March 2021: Significant Stats Changes coming soon

Over the next couple of weeks, we will be adding new anti-shipping related stats onto the stats display website.

It has always been problematic that only the very last person to damage a ship gets the credit for it. Whilst we know this issue also applies to aircraft and other ground units, it is particularly frustrating for shipping given how much effort (usually combined effort between players) and risk is required, especially to sink the larger ships.

Furthermore, the current system does not distinguish between the tiny landing craft which can be destroyed with a couple of canon rounds, and the USS Samuel Chase – which usually requires over 1,500kg of direct hits with bombs to sink it.

We therefore intend to start sharing the Loaded Displacement in metric tonnes of sunk ships between contributing players and AI aircraft. This means, obviously, that there is a far greater displacement tonnage to be claimed from participating in the sinking of the larger ships. The basic outline of HOW we will allocate the score is as follows:

The last player to hit a ship with ANY WEAPON, and any other PLAYERS or AI who ALSO hit that ship with bombs or rockets, will share in the tonnage, equally.

We are also using “loaded displacement”, which means the displacement of the vessel, plus the weight of any stores, cargo, fuel, troops, ammunition, etc. that it might be carrying at the time of its sinking. This is distinct from registered tonnage (which is cargo volume). We feel that this is a better reflection of the value of ships, not just for their logistics capacity, but also for their tactical value. By using loaded displacement it also means that there will be some variation in the tonnes of any given ship. This will be randomised along a normal distribution curve WITHIN what we believe is a realistic range for each vessel. Thus, this displacement range reflects the different chances that any given ship might be lightly, or heavily, loaded on any specific missions.

The ranges we shall be using are:
– Schnellboot 100 to 110 metric tonnes
– Higgins Boat 8 to 15 metric tonnes
– Light cargo ships (both variants) 1950 to 2250 metric tonnes
– Type VIIC U-boat 769 to 878 metric tonnes
– LST Mk2 Landing Ship 1780 to 3880 metric tonnes
– Tanker (i.e. Elnya Type) 3491 to 5045 metric tonnes
– Heavy attack transport (i.e USS Samuel Chase) 9000 to 16725 metric tonnes

In addition to the displacement, we will probably continue to display ship “kills” (which are allocated as they are now) to the last person to hit a ship before it sinks. We may also add a raw count of “assists” to players who hit a ship with a bomb or rocket before another player sinks it.

We know that this system does NOT perfectly allocate the displacement between the contributing players, however we consider this to be a far better system than the one we currently have. We have run through a large number of possibilities on this, all within the confines of the data that DCS makes available to us. We have also extensively tested various allocation concepts against our server log data to check for possible edge cases and exploits.

It cannot be overstated however, that we are limited by the data which comes out of DCS.

In our opinion, this is just about the most fair system we can come up with that recognises risk and effort with the appropriate reward for the individual AND for combined pilot attacks.

Some players have asked if something similar can also be used to allocate shared or assist kills for air-to-air or air-to-ground. Whilst a sharing system like we developed in Storm of War for Cliffs of Dover would be desirable – developing the code and systems for this is not on our current priority list.

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