I don't care about points or score. I could care less who is top scorer or how they weaseled their way to that score. Neither is an incentive to me. However, I do not want to reward stupid or lazy. Your proposal will do exactly that. Those same idiots who repeatedly spawn and get vulched will be encouraged to do so as there's no penalty. It will not promote fighting. Moreover, the attacking horde will just blast all of the hangers to avoid the issue. It will also reward those too dense to figure out how to take off from a carrier or who attempt to takeoff when the carrier is under fire or turning. It "dumbs down" the game even more. Besides, this makes it more of an arcade and less of a flight sim.
To encourage fighting, you need to change the mindset of the player base at its core.
If you want to force fights, spawn from a nearby base and come into the base under vulch and shred the vulchers. THAT is what generates fights. Indeed, the reason so many don't fight is because they can't fight. Thus, they run in packs where the mob provides alternate targets.
Of course, there's the vast coding issues involved as well.
Sorry guys, I do not see HTC changing this. As I said, there are ways to break the cap or a spawn camp without changing the game. If you're fretting about who the best pilots are, there are several ways to learn first hand.
My regards,
Widewing
I seriously fail to see how allowing a 30 second no points time would reward the "lazy". First of if the intention is to cap the field to take the base, then it affects no one because they can still vulch till their heart is content but they just wont be rewarded in points for it. Rewarding the "lazy" is exactly what giving points and score does when promoting vulching by giving these tards points for doing it.
I don't see how you can come to the conclusion that giving a sporting chance to the uppers is somehow "not" going to promote fighting. As for dropping the hangers well who cares? FH's get dropped all the time even at vulched fields so what difference does it make? Typically any field that gets taken that is heavily fought over usually has the hangers dropped a few time during the fight.
If the attacking team does drop the hangers, then as posted by others already, they will have to suffer the possibility that the other team will counter attack while the FH's are down. So that right there promotes fighting on the flip side by allowing for a fast counter attack. Much less if it did become a problem, then HTC could just harden up the FH's or stager the small field FH's so it took 3 seprate passes to kill all the FH's. At that point you still have a VH and BH.
BTW, I have to ask, did you even try to spawn on the runway and time out 30 seconds to see how far you get? 30 seconds is not much time and will not let a upper get in the air under a heavy vulch cap, much less stop the fact that he could still get vulched soon as he spawns in and starts his engine.
So again what exactly does it change, other than not giving points to the "lazy" vulchers but instead giving a incentive for uppers to try to defend their base. How does that "not" promote fighting?
Also the whole problem with the idea of coming from another base is the fact that can't and wont ever stop the hoard problem. People always come from other bases during the fights. The problem is typically if it's a vulched field situation the attacking team usually has the biggest hoard. Having a con or two trickle in every few mins flying from a base that is 5 mins away leaves little chance to break the horde or stop the vulch.
However giving the team being vulched a small window of opportunity to get in the air can help in breaking that vulch which will again promote fighting. I'm sorry but I totally disagree with you in the fact of you saying this wouldn't promote fighting. It gives a reason to fight.
In short you are just proving the point with your argument, that vulchers are only vulching for the WTG's/score and perk points. If you actually think the simple fact of not giving them a score for a 30 seconds after the spawn in, would change the base capture routine so much that they would rather just kill the FH's.. Well then that means the only reason they are vulching is for score and WTG's.
Also I'd be willing to bet 80% of the base taking is being done by NOE missions vs actually fighting for a base. The simple reason is, fighting for a base and gaining air superrealty to the point you can get a vulch usually take a long time or a very big hoard. On most of those occasions it's typically been a vulch party long before anyone even bothers with killing the town. Typically the only reason they turn to attacking the town is once the vulch gets boring because someone dropped the FH's or no one is upping.