Westy, I'm not even gonna bother commenting on the last paragraph,
fats:
In real time scenario the A pilot reacted to what he saw: he saw B pull to a side and decided he can fly straight to avoid colliding.
In AH scenario the A pilot reacted to what he saw: he saw B fly straight and decided to pull to a side to avoid colliding
Both scenarios result in no collision. If the AH scenario _does_ result in a collision it is pilot A's fault, since he didn't apply correct maneuvering according to the situation he saw.
Your explanation makes sense, you react to what you see, but couldn't that situation lead to advantages in the rest of that fight? I.e. I see player B fly straight where on his end he has turned to (for instance) the left. On what I see (him flying straight) I decide to avoid collision and turn right. Both will end up in crossing scenario or other HO in the next merge.
Now if I would have seen him turn left in time, I prolly would chosen a different maneuver after that first pass (follow his turn and try to get the lead?).
I realise this is highly hypothetical but still. The extreme of this situation is when somebody really lags, where you see him in one place and in a split second he jumps 100's of yards to whatever direction, it is almost impossible to fight that player because you cannot predict his maneuvers.
How would _totally inconcistent_ collision circumstances improve playing or realism? You could never know if flying through an enemy will result in a collision or not. The way it is implemented now gives you consistent parameters for collision: your plane comes in contact with an enemy plane will cause your plane damage.
Yes it is consistant but to me it gives the advantage to the player with a bad internet connection.
On the B&Z scenario, yes I screwed up (I do that many times, part of the learning curve) but, would you as player B have tried to turn your plane into the flightpath of a high E approaching enemy (in real life)? And should you as player B not suffer the consequence of that choice?