For instance.. if an ETO starts.. maybe there will be something like the USAAF 8th bomber group, which starts off as unexperienced
-Kweassa
Interestingly, this works well for the whole war. If you look at the tactics most airforces were using in 1939, they're basically first world war stuff (except Germany, who got a lot out of the Spanish civil war). Generally you can see this learning curve develop right through to 1945. This would quite suit a new online game, (tactics, aircraft, defences and AI develop as the game itself and the player base do) but it makes me wonder how flexible the whole advancement system will be. Will existing, skilled AH players find themselves moving up the ranks nice and quickly?
This also raises the question of how to deal with high ranking players? In standard RPG's they used to just give them more dangerous areas to explore, bigger monsters and more loot. That got stale, and one of the things a lot of the better RPG's are doing now is encouraging high level characters to group together, create 'guilds', invest in new players, influence the storyline.
Of course, the 'peter principle' is a danger here. A great fighter pilot may not make a good general - but if the option is there he might make a squadron leader, a trainer, or just an elite pilot for difficult missions.
None of this matters too much for the first six months, but the problem of 'high level' characters, what to do with them and how to keep them has plagued many an RPG. Again, AH2 has the advantage that it can just look at what the real air forces did with their better pilots.
just thinking about some of the 'goodies' one may experience in the RPG fashion, seems very delightful.
Just another thought about the advantages of the real world aspect here. There are masses of manuals, lectures, memoirs, etc. online. We all know this already, but for the newbie, it's fantastic. Online RPG's would kill for this kind of boost to immersion which also develops the skills and knowledge of the player base.
(again, i don't want to look like i'm thinking of AH2 as a roleplaying game rather than an air combat game, this is just one slant on the whole thing - but there are already lots of people discussing engine management, DM, etc.)