I understand the idea behind the training and rewarding people with the free 2 weeks, but I dont think its going to "set the hook" like you want.
A lot of the "Pigs on the Wing" are looking into other games. Someone will try out a new game and post to the Discord server what they think of it and some tips and such about getting started. For the most part just about everyone hates doing the "training tutorials" BEFORE they can get into the game. They are boring and drag on forever when all they want to do is get into the game. At least for us we have the others that have gone before cheering us on, "it only takes an hour or so, you can stick it out!". Whos going to push these new players on to finish the training?
I think the biggest issue today is the new players. They are use to "free" play, also most games are setup alike enough that they can stumble along and make progress. Aces High is a pretty complex game with a very big learning curve. Todays players are not WWII buffs like most of us are. That is what made the game interesting to us. That will to pretend that we were fighting in the "Great War". Todays players are looking for games that are "free" (no obligations), and that are quick action.
I think a new players loads up the game and logs in right away. The extent of their "research" into the game is a couple of youtube videos they ran across looking for something else. They know nothing about the key mapping, communications, or control settings. Many of the actions in the game are not intuitive..... which country am I? How do I move from base to base? How do I pick,load and launch a plane? What are the E,W,S and other little buttons on the notebook for? How do you close the notebook so I can see where Im flying? To all of us here this is all old hat and we have a hard time figuring out why these guys can figure out how to do these things. Add in that many new players have the patience of a nat and you can begin to see why you cant set a hook any more. Most look at the trouble they are having when they first start up and say to themselves...... Im never going to learn enough of this game in two weeks to be able to do anything, and "poof" their gone.
Personally I'd like to see some of the game functions streamlined to more mimic some of what other games use as there controls. We have the mapping, so changing things wont effect those that have everything set like they want it. W,A,S,D are the new view buttons and the mouse needs to be set so forward, back, left and right and inch or two mimics the full through of a joystick. Keep it simple.
A couple free planes and a vehicle IN the MA. This is where they want to play, this where they are going to see "all those other players", this is where the ACTION is. This is what you need to set the hook! No pressure, learn as you go, it doesnt cost them a dime. Getting training is a great idea. Setup the training in groups of 5 training sessions. You complete a group and as a reward you get another plane or vehicle added to the "free" list in the MA. Now they are playing with the "big boys", they are learning AND getting a couple new planes sinking that hook in a bit deeper as time goes on, again with no pressure to the new player.
So after your "training" is over and you've played for a while you have 5 or 6 planes and vehicle or two. No uber planes or heavy bombers, but enough to wet your whistle. At this point you find out how well you have set the hook. Sure some are going to get bored and quit, others will be ok with just a few planes and vehicles and stay on the "free to play" group, but those that you've hooked will upgrade to the full subscription.
An added bonus to having a "free" group allowed in the MA is better numbers. Seeing more numbers in the MA will promote more players to stick around. The more players in the arena the better the odds of others logging in and finding the "type" of action they are looking for be it missions, furballs, or vehicles.
Another thought, I dont know what kind of information HTC has/gets with exit surveys but maybe they could generate more information by having players take a survey. Post on gaming sites that HTC will give out $25 or $50 Steam gift certificates for anyone who loads up the game and tries it for an hour ( noting that HTC can track the time a player plays) then fills out the survey. Questions on the survey can be targeted.
1 How hard did you find it to use the notebook?
2 How hard was it to get into a plane or vehicle?
....and so on. This may give HTC a much better idea of "why" players leave after 30 minutes and never return.