tracking done during the GDC videos. It listed deaths and kills separated by empire on a pie chart. Why not add a vehicle counter to that as well? Unless the devs say it's too complex than I'm all for it.
Assists tracking is also pretty common so having something like that for vehicles would be cool, too. The threshold for getting an assist would be high (40-60%) for vehicles with low health values and low threshold (10-20%) for vehicles with high health values.
Kipper
2012-05-10, 10:10 AM
To further add - MMO games live by tracking stats, if something has any possible significance, it will be tracked - even if they don't release the figures.
Balancing a game on a spreadsheet is theoretical and only works to a point, testing it with loads of people generating loads of data is how you refine it - to make sure that 'as planned' - overall two empire vehicles/classes/weapons in 1v1 combat are as close to 50/50 as possible. The more data they track, the more they can smooth out variables like player skill.
RSphil
2012-05-10, 01:20 PM
If you didn't kill them why should you be given a meaningless stat? So everyone can see how many kills you almost got?:huh:
agreed. if you kill them then get the stat, if they live tough luck and shoot more next time:doh:
Kipper
2012-05-10, 01:52 PM
agreed. if you kill them then get the stat, if they live tough luck and shoot more next time:doh:
Is the objective to kill people or is the objective to capture and hold territory?
You can influence the outcome of a fight without directly taking out troops so why should you be any less rewarded for that?
Support roles - healing, rearming, repairing are all important, as is destroying vehicles and taking capture points and these are things that should generate xp. Even suppressive fire, designed to keep people's heads down more than it is to kill them.
DDSHADE
2012-05-10, 02:23 PM
I actually really hope to see all the same stats (and more) return in PS2. I liked comparing with friends how many VS Vanguards I've blown up, or NC Prowlers. Even comparing how many VS to NC I've killed, and seeing all of those numbers is actually integral to the game for some players IMO.
I don't see why they wouldn't include stats like this, I think it would be a step back from PS1 if they put less data in the game available to players.
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