Hmm. I am under the impression that the OP was more along the lines of "If the A2A game model was accurate enough, is the Zero bonus justified?"
It seems to me that the Zero bonus sort of highlights a weakness in the overall air 2 air combat model.
1. A6M successfull because the early war Allied pilots attempt to dogfight it, playing into the Zero's strengths. The Zero bonus is justified by the supporters of it on these grounds. However, to me, this sounds like something that the experience rating should be addressing. Experienced pilots (e.g. Thatch) are able to develope appropriate counter tactics, even before meeting the foe in combat.
2. Oscar is nearly as maneuvarable as the Zero, but gets no bonus, and is considered "junk" by the IJ player. Lookit wiki:
http://en.wikipedia.org/wiki/Nakajima_Ki-43 Indeed, the AVG thought the two (Oscar and Zero) were the same model aircraft for some time...
The Oscar was designed to be like the
Mitsubishi Zero, but it was more lightweight and was even less rugged than its Navy counterpart. It was known for its nimble handling and legendary for its performance in East Asia in the early years of the war. It was designed by
Hideo Itokawa, who would later become famous as a pioneer of Japanese rocketry. Although the manuverability of the Oscar was quite good, some Japanese pilots complained that its was less manuverable than the KI-27 Nate. This was remedied by the addition of a butterfly flap in the wings, but some pilots still complained.
So what does the current A2A combat model weight the most? Top speed? Followed by manuever rating, followed by pilot exp? What
should the A2A model being looking at for the most accurate results? Let me offer a proposal:
1. Surprise (if applicable, as determined by the game engine/detection levels)
2. Altitude settings (set by player/AI. I think most agree that altitude is a critical advantage in A2A combat, at least in fighter vs fighter engagements.))
3. Pilot exp (The ability, or not, to get the best out of a situation he finds himself in, or the best out of his machine, and the familiarity of the enemies capabilities. Also, simulates the understanding and use of group tactics versus the enemy.)
4. Top speed (Speed seems to be important, as you can set the tempo of the combat a little more if your fighter is faster.)
5. Manuever (The Nate and the I16 are very maneuverable, but I dont think anyone would argue that these aircraft are "better" than faster, less maneuverable machines...)
If the pilot exp is below a certain threshold, than the lower tier factors become more important. (Assuming green Allied pilots more likely to have tried to engage in the classic horizontal dogfight instead of thinking three dimensionally. Is this wrong?)
Thoughts?