1. 3rd Person Perspective and Hud for ground vehicles
-Allows those of us that are claustrophobic to actually be able to run around in a tank.
A HUD isn't needed. All the relevant information that you need is already present via the dashboard dials. 3rd person view is just gamey and I see the only reason that it's being asked for is to be able to see the other guy easier.
2. Ability to give coordinates for long range fleet guns.
-Allows more in-depth action and single-man spotting that can be infinitly more valuable during land and sea combat.
Fleet guns already have quasi-feature like this called "Land Mode". It allows you to click on the map and the guns will slave to that target. Though it does help if you have someone acting as a spotter to fine tune the impacting rounds.
3. AI Base Defense.
-Launch 1 AI per 3 Defending players that will attack incoming bogies. Because this is a short-range purpose, the long range AI would not need to be enabled, only a command that would land the AI after an engagement is over.
This has been brought up before and while it is a good idea, one that could be trouble to implement in a PvP centric game such as ours. This is from a discussion in another forum about the use of AI in the game to help balance out the numbers.
It's a good idea but one that is dependent on how the AI is programmed. Unfortunately, in most games the AI "cheats" in order to try and mimic human behavior, which results in the AI being able to do some stuff that a human player couldn't do.
An example is the current AI we have for the offline missions.
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4.Ability to BUY perk points.
-More money for you, more access to big planes for us without disrupting the perk system.
Leave the Item Malls to the Asian F2P MMOs. Perks are easily gained in the game without having to buy them, all it does is defeat the purpose of them. Though, I would like to see the ability to wager perks for duels.
5. Cross Compatibility with Xbox360 via XboxLive and Xbox Marketplace.
-Adds a HUGE audience to the game. Voice and Text are already available over Xbox, and the most used controls can be easily mapped to the Xbox 360 Controller.
Not as easy as you think it is. While the API for the Xbox 360 is easier to program for than the PS3, it would still take some work to port over AH to a console. I'd rather have HTC work on improving the core game by updating the terrain, graphics and adding new planes and updated existing ones and keeping this a PC centric game than spending time and valuable development resources to make a console port of AH.
6. Adjustable map size per Population
-Instead of changing maps all together when the population meets a certain threshold, clip the cell size. For example, when a map changes from population 500 with a 10x10 to 400, clip the map to fit 8x8 cells.
With how dynamic the arena population is and the varying numbers that frequently change, this would be rather difficult and the map would always be in a constant state of change as the population increases and decreases. You'd be attacking a base one minute and if for some reason while in the middle of the attack, arena population either suddenly increases or decreases, the map would change while the attack was in progress, possibily eliminating the base that was being attacked.
7. Less Airfields.
-Adjust the amount of airfields in a ratio to the amount of players on the server. Something circa 1 airfield : 5 players.
You'd run into the same problems as the ones for #6. The arena numbers are dynamic and fluctuate constently, airfields that were present when arenas were a certain number might not be there if the numbers decline. Would suck if you were attacking a base only to see if disappear from the map just because the arena population dipped below a certain number.
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