In-game purchases are fine. “DLCs/Expansion packs” are fine. In Warthunder, DLC/Expansion packs manifest in form of premium vehicles and cosmetics. Warthunder also has a very okay and justifiable premium system for faster unlock of base-game vehicles.
Making it so if you take the exact same vehicle, with the exact same modifications, at the exact same altitude, at the exact same initial speed, with variations in control input within tolerance for un-scripted inputs…
Why does aircraft A (expert, max G/stamina) sustain 5.5G for over 35 seconds (potentially more if we didn’t run out of ground), yet the same aircraft in a different crew slow that is lvl 2 G/stamina and no expert pass out after 21 seconds of 5.5G turn?
This is NOT okay. In a respectable PvP game, Unit A should always behave as Unit A regardless of who is using it provided they input the same inputs in the same initial condition.
Imagine if in League of Legends, you could influence your heroes’ ability cooldown and damage and regen with features you need to grind for ~60 hours per hero archetype or pay a bunch of money.
Oh wait, League had such a mechanic (Rune Pages). It was blasted as pay to win and been a point of ridicule and superiority for Dota2. Riot finally realized the problems with such and removed rune pages. Now, you get all runes at game start, and paying only gives you more slots to design pre-sets for convenience (rather than faffing about each match to get your perfect rune setup). F2P gets some free slots at level 10.
Spoiler
Why 5.5G? It was the sustained G I could most consistently replicate in the F4U-4 on the Denmark test flight map using a descending spiral.
It’s even more NOT okay that render distance is tied to this absurd system. In my F4U-4 in sim, I can somehow see much further and have better preripherial vision than in my Spitfire MkIX/Bf10F4/I185. How?
In air sim, the skill expression manifests partly in the hunting for enemies and spotting and tracking them and also evading detection by knowing contrail altitudes, terrain and abusing clouds and the sun (using the sun versus bf109s is evil, their frontal glasspane pretty much becomes washed out at the right angle. )
And while arguably, this is just like unlocking vehicles (pay to progress), the Time-to-Progress and the expected level of progression throws a wrench into the works.
Using ASB’s useful actions because it’s consistent and capped - you can get ~2200 RP per 15 minutes in a typical BR 4.0 vehicle, or 4400 with premium. To get level 5 G/Stamina, you need 2x2571=5142 skill points. You get 1 skill point per 100 RP, so 5142 requires 514 200 RP. This requires, from scratch, 514K/2.2Kx15/60 (/2 if premium)= 58/29 hours depending on premium (it’s more than my previous rounded to 5K calculations, yes). Realistically, you’ll get ~900 crew XP by the time of a BR 4.0 plane so that comes out roughly at lvl 2 G/Stamina, you only got ~4.1k to obtain, you’ve barely made 1/4 of the progress to 5/5.
And you need a level 10 crew to expert it, meaning you need to max out G/stamina or spread your skills around and delay maxing out G/stamina. Expert alone gives you +0.5 G sustained, maxing gives you 0.9, and stamina works less plainly than G-tolerance (I’m yet to find a test that precisely replicates the stat card values. I imagine the complication is in when it starts counting down and how quickly it counts down.)
So, even with premium time it’s absurdly long. With premium, it’s 29 hours from scratch for each nation and crew slot you fly assuming you always get at least 600-800 score each UA cycle, RTB to land and never get killed.