Summarizing my remarks on this subject from the merchant shipping thread and other threads:
I suspect that pilot skill above roughly 70 yields too much benefit to certain attack missions, specifically:
[b]- Airfield Attack
- Ground Attack
- Naval Attack
- ASW[/b]
The concern is that at a certain point the benefit from skill level provides results that exceed what the technology (or technology plus doctrine) were capable of.
At certain points in the game the naval attack issue favors the IJ player, at other times it favors the Allied player, although I think it favors the Allied player more by the end of the game. The ground attack and airfield attack issues overwhelmingly favor the Allied player for the great majority of the game. The ASW issue could favor either depending upon player style but most likely favors the IJ player overall.
I feel that in those air missions listed above, the contribution from (the relevant) pilot skill greater than about 70 should be adjusted to be one of fiercely diminishing returns. By diminishing returns I mean that a pilot skill change of 65 to 70 would yield a significantly greater benefit than a pilot skill change of 70 to 75; and a pilot skill change of 75 to 80 would yield still far, far less benefit, and so on. I mean this on a point for point bases and only use 5-point divisions for clarity of illustration.
From what I have seen, Port Attack does not seem overly powered. I do not have as much experience with this attack mode, so this view could easily be mistaken.
Air to air combat is different from the surface attack modes as it has been shown that ever higher levels of pilot skill do IRL yield better and better air to air results. In other words, do not subject air to air to the same level of diminishing returns - leave it alone.
I would like to point out that this is different than proposals to, for example, prohibit the players from using army bombers on ASW missions. I disagree with those proposals and believe that players should retain the flexibility to train and use their forces as they see fit. For example, the IJ player should be able to use all the air units he sees fit on ASW duty, but each of those planes/pilots/crews should only be able to achieve what was possible (regarding chances to spot, hit, and/or kill a sub).