WARFRONT Server Update

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Post  Wolverine Fri Jan 02, 2015 4:17 am

Newly added to the Warfront Server is a persistent claims and losses tally.

If a pilot is KILLED or is CAPTURED, they will be marked down as a claim/loss and added to a running total that will carry over persistently from now going forward.

The loss of a pilot is recorded if the pilot bails out and is captured, crash lands in enemy territory and is captured, or is killed or marked as presumed dead (drowned).

A caution to bomber pilots: each member of your crew counts. Bring them home safe.

The totals will update regardless of whether or not you stay for the parachute ride down or not. If you are killed outright, the tally is updated right then.

These totals will persist across the server resetting, just like the frontline does. If you lose 20 pilots on Tuesday, those 20 pilots will still be lost the next day and the day after that, etc.

NOTE: Due to a Cliffs of Dover issue in which removing an aircraft from the game 'kills' the pilot, you may at one time or another see the tally reverse itself by 1 once in a while. This is corrected soon after and a requesting the totals again in a minute should display the corrected value.

TO SEE THE CURRENT TOTALS: Simply use the Tab 4 menu and select option 2, "Claims and Losses". The numbers will be displayed in your 'Server' info window.

Any bugs or questions/comments, please post!

Thank you,


Wolverine

UPDATE: Bug discovered in the tally recording, but it's being worked on. Despawning multi-crew aircraft will end up increasing the losses count, even if those pilots are home safe. Only affects multi-crew aircraft.

UPDATE AGAIN: Fixed the bug in the tally recording. There's a smaller harder to squish bug that will 'revive' any dead aircrew that you bring home with you in your damaged aircraft, but let's just say that they weren't that badly injured to begin with, hmm? Just knocked out. Yeah, that'll work.

Also, taking a certain amount of damage will 'invalid you out' of service. So, come back too badly wounded and you'll count as a casualty and be sent off to become one of Archie's guinea pigs.


Last edited by Wolverine on Tue Apr 07, 2015 10:39 pm; edited 1 time in total
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Post  |450|Squiz Fri Jan 02, 2015 5:45 pm

Fantastic work Wolverine. Is it possible to relate losses to the number of take-offs? I know that this will be difficult when the crew numbers of the bombers are taken into account, but initially a simple calculation should show how both Blue and Red forces are fairing.

I know that during trials I now fly differently and try to preserve my crew and aircraft as soon as I receive serious damage over the target, regardless of the bombs that I have left.

This is a great incentive to stay alive even if it does prolong the taking of a town.

I remarked to you earlier that the armies are on the move when the air force is absent. This is normal and good. I realise that when three towns, one Red and two Blue, are in a triangle, there will be ten 88's against five 3.7's at the map turn over. Over a period, the Red town will be taken by the Blue army, and vice versa if the colours were reversed.


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Post  Wolverine Fri Jan 02, 2015 9:28 pm

I'm looking at an adjustment to it, Squiz. Currently there are a few issues Reddog and I were working on earlier. We've come up with a way to identify the number of living crew members in an aircraft when it is 'abandoned', but it's adding 1 for every position a player has entered for some reason. More testing is required.

I'm going to revert the system back to the initial one which identifies the aircraft and simply reimburses based on the type, regardless of whether all the crew are alive or dead for now. Once we've fixed the flaw in the newer system, we'll update to it.
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Post  |450|caveman Sat Jan 03, 2015 6:35 pm

great work it will make us fly in a different way as Squiz said i know i will try and keep my crew safe from now on
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Post  |450|Squiz Tue Jan 06, 2015 3:45 pm

With debug on last night, I found that a crew member who is wounded is not "killed" when the aircraft despawns. This slowly adds live pilots to the total.

I think that a crew member who is killed in the air is added to the "losses" immediately and is then added again when the aircraft despawns on return to base - but I am not sure. More tests required.

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Post  Wolverine Wed Jan 07, 2015 12:54 am

Claims and Losses seems to be working better now after a few tweaks.

ALSO ADDED: Territory Captured Scores!

Each enemy position is worth 10 points towards your territory score. Each team's overall score is their territory score minus their pilots lost. So be sure to bring your pilot and crew home safe (or at least to friendly lines) or their loss will affect the overall score for the team.

These are also persistent values that will carry across server reset!
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Post  Wolverine Wed Apr 01, 2015 11:10 am

Claims and losses has been adjusted in the following way and scores reset:

Stats will now be captured to indicate:


  • Pilots who have been captured through parachuting into enemy territory, or landing/crash landing in enemy territory.
  • Pilots who have escaped capture after a crash land or parachute into enemy territory
  • Pilots who have been lost over water and presumed drowned
  • Pilots who have returned safely to friendly territory through landing/crash landing, parachute, escape
  • Pilots who have been returned safely or captured and have been wounded in action
  • Number of combat sorties
  • Territory capture points


The score for each team will be calculated as:
Combat Sorties + Pilots Returned Safe + Pilots Escaped (escaping pilots gather intel!)

Kills or pilots lost is very difficult to track due to issues with the way Cliffs of Dover despawns aircraft. Therefore, the incentive to return safely to friendly lines is the guarantee of a point for your team. Landing in enemy territory carries the possibility of an extra point if your pilot escapes, but you're rolling the dice with not very good odds.
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Post  Wolverine Tue Apr 07, 2015 10:40 pm

New update. The tower weather adjutant will now also inform you what time the day's operations are scheduled to end. So, presuming your crate has a clock in it, you'll be able to determine how much time you have left in the day when you jump on the server.
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