With Combat Tour now waterlogged and drifting off, slowly sinking, I am thinking back to one of the aspects of that promised game that I was somewhat looking forward to. We were told that we would be able to gain experience for our virtual pilot, which could then be invested in attributes of our choice...such as better vision (see icons farther off), better G tolerance (less frequent blackouts), etc. I believe there was also talk about an overall ranking or level system, and some character control outside of the cockpit.
These are RPG (role playing game) elements, and I am still undecided as to whether or not they would be a good thing for AH.
Argument 1, against RPG elements
Those of us who have played RPG's in the past know how lame the behavior of the player base is. People go off the deep end at the prospect of leveling their character to the extreme, and purchasing all sorts of attributes and goodies that make their player "better" than the "newbs". It really is a sad thing to see, and although player manipulation of score happens to an extent in our current AH setup, but literally nothing like how it gets when playing more = makes it easier for you to win.
From a combat element standpoint, it certainly would not help newer players that they are flying against pilots who operate under a more forgiving interpretation of the simulated physical environment. Also, having your pilot gain attributes and essentially make the game easier for you will not truly help your own skills progress.
This game is best as it is now, with every pilot and plane entirely equal under the laws of the game, whereas individual skill (and, to some extent, computer hardware) is the only determining factor in the outcome of battle.
Argument 2, for RPG elements
This game has no purpose. Land grab and dogfighting are both equally circular racetracks, with no overriding accomplishments. Every time you end sortie, you are essentially forgotten in the AH world. Every time you up, you are reborn, with no record of accomplishments or tenure (aside from score, which itself is obscure and is reset each month).
Why play a game that forgets you so quickly and mercilessly? An online game that essentially disconnects your character when you log off?
My opinion
As you can see, I could not think of many arguments to put into Argument #2. This sort of gives away where I stand on the issue. I really think AH is unique in that very very few other MMO games give newbies the exact same chance as a veteran player. Plus, mastering an aspect of this game is made all the more special by the fact that no "attribute boost" or "special equipment" helped you get there.
(I might actually favor having an RPG arena with those things, and another arena that is the same as we have it now. Not sure which one would be more consistently populated over time.)
There is one aspect of RPG that I think would make the game more immersive and can be applied to all arenas. I would love to have some sort of "outside of the plane/vehicle" character control. Nothing along the lines of infantry combat, but just instead of being a spirit in the tower and then pressing "SW" to come to life, how about each player begins as the pilot in the tower. From there they can run (yes, we'd have to make pilot movement faster) to areas such as the hanger, or briefing room where departing pilots can post for all to see, if they choose, objectives as to where they are heading/what needs to be brought where, and when. Would make each team feel more like a team, and less a bunch of planes that are brief acquaintances before heading their separate ways.
What do you think about RPG elements in AH? There's much more I could think of, including some big problems in my own idea just listed above, but I am tired of typing about this.