+1 [8D]ORIGINAL: LoBaron
I think we have to keep that in mind when running around and requesting gameplay modifications
because we specifically dislike something.
Having said that, and agreeing with you 100%, let's go back to your example of pilot training. Maybe you need to start a separate thread (if I understand you correctly, your aim in this thread is simply to get everyone on the Mike Solli path: "piano, piano" ... translated as "GO SLOW!" with respect to asking for changes. [;)]
So, I also agree with you that pilot training needs examination. It can be improved, it is a huge impact upon game play and balance, and if we are thoughtful, the fixes can be within Michael's scope (meaning we need to work within the scope of what is there now, which is a lot, and limit ourselves to "tuning"/"tweeking" which is still a lot. Being as you are the "beta - team air Guru", what specific suggestions would you make for changes and testing procedures based upon your understanding of how pilot training is currently implemented? We've got lots of other fairly sharp people here as well to share inputs (Damian, George, Andy, et.al., not to mention Michael), particularly on the testing. More than anything else, we need a test plan to be sure whatever is recommended we can be sure we have looked at enough game situations to be sure the changes are at least no worse than current, and better in MOST cases. I am particularly concerned with tweeking the air unit mission experience/skill advancement. Changes to this need to well tested as they are most prone to player gaming ....
Looking forward to your thoughts ... [8|]








