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3./JG51_Stecher wrote:I'm not so much against the idea, as much as I wouldn't know how to get a cap to damaged systems, let alone scale it to a percentage of each plane's different cost. We can help make it make sense to bring the damaged plane back by keeping the cost of a repair kit down (it defaults to 1 anyway), compared to the higher cost of the plane. For different reasons, we were going to scale up the points which would make planes more expensive. This would help us achieve a ratio that preserves the incentive to get it back home more often than not.
Just as an example from tonight, I'm looking at a couple of planes that got shot up. One had 10 damaged systems, the other had 39. Well worth repairing, than replacing, as the aircraft cost will be easily above those amounts. However, I also remember from last week when I flew through a flak sector (200 guns), I came out of it with over 400 damaged systems. Even for expensive planes, that one is totaled.
So I think if we keep our cost scale so that planes are high enough, it will still make sense most of the time to bring it back and patch it up. Also, even if a plane is totaled (you won't know this before landing, and shouldn't just assume so), if you just bail out you are not only losing the plane. You will also lose all the fuel and ammo on board. If you bring it back in, you can at least salvage fuel and ammo from a totaled plane. Fuel and ammo are finite and specifically recorded, so they cost your team money to replace. Money that could be spent on more flak guns or tanks. Bailing out should only be a measure of last resort to save the pilot's life. Taking the lazy way out (because bailing doesn't have a time penalty) only hurts your team.
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