Ack-ack wrote:
The perk system in this game is actually very well designed, the only objections I have about it is some of the planes that are perked. Personally, I feel that the only planes that should be perked is the ME 262 and the Komet as unperked these two planes would create an unbalance in the game play.
It all boils down to game design. It seems lost on you but game design entails more than just creating models and graphics.
First off, thanks for the explanation of perks.
Second, if the game design, of which you seem to think I have no inkling, were designed more around history and less around satisfying attention-deficit entitled-feeling gamers, then you wouldn't have much of a problem with deciding which planes to "allow" when. History dictated when planes were in service, and sometimes, no, it wasn't fair and even. Sometimes, the real guys had to soldier on and make do with pieces of crap against better technology. And sometimes, they came out on top.
Also, if a game is well designed, you can have a lot of room for intelligent what-ifs, like "What if Plane x had appeared 6 months earlier?" or "What if this one fact were different before Battle X?" With the "arena" concept you get none of that, just idiots chasing around other idiots flying the same country's planes, for the most part. Pfffft.
It's more than, "[Beavis and Butthead-style chuckle] This plane was kewl..." when it comes to game design. But, since the advent of the 'arena' concept, not many developers have taken a shot at improving on it, or replacing it. And the players have become accustomed to it, being even less able to think outside the small box, and used to having more choice and less challenge.
I'd prefer to see more sims that aimed to really make people appreciate the efforts, sacrifices and skills of the real men involved, instead of trying to make John Wayne-style statements and creating a biased, pre-determined outcome.
But, I guess that's just me....