In online - what about server host being able to use setting so that players must to return to base and LAND to get credit for kills? Then, players need to take off from airfield to fight after landing.
That doesn't make sense.
We have special mode - capture airfields, which requires to land (and then take-off).
And in simple dogfight that was not the case even in real war - pilot got credit if someone has seen his kills. Of course, loosing his own plane wasn't good, but here mathematics of war (and scores in game) cames in - if you kill three planes and lost once, it is still great.
1946 you can have a server setting vary from (airstart, no stalls, laser gunnery, no cockpit, ect) <---- to ----> (takeoffs and landings, cockpit only, stalls, no icons, no external views, realistic gunnery, ect) and everything in between. You can restrict planesets to teams or allow anything for both teams. It works great.
There also about the same number of options in WoP. Takeoffs and landings option is replaced with special Mode.
You can still find many people playing 1946 online, how many people are playing BOP online right now (most times of day, NOBODY)?
And THAT is problem of BoP, but not for "Wings of Prey". Let me explain: the game has 3 difficulty modes, and 4 gameplay modes (and number of additional options). That gives us at least 12 possible sessions (and actually - much more).
If there are, let's say 100 of people willing to play in different settings and coming to a game one after one each 1 minute - they simply can't arrange a one session!
In Wings of Prey, we have join-in-progress and persistent lobby.
So, even if there are 16 people playing Simulation with cockpit-view-only for last 3 minutes, and you want to play with icons and external view, but OK with pure Simulation - you'll still be able to have fun.
And also you'll be able to start session with only 4 players, not wasting half an hour for each one of 32 players - but that play with 32 players after a while.