The numerical balance here can be tweaked, the air mission with a limited time, whatever that is, is always going to have a problem of the system needing to decide who has the upper hand in such limited time situation. When players spawn naturally, it’s similar to the ground - you have time to figure out your approach against the players that are already in the combat zone.
That’s a separate problem of balance whether allow it, and how to allow it. Again, it was made in a way that it’s too easy, as opposite of players having to land on the airfield, and that’s a bad thing in arcade in general. It could’ve been made in a dozen different ways, like for example you have to go back to a point in the sky at specific altitude like it was in world war, so you cannot indefinitely chase that bomber to the edge of the map, or they could simply make the autopilot land the plane for you, there could simply be an exit zone and so on and so on. But someone decide to go into the extreme and let players reload mid-air because they won’t be able to land the plane and will crash. And that was IMO a bad decision. But since we’re talking about combined arms on the ground, we have room to change this if the spawn point was about spawning your own plane as it is in naval AB and ground RB.
If you limit the planes too much, either by how often they can be used, or how useful they are, it’ll be against the principle of combined arms. What should happen is that planes are equal to tanks in the skill required to make a kill, so they should be balanced out through statistics and either BR offset or have separate BRs in ground AB based on their efficiency.
Well, here’s the problem - if you penalise any player that crashed, even when he got shot down, then people will stop using the planes, and again - that is not what gaijin wants if they want the combined arms, so such system is not going to be accepted IMO. If you don’t penalise players crashing into the ground just because someone scored the kill on them, the kamikaze problem remains. And people will do kamikaze runs for example because it’s easier to aim rockets from close range, and because cannons are more potent from point-blank range.
That makes sense, but I feel like it was done this way so the fighters in general have it significantly harder to take part in the fight, exactly because there are no other ways that the game is penalising pilots…
I’m not so sure about this is enough though. If you have a marker, often it’s really easy to quickly figure out what the vehicle is, especially if you have a big screen. It takes a bit more time for every separate vehicle to find it, and figure out if that’s the same one that you were looking at the moment before. So not having types of vehicles there is a good start, but not having markers for not-spotted vehicles is even better.