It's an interesting idea but it implies that youd have to track those state variables at all times. Perhaps one of the AH code community could address the feas osf such an idea.
I still like the idea of penalizing the foolish upper for getting killed. OTOH, your system would add the offestting reqrd that, should he succeed from such a dubious starting point, he'd be rewarded.
I think it's possible, even easy. The film viewer has all the info required. All you would need is one line of code that calculated your running SA [situational advantage] every 10 or 100 miliseconds. Don't think that's a lot of over heads. The real issue is the logic of what constitutes a low or high score at given point in time. The time is critical.
Example. I see a high bandit and engage him, suck him into a fight, eventually getting him to blead of his speed until I turn the tables and kill him. A the time of the kill, our e-states may be equal, or even better for me, but I should get high points for that kind of kill. So the logic would need to look at SA over time with more points going to positive slopes [SA starting out bad and getting better over the time] and low scores going to flat SA over time [ I dove on AFK pilot and vulched him]. Negative slope [I started with more E but manuvered on to his 6 and blead E to equal and killed him, yeilds something in the middle. It's getting the algorithm around slope-to-kill and the time constant over which to calculate the slope that needs regression. I would use film of engagements to calculate the algorythm, and them compare to experts who subjectively evaluate the situations for "sissyness" and merit, then correlate to the subjective evaluations.
Is there a way to dump the plane/speed/alt info from the film viewer to a .csv file?