Well, in AW the system was as follows:
If you killed a plane, you got X points (around 200). If you landed, you got 4X points (around 800). If you landed the NEXT flight, it increased it by about 25%, so if you landed a kill on a second consecutive flight the base points would be about 1000, then up to about 1250 on the third flight, and so on. If you got a long kill streak without being killed you could really rake in the points.
AW also gave a bonus for killing planes over enemy territory as opposed to staying in friendly territory, and another bonus for killing multiple planes on a single mission (for example landing 1 kill might get you 800 points, but landing 5 would net you about 6000 points).
Score was totally worthless in AW, but in AH a similar system may work well with the perk system.
And all that without penalizing those who died a lot.
Another thing AH could do would be to "award" a free perk plane to someone who landed a certain number of kills with 0 deaths.
Or perhaps create a small but REAL award for the pilot who has the highest K/D at the end of a tour (of course with a required minimum number of kills), something like you get to pick the map for the first week of the next campaign.
Or omething minor, like add "Ace" in fromt of a person's handle who maintains a certain K/D. Some tangible reward, but nothing so major as to effect the game for people who don't CARE about points.
There's a lot of things you can do to create an incentive for survival without having to negatively impact the game. What you have to be careful of avoiding is altering the gameplay to the point where everyone is afraid to get killed, otherwise the game turns into a bunch of altmonkeys chasing each other around.
J_A_B