Ok, lets talk about submarines in Aces High. Lets talk about submarines in any combat MMO that features, first and foremost, air combat with tanks and fleets a close second. Lets talk about the difference between that and a submarine simulation.
We all know that Aces High offers an element of quick combat. In some instances it isn't so quick (bomber runs). It offers an arena environment capable of providing constant action to hundreds of players. The environment doesn't really lend itself to the nature of a submarine simulation. Adding mini-subs that spawn off ports would be very arcade like compared to a well designed submarine simulation.
Those of us familiar with submarine simulations such as Silent Hunter 4 know that the simulation does not just involve spawning where enemy ships are already within periscope range (on a sunny smooth sea, for that matter). It involves a series of patrols. Finding the enemy is just as much a challenge as engaging them. You run on the surface until you have to dive. You make use of radar on the surface and sonar submerged. You sail through squalls as much as clear seas. Even when the encounter begins it involves setting up a run, programming the torpedoes via your TDC (torpedo data computer), firing your spread then (if enemy combat ships are part of the mix) diving and hiding while your crew reloads. For any true submarine simulation enthusiast, anything short of this experience is anathema.
Now, lets say that Dale and co. want to add subs in just that manner - as a simulation that compared to everything modeled to fly or roll on wheels or tracks. The amount of modeling and programming must be staggering (more so than the environment update I'm willing to bet). It would be much more complex than, say, adding operational torps on destroyers, I presume.
Is that really what you want HTC to devote itself to for the next, I dunno, three years or more? In the end will it be something that attracts sub simmers to the game (when they already have highly detailed submarine simulations to play offline - where such a simulation thrives)?
Mini subs attached to ports? May as well just program some slow moving periscope spawns that play like: