This is a vision for HTC to consider. Just food for thought.
I will try to make this short and to the point:
- Combat tour is on long hold.
- Arena game is chaos and lacks drive.
- People like scores
- Current score are meaningless and encourage poor gaming.
- Many people do like the free gameplay of the arena
What I suggest is a player planned mission system, that will incorporate some of the gameplay concepts at the core of CT and will be reflected in a much better scoring system, while all this happens inside the "free for all" arena - in harmony

Perhaps a little ambitious, but I believe requires relatively little programing and take the best of all worlds. Here we go:
Player driven mission system:At the core, there will be a new mission editor for the players.
- A mission leader can create a template mission: Strategic bombing, Jabo, fighter sweep etc.
- The mission will have a defined goal (bomb city X, attack base Y, sweep to point Z...).
- A mission created, immediately creates a defensive mission on the other side (according to the target).
- Both missions launch on a timer
- The defensive mission will have some limited intel on the incomming mission (the target, number of patricipant, plane categories - bombers, fighters). The intel may be inexact ("4-6" participants, instead of an exact number) and may only be available upon launch.
- A mission requires minimum number of participants. Counter missions do not. This is to prevent individuals making mission just for themselves. The minimum should be kept low to allow easy launching of missions without waiting too long for recruits.
- Sever limitation on the number of participants to prevent big hordes. It is better if several missions are created instead.
- A mission is built of "flights" of identical planes with identical loadout/skins. For example, 2 flights of 4 bombers each and 2 flights of 4 fighter-escorts for a maximum of 16 participants.
- Opposing sides need a way to recognize each other over the free players in the arena (color of icon?)
- players may choose to be notified when a mission of the type they want is posted (tick boxes on the mission list page for example). This is to prevent endless text spamming announcing the mission to un-interested people.
- It is impossible to join a launched mission.
Scoring as a gameplay driver:Of course anyone in the arena can follow/intercept the mission without joining it. However, they will gain no score (perks?) from that.
- To get scores you have to be in a mission.
- hitting targets / shooting planes outside the mission while participating in one gives score, but much less then hitting opposing mission objects/planes.
- A LARGE fraction of the pilot's final score is the mission score. This is calculated from the total score of the mission, so if the mission is successful all participants get more score (shared score pool?). This is to encourage team work.
- Mission leaders get "leader" score which is a different category and is based entirely on the final results of the mission, regardless of his own action (may stay on the ground for that matter).
- At the end of each AH tour, a list of the top pilots and top leaders will be published for bragging rights.
- The scores are heavily based on ENY and OBJ values. This is to encourage the use of high ENY planes. For example, the defensive mission can launch Spit16s for defense, but get little score if the attacking force comes in SBDs. For this reason, giving the average ENY value of the opposing mission is a good intel to give before mission launch. It is also a good parameter for the mission score, since not getting shot down by defending high-ENY planes is worth something.
- Score should be affected by time to prevent the attacking force from stalling and boring the defenders. Exactly time to what is a good question... could be a factor like time from launch, so a structure destroyed 4 minutes from launch give more score than if destroyed 8 minutes from launch.
- Trading scores - some points that go to one side comes off from the other. If one of your mission was shot down, it lowers the mission score (and your share of it). A destroyed object (by opposing mission, not by a free player) lowers the defenders mission score.
Players who are interested in scores will be encouraged to do so by making missions and employ low ENY planes. Players who just want some fighter action can join defensive mission and be guarantied to run into the incoming force - and also fight any random enemy that comes. Bombing cities and strategic targets may become worthwhile. Milkruns to undefended bases give no score. To be a score potato, you need the mission to succeed, not to cherrypick some helpless targets. People that was freeplay without scores can follow missions and intercept missions or do exactly what they do now. This should not interfere with furballs. Actually, a furball can be created by making "fighter sweep" type missions that invites the other side to join the intercepting mission.
Just a thought.