...so if you turned on your 'in-flight recorder' for 1 second before and after you scored lethal hits on an enemy aircraft, you'd be able to get the following data...
1. Your speed.
2. Target's speed.
3. The 'side' of the 20 or so nearest aircraft
...right?
Lots of people have pointed out for years in 'MMP' online air combat simulations that 'score = nothing' when it is the only means used to judge someone's 'skill', and for the most part, they are right and for the right reasons.
For example, someone flying with a constant local #s advantage will have a much easier time scoring 5 kills in 10 min. and landing all those kills.
Now I know that there very well could be data transfer issues that would not make this feasible, but I don't know for certain because I am not a programmer, or a computer network expert, etc.
For example, what if every time you were credited with a kill by the host the host took a brief 'snapshot' of your 'AH Film data' - most importantly (maybe the only data needed) the 'side' of all the nearby aircraft.
Take that data and record it as a stat on the score page:
"Friendly/Enemy aircraft in immediate vicinity ratio"
So when some 'badass' racks up 100 kills by being on the scene when 2 or 3 enemy try to take off from an airfield with no AAA active and 20 'friendly' (to the 'badass') fighters nearby, his F/E ratio would average about 7+:1.
Another interesting stat to record:
Time in flight of aircraft killed. Killing someone as they spawned on a runway would drop this value a great deal. Killing someone just after they cleared the AAA umbrella of their airfield would drive this stat down as well.
How feasible is this in terms of data transfer/lag/server load issues?
Mike/wulfie