I have limited time. If the maps get any bigger this game will be unplayable for me.
Quote: "I just really think that this game is online quake". Not to pick on the poster, but this game is nothing like quake, or CS, or any other shooter. This game is at least two orders of magnitude more complex than any shooter-type online game. The number of variables you have to keep track of regarding your own plane (V speeds, flaps, landing gear, convergence, etc etc) plus the SA of the air environment are way beyond any of the shooters. You don't spend three hours messing with your controller mappings for Quake.
In any of those games, you can hop in for a half hour if you have time. With AH, if you only have a half hour, your options are pretty limited.
" Many, many, many online games have a time interval between dieing and respawning. This does not limit the popularity of any of them."
Yeah, but those games have a very limited session frame time. The obvious example is Counter Strike. One life per session. You die, you wait until the next one. The difference is that the CS sessions are only 5 minutes long. What can you do in 5 minutes in Aces High? Nothing, unless each country has one CV, and they're all anchored in the same harbor (which, actually, might be enormously entertaining for an evening ...). It works because at most, you only wait 5 minutes. And also note that everybody restarts at the beginning of the next session. Or, let's examine the Call of Duty method, where you can only respawn at set intervals (every 30 to 60 seconds or so, when "reinforcements" arrive). Taking down the hangars enforces this type of penalty on a single field - not sure what the point would be of preventing a defender from upping from another base.
Couple of other quotes:
1. "Because it's only a virtual death their tactics can have as many flaws as they'd like because there is nothing at stake"
2. "If they do engage, it's only with more alt and only to BnZ. When they lose adv., they run. I feel they are afraid to lose their virtual plane"
See, you can't have it both ways. If there is a significant penalty to dying, pilots will become more careful. They will seek to engage with more E, with more Alt, and surprise opponents. In such a system, when faced with a significant tactical disadvantage, if an opportunity presents itself to disengage the Smart Pilot will take it, to live to fight another day. Textbook Shaw.[/I] So the opportunities for kills, and the overall frequency of fights, will decrease in general.
If there is no signifant penalty to dying, you get a lot more fights, because people are less worried (or not at all worried) about losing their "virtual plane". But, oh my god, there's more furballs.
I think the current system with Perk points, which provide a positive incentive[/I] to fight intelligently and land kills, is about the best solution for this.
It's like sex and marriage. Even though the sex may not be what we wish it to be, hey, it's still sex. And the sex that we might wish it to be probably exists only in our minds anyway.
Mobieus