When discussing style of play and mechanisms to try to promote one style over another, the subject of using perks or points often comes up as a likely mechanism to 'reward', and therefore insure, 'desired conduct'. I suspect, however, that like me, most players care nothing about points or perks. Only a few players have the skill and time to rank highly, and for the rest of us, who cares if we are ranked 837 or 1257? I don't think points, medals, or perks can be used to mold players actions.
By definition, a non-linear game, like a flight simulator, cannot simulate "death"- i.e. it can't make you go back to the first room of the dungeon and start all over. I suppose you could re-incarnate the player as a newbie pilot who, as was sometimes the case in real life, is only allowed to fly certain less desirable planes until he builds up some points or flight time. But think how incredibly unpopular that would be: die and you are relegated to Hurricanes instead of Spitfires, P40s instead of P51s, Zeros instead of N1K2s, TBMs instead of F6Fs.