Sikboy said:
I dissagree with your stance if for no other reason than this: failure to continue to grow the planeset (especially to include aircraft which may not have the highest MA utility) may lead to loss of market share to their competitors.
Well, I got a counter-argument for that, too

. HTC is a very small firm so the amount of development hours it can muster per day is quite limited. I don't know how they divide up the work but I'm sure HT has to do something fairly significant whenever planes get added. The time he spends on adding planes is time he can't spend adding new game features, improving old ones, and patching bugs.
As I see it, plane selection isn't a real customer draw. I mean, look at AH now: 43 fighters of which 3 or 4 get way more use than any of the others, and of which 9 get as much use as all the other 34 put together. The market has spoken there, IMHO. Nobody much wants to fly planes that can't hang with spits and N1s in the low-alt landgrabbing vulchfest that is the MA.
Therefore, IMHO, developing features of the game itself is more important at this juncture than adding more planes. HTC should add more realism, add more things for players to do, etc., and maybe enhance the graphics (which are fine with me but you know how that goes). This is what draws and keeps customers IMHO. Any added planes should be done very carefully. And given the limited manhours HTC has available, it's just counterproductive to spend a lot on planes that won't get much use.
I think 1.09 had about the right mix of stuff. The emphasis was on features, although the new planes got all the notice. But look at the new integral vox that now works, the way cool film viewer, the new strat system, the improved padlock (I have a handicapped squaddie who loves this), etc. The added planes were good choices, too. The whole BoB set of fighters for the scenario crowd, a new buff with a good balance of strengths and weaknesses, and a new heavy fighter that's quite useful without being dominating. I'd like to see more updates along these lines.
This is good stuff though. I've asked about what people feel should qualify an aircraft as a modeling candidate, but this is the first real feedback I've gotten on the subject. Thanks Bullethead
Back at ya. Nice to be able to discuss this with somebody for a change, without it degenerating into dweebs whining about wanting plane X because it's better than existing plane Y, and inventing some BS, insincere PC argument to justify it
("it's unfair that country Z doesn't have an uberplane like the other countries") without realizing that they'll never be able to spank plane Y because the nme will all be flying plane X, too.
As for my own choices for additions to the planeset.... Very hard to say, at least for fighters. Any new fighter added must IMHO meet the following criteria:
- it must be good enough to hang with the usual MA suspects (spit, N1, et al)
- it must not be significantly better than the usual MA suspects
If the plane fails the 1st test, the plane won't get used much if at all, outside of the occasional scenario that calls for it. So this rules out most early war planes, at least doing new ones from scratch. OTOH, if the plane fails the 2nd test, it will get used too much until it gets perked, at which point it won't get used much at all. There just ain't any fighters I can think of off the top of my head that meet these criteria and ain't already in the game.
But AH fortunately has more things in it than fighters. There are buffs, boats, ships, and GVs. New things can be added in all these areas to enhance overall gameplay without upsetting balances. Some of these will be perk jobs, but we need more perkies in these areas anyway.
Buffs:- C46: perked transport, capable of carrying multiple sets of troops, supplies, or some combination of both.
- SB2C: we need a late-model divebomber.
- A20 and Pe2: light bombers with decent speed
- A26: perked vulchasaurus rex :)
Boats:- E-boat of the S100 class: alternative to current PT, trading guns and 2 immediate torp shots for more speed and some armor.
Ships:- Submarines and ASW weapons on DEs
- Allow players to control DEs individually to conduct ASW and torp attacks. Also let players man more guns on them.
- Convoys of transport ships for strat supply
- Player-controlled LSTs that can spawn player-controlled GVs on the beach.
GVs- SdKfz 7/1: unarmored flak halftrack with 4x20mm.
- T34/76: a match for the Pz4H in gun and armor (both can kill each other at normal battle ranges), with higher speed compensated by lack of commander hatch view (commander was gunner, open hatch blocked frontal view, and doctrine was to fight buttoned anyway)
- SU-85: a gun dangerous to the perked tanks but with limited traverse and armor of unperked thickness. Built on T34 hull so might be easy to do along with the T34/76.
- Sherman M4A3(75): weaker gun than Pz4H or T34/76, but carries more ammo and climbs hills better.
- JPz IV/70: Pz4 hull with Panther gun in limited traverse mount and nasty armor up front.
- T34/85: slightly perked tank. Good gun, slightly better armor than T34/76, and no view restrictions.
- Panther G: medium perked tank. Better gun than other tanks and frontal armor proof against other tank guns at normal ranges, but sides and rear are vulnerable to even the M8. Thus, it's not invincible, as a King Tiger might prove to be.
- JS-2: medium perked tank. monster gun and massive armor, but very slow and with an extremely low rate of fire.
- King Tiger: highly perked tank. Great gun and good armor all around, but slow.