Originally posted by dragoon
I started to write this as a reply to: http://hitechcreations.com/forums/showthread.php?s=&threadid=129411
i havent been able to spend much lately. everytime i reach enough for a jet i take it. i carry about 200-300 fighter perks at a time. if someone asked me my favorite plane, id say the 262. i checked my perks and noticed i had enough for a jet around 270 so i hit the runway and recieved a ENY box. bummer
woh! Thanks dragoon for giving a thought to my post. While I knew that people were reading it, I didn't think it was ringing bells... this is good to know.

What I wanted to show was that somehow with this "Plane Set Limiter", the concept of perk points in the game has somewhat become distorted... Before the message was, "Yeah, you can fly a Me262 or a Tempest or a Ta152... but you have to work for it." This is fundamentally different from the message we have today, "No, you can't fly them. If you want to fly 'em, change countries." Changing countries is not really what you work for... even as a game. With this "Plane Set Limiter", even the concept of perk points seems to have lost its meaning.
So, what can we do? I really like the idea of a plane factory, and the planes affected by it is depended on the ENY value as we have today. But what are we trying to achieve in the end? Whether the objective is to make people change sides or not, the effect that we all want to have is reduced offensive capabilities of the side with more numbers. I am sure that everyone will agree with this thought.
So, HTC limits the plane set according to the number of players on each side and the ENY value assigned to the planes. Actually, this is the only thing that has been tried to limit the offensive capabilities. Some people like it, some people don't... there are ways to argue on both sides... probably an endless story...
I myself don't like this "Plane Set Limiter" because it is not compatible with the concept of perk points, at least the perk multiplier.
We can try something else... like what is suggested here... the key word here is "Work for it"... "not" that it is "automatically given" when you change sides, this is another key word... ("reduced offensive capabilities" for the side with more numbers of course!)
Strat... this is interesting... like Kev mentions, there will be a glaring problem that the side with more numbers will still overrun the other side anyway. So... as simshell mentions, only the side with more numbers is affected... Yeah a great idea! But, nahhh... the side with more numbers will not have the incentive to bomb, plainly because it has no effect... key word here, "Work for it" and "not automatically given"... So... what can we do... make the side with more numbers "work" more "for it"... well, here's a thought... play with the regeneration time of the strat from ammo, fuel, barracks to the hangers and factories. While at it, play with the resupply criteria as well. Make the side with more numbers work more to resupply and/or longer for strat to regenerate, and a lot shorter for the side with lower numbers. It might be interesting to see VHs down only for one minute!
As for the "Plane Set Limiter", I would rather see a perk point imposed on the planes, together with the perk multiplier in effect, rather than disabling them completely. Key word here is again "work for it". We have seen this with the F4U-1C before... just with a few perk cost imposed, people were relunctant to fly them. I mean, we have to have something for people to spend their perk points! We have to have some incentive for people to spend, otherwise people like me will never spend it. We gotta drain the savings somehow... in the game.
Well... that's my thoughts... now back to your regular programming...