Ghost Skies - How It Works

As there is a single life policy, any player who is killed or captured will be kicked and given a timeout matching the length of the mission, preventing them from flying again that night. However, in order to allow players the option of staying online with their squad and contributing to the team in some way, players can operate any available ground objects, even after being killed or captured.

Provided that you are not killed or captured, there can be timeouts associated with being injured. If you are injured but get down within 7 minutes, you can fly again immediately without a timeout. However, if you are injured and get down after 7-15 minutes, you will receive a 7 minute timeout. If you take more than 15 minutes to get down after being injured, you will receive a 15 minute timeout. This is to reflect the amount of blood loss and the increasing likelihood of needing more treatment. If you receive one of these two injury timeouts, enforcement begins with a kick from the server.

Technically, bailing out does not involve an actual penalty timeout, but you are kicked from the server after reaching the ground, regardless of capture or injury status. Therefore, under even the best case scenario, there is a small de facto timeout while you recycle the game and rejoin. When possible, it is recommended for pilots to make the effort to stay with the aircraft and complete a crash-landing. Thus saving you from this delay, not to mention the risk of a parachute failure. Bailing out should only be a last resort to survive.
The game itself has an injury system where the pilot's vision becomes red by various amounts. Sometimes it is stable, sometimes it progressively gets worse and you eventually bleed out and die. Being a game level feature, this remains in effect.

On an entirely separate level, the campaign has a system which correlates the severity of the injury with how long the pilot bleeds after being wounded. The bleed time stops when you despawn after landing or crash-landing, or at the moment you bail out. It does not include the time spent in the parachute.

If a pilot does not receive medical attention within 15 minutes of being wounded, the blood loss will be significant enough to require the amputation of the wounded body part. If during the course of a pilot's career, he loses both arms, both legs, both eyes, or both lungs, he will be forced into retirement.
In addition to the inability to continue flying and the associated points given up, there is another reason to keep yourself out of enemy hands. The enemy can be very skilled in extracting information from captured aircrew. Quite obviously, it is best to try everything you can to not find yourself in that situation. There are three factors which influence the fate of pilots who go down behind enemy lines. Proximity to the front, as well as proximity to friendly ground forces affect a pilot's situation whether he bails out, crash-lands, or ditches. Also, a rescue mission can be flown by another pilot, but only for those who have crash-landed.

Proximity to Front Line
For every 10km behind enemy lines, the odds of escaping go down by 30%. Beyond 30km behind the lines, the likelihood of escape stays at 10%. Therefore, the closer to the lines you can get, the better your odds for escaping. And even under the worst case scenario, there's still a slight chance.

Proximity to Ground Forces
If you aren't able to escape on your own, you can be picked up by friendly ground troops if you go down within 3km of them, and if they outnumber any enemy forces in that area.

Rescue Mission
When there aren't any friendly ground forces in the area, and you don't want to take the chance of making it out on your own, you can wait inside your aircraft on the ground, and coordinate with someone to come and rescue you. Rescue flights are done by other pilots using multi-crew aircraft. The rescuing pilot needs to land and come to a stop within 100m of the downed aircraft. The downed player must type ">RescueMe [Rescuing Pilot's Name]" into chat, and he will get into the rescuing pilot's aircraft. The rescue operation will be considered successful at this point, but of course you still need to fly back to a friendly airfield, just as with any other sortie.
Note: This will only work if a crew position is not already occupied by a player. The game has an issue where it leaves a "ghost" of a player behind in a crew position if he has occupied it, even if he has switched back out using the 'Next Manned Position' control. The rescuing player is encouraged to stay in the pilot position during the entire sortie to avoid this complication. If the rescuing player does jump into another crew position at any time, even if he has returned to the pilot position, he will need to go through a brief process in order to clear his "ghost" out of the other crew position so that the downed player can get into it. For this circumstance, the rescuing player needs to go back into the crew position that he wants to vacate, and then hit 'Alt F2' one time. This forces the player out of the current position and back into the other position, which should be the pilot's seat, thus allowing the downed player to access the crew position. Be careful, as hitting 'Alt F2' when you only occupy a single crew position will removed you from it, and therefore the aircraft, which is considered an illegal exit and treated accordingly. If there is any doubt as to your occupied positions, bring up the score page and check.
Furthermore, there is an issue with the He 111 if rescuing more than one player. The first player to get on board (in the ventral turret position) blocks other players from boarding during a rescue. Simply have that first rescued player move one position over using the 'Next Manned Position' control, and other players can board without issue.
Points can be accumulated by the destruction of enemy aircraft, ground forces, airfield resources, and industrial sites, as well as by capturing airfields and industrial sites. Points are also given for the capture and death of player controlled aircrew. Additionally, points can be earned for completing a legitimate rescue or supply flight. Points are awarded to the opposing team every time an asset is lost. To make the distinction, this is not quite the same as just awarding points to the team which destroys an enemy asset. It does not matter how it happens or who is actually responsible. It simply considers if the asset has been destroyed. If a pilot from Team A crashes his plane into a building, it gives Team B full points for that plane, even though no one on Team B had anything to do with destroying Team A's plane. So friendly fire, accidents, or any other actual cause, will result in the same points going to the opposing team just as if they had destroyed it.

Production cost of assets is not the same as their point values for when they are destroyed. For aircraft, the production cost is 20% more than the point value. For ground forces, the production cost is 20% less than the point value.

