Just musing here, but how would the impact of custom skins on the game change if each aircraft was provided a number of "base" color configurations (for example the P-51D could have 3 bases - drab green over grey underside, all natural metal, or drab green top surfaces only with natural metal below) and players configured their custom skins in the hangar by selecting one of the bases and then choosing nose art and ID letters from a pre-approved list of historically correct schemes?
That is, would the game overhead be lessened if custom skins weren't each one entire .res file, but instead a standard base configuration that had a small overlay of the proper accent color trim, decals, and nose art? (Similar to the way squad art is overlayed onto the skin but more extensive). Would that ease memory and/or bandwidth requirements?
Also, what if custom skins were persistent - remembering your chosen configuration for each aircraft from session to session, until you changed it? And each time you selected and used the skin, it could have a more weathered, dirty and grimy appearance (weathering files would be another overlay onto the skin). Maybe even minor damage, like bullet holes, would be retained from sortie to sortie and session to session, until the plane was serviced in the hangar.
And maybe while you were in the hangar, you could see a semi-transparent panel in the upper left corner of the screen, showing kill marker flags for the number of kills you have in that skin, and maybe mission markers for the number of sorties you've flown in it?
Just pondering here. Was watching my son conifgure his character in Halo in XBOX Live and was wondering how some of the traits that make that game so successful might be implemented in AH. Persistence and customization were a couple that I thought might be important.
Ideally for me, the final state of custom skins is that we have a LOT more skins to chose from, and you as well as everybody else can see what skin you're flying. Just wondering if there is a way to get there from here, theoretically-speaking.