Originally posted by The Fugitive
I don't think there is any way to make a scoring system that is fair and accurate.
The getting more points for a higher ranked enemy has promise, but I think tracking all that info word be a pain to code. I like that it would draw everyone toward the area reported to have one of those score potato high rankers
Funny seeing everyone chase these guys that aren't really top fighter pilots just to get the hight scores LOL!!
I agree that there is no way to make a perfect scoring system, the concept that I am thinking about makes it more fair and more accurate in representing the actual skills that should be valued in a combat oriented game (notice I did not say combat simulator).
The second point you make (in my mind) is self-correcting.
I don't think it would be hard to 'coad' at all, a simple multiple inversely proportional to the nme rank applied to the score of killing the nme (maybe adding in the eny imbalance of the planes)
I have trouble expressing mathematical concepts in English.
killpoints=int((myrank/nmerank)+(nme_eny/my_eny))
Hell, we could even throw in a factor to account for hording by counting the number_of_friendlies/number_of_nmes within icon range @ time of kill, i.e. less points for your kill if there are ten of you and one of them within icon range (or some other settable distance like 3K). That could conceivably promote fair fights, i.e. 1v1 and even increase your kill points if you are in a bad tactical situation and get a kill.
so
killpoints =int(modfactor1(myrank/nmerank)+modfactor2(my_eny/nme_eny)+modfactor3(nbr_nme/nbr_friendly)
I think we're beginning to skirt a conceptual area where people will start complaining that it is 'forcing people to play a certain way'. I would argue that it instead rewards a style of play that espouses skills such as plane mastery (i.e. eny imbalance modifiers), ACM, and SA instead of other tactics such as alt-monkey/cherrypicking, hording and other forms of unbalancing gameplay.