Team points are not to be viewed as a simple gauge of who is winning. Victory is objective based, not score based. Team points are intended to be traded in for production capacity, at the discretion of team commanders, in order to obtain war materiel. The timing of these exchanges may be a matter of necessity, but ideally you should try to get the best return according to the variable exchange rate. This exchange rate is influenced by both teams' score, your team's overall scoring trend, and your team's recent scoring trend. Specifically, the exchange rate is arrived at by the following calculations:

x=100-[100a/(a+b)]
y=x-(c+d)
z=y/50
f=e/z

a=Your team's score
b=The opposing team's score
c=Your team's overall scoring trend*
d=Your team's recent scoring trend* (thumbs up = +1, thumbs down =-1)
e=Points traded in
f=Production capacity received

*Scoring trend is defined as a team's mission score compared to their previous mission score(s). This value does not consider the opposing team's score(s).

z is displayed for you as the second number in the team's rating (next to the thumbs up/down). If z is ever less than 1, it will be treated as 1. This ensures that you never get more production capacity than points traded in. The lower z is the better, with a best case scenario of 1.0.

More simply, take the second number displayed in the team's rating (minimum of 1), divide it into the amount of points to be traded in, and you have your production capacity.

Note: It is possible to use production capacity from an exchange to produce war materiel in the same mission, as long as the exchange is listed before the build request in the order sequence.
There are four types of resources that each side must manage. Fuel, ammunition, bombs, and repair kits are separately stored in four groups of twelve bunkers located along the cardinal directions near the perimeter of each operational airfield. Every mission, it randomly changes which resource is stored in which group of bunkers. These resources are tracked as they are ordered, transported, stored, destroyed, or used.


Fuel
Measured in kg and produced at refineries.

Ammunition
Measured in rounds and produced at factories. Each round of ammunition counts the same, regardless of the type.

Bombs
Measured individually and produced at factories. Each bomb counts the same, regardless of the type.

Repair Kits
Measured individually and produced at factories. These are essentially spare parts for aircraft. Each repair kit can be used to repair one damaged system, regardless of the type.

Refineries

Refineries produce the fuel that is used by aircraft. Every mission, each operational refinery produces a baseline amount of 5,000 kg of fuel. If not transported on supply columns, the fuel will build up at the refinery. If the main refinery building is destroyed, all fuel at the site will be destroyed, and the refinery will need to spend the following two missions conducting repairs before it can begin refining fuel again.

Factories

Factories build aircraft, tanks, vehicles, and guns, while also manufacturing ammunition, bombs, and repair kits. Every mission, each operational factory gains a baseline amount of 2,000 points of production capacity. If not used to manufacture war materiel, the production capacity will build up at the factory. If the critical section of the factory building is destroyed, all production capacity will be lost, and the factory will need to spend the following two missions conducting repairs before it can begin gaining production capacity again.

Shipyards

Shipyards build cargo transports and escort vessels. Every mission, each operational shipyard gains a baseline amount of 2,000 points of production capacity. If not used to build ships, the production capacity will build up at the shipyard. If the critical section of the shipyard building is destroyed, all production capacity will be lost, and the shipyard will need to spend the following two missions conducting repairs before it can begin gaining production capacity again.

Power Plants

Power plants provide electricity to the refineries, factories, and shipyards. Each side begins with a set of power plants which determines their normal level (100%) of electrical output. The electrical output can be decreased or increased from this level when power plants are destroyed or captured. The percentage of electricity lost or gained over the normal level will adjusted the production capacity of the refineries, factories, and shipyards as a direct correlation. If the main power plant building is destroyed, the power plant will need to spend the following two missions conducting repairs before it can begin producing electricity again.

Resupply
Resources produced by the industrial sites are initially loaded into supply columns for transportation. A production order is issued to the industrial site for a specified amount of the resource. Each order produces a column that can only carry that resource type. There is a minimum and maximum order size that depends on which resource is being produced. At factories, there is an extra production cost for the column in addition to the resources being ordered. At refineries, there is an extra fuel requirement for the column in addition to the fuel being ordered. Resources cannot be offloaded at an airfield in the same mission that they are moved to it. After the mission in which they arrive, they can be offloaded, and can immediately be used by aircraft operating there. Once stored at an airfield, the resources can be further redistributed by supply columns that come from the airfield. At any one time, each side can have a maximum of 20 supply columns in use. Resources can also be transferred between airfields with a supply flight by an aircraft that is capable of carrying cargo.

Embarking & Disembarking
Cargo ships can transport all types of ground forces, with a maximum of 20 units per cargo ship. In order to embark and disembark ground forces, the cargo ship must be in either the same sector or an adjacent sector to the coast. When operating in a sector with a designated port, embarking and disembarking is conducted without the need for barges. When operating in a sector without a designated port, embarking and disembarking is conducted with 10 barges per cargo ship. When in use, these barges will be somewhere in the same sector as the cargo ship they are working with. Sinking the cargo ship during an embarking operation will result in the loss of 25% of the ground forces. Sinking the cargo ship during a disembarking operation will result in the loss of 50% of the ground forces. Sinking a barge during an embarking or disembarking operation will result in the loss of 10% of the ground forces.
Note: It is possible to move shipping into position and conduct embarking or disembarking operations in the same mission, as long as the shipping move is listed before the embarking or disembarking in the order sequence.
Territory control is set by holding airfields, refineries, factories, shipyards, and power plants. Whoever controls those sites, controls the surrounding territory, and the front line is set accordingly.

In order to capture an enemy site you must achieve a 2:1 ratio of ground forces within a 3km radius from the site. Ground force units all count the same, regardless of type. Obviously, some are much more formidable in ground combat, and it is the survivors that will determine who controls the territory.

If one side captures an enemy site, they will also take control of whatever resources or capabilities it had at that time, and can immediately begin to put them to use.