What has to be the most annoying thing about Battlefield vehicles is being the passenger with someone who can’t drive, or worse–bails from the helicopter leaving the passengers to plummet to their deaths.
What if you could see what the pilot’s rating was when you get in the vehicle (sort of like Uber)? It could be a simple grading system from A+ down to F- based on how long they’ve flown, and how many kills/points scored while piloting.
That’s actually a pretty good idea.
Actually not that bad idea, first time in this forum..
And simple enough to implement into the game
Great idea
I like this idea actually. A 1-5 star rating system would probably work better in the end with it.
This concept could easily be applied to Tank Drivers, Squad Leaders, and even Team Members in general.
With this rating system at its core, a Skill-Based matchmaking system could easily be implemented to balance teams, as players are moved around the teams (even breaking up squads) to ensure balanced teams and close matches.
I love this idea, but how would it help the other players? You can’t force your team mate not to drive a vehicle…
Great idea. Some kind of maniac driver alert. But how?
I like it!
We need this out there on the road in the real world too. Wow
No, but I can force myself not to ride with him. If I spawn in a tank and decide to get in the minigun to help out. Knowing the driver can handle the vehicle is a plus. I guess at least I know there’s more of a chance of survival when we come up against enemy armor.
I like it.
Pretty sure the trolls would love this.
I wonder if it’s possible to get a negative rating?
Imagine every troll/squad/clan/platoon routinely down voting every other pilot / tanker, just for fun?
And even if they do have a poor rating, what does that mean? dice will never introduce a “higher rating gets preference for pilot/driver” so the bad drivers will still fly/drive, and you’ll still be stuck being a passenger if you want to get somewhere faster than running (we all know how vehicles get whored when a new game comes out…you’ll have a rough time spawning into anything of your own).
I was under the impression that the game would assign the rating, not other gamers.
Otherwise, the rating would be completely subjective, arbitrary, and prone to immature manipulation.
Maybe some kind of indication on how many stars the other occupants have in the current vehicle have would be good. I think i would pay attention to that.
I mean how would the game know if someone bailed out of a chooper for a good reason, vs a bad reason?
And wouldn’t the rating work against new players?
Logically, a new tanker or pilot will make a lot of mistakes, even though they’re trying to improve. In this case, the rating would work against them- for instance, it’s hard to keep a tank up when you’re a newb, much less solo. A poor rating would incentivize people to avoid you…perhaps, driving the rating even lower due to feedback loops (i.e., poor rating, everyone avoids, gets even poorer rating).
One simple algorithm could look at how many “hit points” an aircraft has when it’s pilot bails out of it. That would be an indicator of “pilots” who used aircraft as air taxis to elevated camping sniping areas.
New players could start out with an average rating of 3 stars. Their in-game behavior determines whether the rating climbs to a max of 5 stars or drops to a low of 1 star.
My point is it’s not that hard to devise a simple but effective rating system.
I mean I jump out all the time as its landing, just to save time for repairs (would trigger the damage tracker you’re talking about), or to engage ground targets faster (always coordinate control of craft with a squad mate), or to avoid incoming damage/craft that has not yet hit but is imminent (would trigger…what?)..the same algorithm would have to be quite complicated. It would have to have blind coefficients for literally just about every possible scenario in the game…
The one thing you’d have going for this, is the new classes. I keep forgetting that having dedicated classes for pilot/driver are going to change the dynamic of everything quite a bit.
I like this idea but how would improving the rating work for vehicles where the pilot/driver doesn’t actually have weapons and relies on the passengers to make the kills?