Just for the sake of discussion, what has changed over time in the game to
encourage the organizational behavior described in the OP? I would take the position that what HiTech does, or doesn't do, has nothing to do with the OP's disgust at the quality of fights in the MA. Take HiTech out of any culture discussions. please.
I was around for the original beta and first 2 years. After a break, I came back in 2005.
It seems to me that HiTech spent a number of development cycles to create the situations and circumstances that some players value - like the 1v1 duel. If you step back in the organizational development model to the step called 'environment analysis', we might agree that a pure focus on the main arena is too narrow. HiTech gave us the dueling arena and custom private arenas where the players involved can set the parameters and circumstances of such duels.
Years ago, I wrote in another forum in another game that game designers create a sandbox for us to play in. They even give us toys, like bombers, fighters and tanks to fly and drive around in the sandbox. That's what we pay for, but it is up to us, not the game designers, to determine how we use it. I was pleased see a post from Ink this year that said much the same thing about AH. Rich has stated in this thread that 'every type of game play was dynamic' in the old days. The amount of things that shoot and the large dimensions of the arenas give each of us a lot of latitude about how we approach the game. There's freedom in that. I think the dynamics still exist, but low numbers exaggerate the behaviors we don't agree with.
It's my opinion that this same variability will serve us all well in the long run.
This hit home with me the only time I played War Thunder. It was the very first time I sat in a waiting room waiting for a 'match' to make in a tiny arena with all aircraft at the same altitude. I felt constrained to 'run with the pack'...I couldn't communicate...there wasn't any apparent freedom of movement. To me, this is why the graphics upgrade is important to AH. Also important is the AH pricing model. Your monthly fee provides you with everything you need to be successful in the game. No extras to buy. There's freedom in that aspect as well. I don't think all of our ex-soviet friends have a good feel for freedom yet. They do understand revenue, however. They merely started a generation ahead of AH with regard to graphics. (I am dismissing them for the long haul)
There's some critical questions to be asked when an organizational development model is considered. Questions like:
Why is it important to 'land' kills?
Why is kill/death the most important ratio in the scoring system? (apparently).
Why isn't hit percentage considered a more telling statistic for competency?
Is our culture about being known as the baddest guy in the valley? Or the sneakiest? Or the most prudent?
Do we value teamwork in our approach to game play? How is that measured?
...and there's a whole lot more questions that will help reveal 'who we are' as a community.
I also agree with the high value Rich places on squadron life in Aces High. The honorable squadron is the only reliable repository of our community values. Again, something that HiTech would find impossible to manage and has, rightly, never bothered with it.
So, the OP talked in terms of community core values. What if my core value was to show up to a 1v1 fight with a wing man?