Certainly you can incorrectly balance something and have different concentrations, but I don't see that as being a bad thing even if it's weighted more in one direction--just so long as their main target isn't shabby because of it.Squeak said:Options and playmodes can completely kill a game for me.
Gameplay is all about setting up the right kind of boundaries for the game to unfold in.
Options make it seem like the developer didn't know what they really wanted to do, and didn't care either.
For games like this, though, I think the trait people were talking about (limited ammo) is the kind of thing that would just make for a "hard mode" to begin with--certainly one of the easier ways. More realistic weapon limitations (and damage if that applies), more complex physics, fuel concerns, the usual AI differences... One end would be quite suitable for an "arcade flier" and the other much more suitable to the more realistic sims. (There could be additional procedures one has to follow in the sim mode as well that are ignored in the other ones, too.)
Offhand, I see "sim-like" being a natural extension of how to make the game have a variation of difficulties--which these games normally have ANYway. I don't think it would cause any single facet to become unbalanced because of it--it would just provide extra difficulty through steps that bring it closer to a realistic flight sim.