Lifetime bullets is interesting limitation.
Did the concept work well in your opinion?
I thought it did, but that's only my opinion.
It gave the newbies a place to get there feet wet with out all the"game" stuff getting in the way. The only pressure they had was what they put on themselves to stay in the air long enough to get a kill. In Aces High there is pressure of trying to beat your countrymen to the kill, not screw up enough to get your countrymen killed, not miss your target and screw up the capture on top of just trying to stay in the air.
It gave the newbies some fights that were thrilling because in most cases they fought again players of their own skill level and so could last longer and get their adrenalin going, which in the long run helped them in deciding to stay and play. Once that "adrenalin" high gets ahold of you it's tuff to do with out. Today the thrill is getting the "global" attaboys when the team rolls another base.
It gave squads a pool to recruit from. Working with the new guys was a good way to learn if a player fit, was a nice guy, willing to learn and put in the time to get better. You know, the type of player you'd LIKE to have on your squad, not just anyone with a pulse and can haul extra bombs to the target field and MAYBE hit something with them.
I don't remember how many points you got for a kill, but by the time you hit the limit you knew your way around the game, the controls, and the basics of flying fighters and bombers. When you got in the MAINS it wasn't such a shock and and the transition was much easier.