Finally, I am torn by the idea of giving veteran players a competitive advantage such as extra engine performance or superior visibility....giving them a combat advantage might promote a system where those at the top simply stay there, since they have superior resources
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I agree that this is potentialy problematic. Another thing I am certain that we can agree on is that IF any advantage is given, it should not be overwhelming. Based upon my experience, even with advantages, it's VERY hard to stay alive - even at the top. It takes an enourmous amount of dicipline and even then, bad luck can do you in.
My own position is that tangable rewards (and not just point bonuses) are needed to increase the fun factor - alowing players the sensation that they have indeed acomplished something.
One of the *classic* momments of Flight Sims was part of the original Red Baron from Dynamix. When a player achieved "Ace" status, he was alowed a "personal aircraft." He could choose his own particular model and paint it in any way he chose. This is an excellent example of a tangable reward that provides absolutely NO advantage (yet provides a real thrill!).
Another example of a non-advantagous reward from that same game: "The Ace Challenge." If a player did well enough, enemy aces would challenge him to a duel!
(Incidently, I incorporated BOTH of these elements into the Historical War beta-test scenario).
And yet, advances in Alter Ego abilities also help model the growth of real world combat pilots. I personally feel that these should be present but, again, should never provide an overwhelming advantage.
In the current test, "The Air War," (also running under RedBaron3D) sponsored by former particpants of the Historical War, new alter egos (like mine - as I died last night) are not permitted to use any of the targeting keys other than the "target object straight ahead" "o" key.
A new SA key is added each experience level.
We have found this to be an excellent system - however it is a little extreem. My own feeling is that all keys should be available to all players but their detection range - starting from a very small circle around the player's craft - should increase slightly with each experience level.
Limiting aicraft types should also be done with caution - though I do think reservation of one or two "experimental" aircraft for the top-scoring 5% of Alter Egos could prove a fun element.
All of this is speculation however. Finding the right balance isn't something that I pretend I can do off the top of my head. It requires testing, testing and more testing.
But you can't start unless you first believe in the concept. You have to believe that the idea, properly balanced, is likely to result in a more fun, exciting and PROFITABLE online universe for the majority (or at least a sizable niche) of the market.
I believe there is MARKET evidence that this is a method of play a sizable number of players would enjoy.
I point to Dynamix' success with offline campaign games like The "Aces" series and the current European Air War, where the player *becomes* a pilot living an alternate life in the middle of the war. On the other side, I point to the disapointing sales of Janes WW2 fighters, that featured STUNNING visuals but where the player had absolutely no sense of identity with any one pilot whatsoever.
(The anomolous high sales of MS Combat Simulator I believe are easily explained as a function of the brand name - rather than actual game play).
The key to marketability is product diferenciation: what makes one product differ from another. Difference can be sold as either *better* for the mass market, or *tailored* to the niche market. But unless there is difference, there is no competition.
I ask then, if Air Warrior and Warbirds are constantly held up as examples of how an Online Sim ought to function (as has been repeatedly done to "shoot down" the OAE concept), why is Aces High being built? What is it's competitive advantage? What will make it different than the others???
(I find it odd that nothing gets me more "flack" on this board than when I attack two of Aces High's biggest competitors as being boring)
Aces High can CONQUER the flight sim market - only by doing what the other guy thinks is impossible: base the sim on the Online Alter Ego.
"If you want to fly toy planes, play Air Warrior. If you want to be a fighter pilot, play ACES HIGH!"
(Can I copywrite that slogan?) ;-)
Even the NAME is totally right for the idea!!!
ISHMAEL <-- ready to sign an NDA today!