Even if there wasn't, the people who are crying balance issues are forum trolls and design-vampires who have done sucking previous games dead of any entertainment value and been forced to leave when they shut down and are here to suck the life out of ED.
Take a look at WarThunder "
http://warthunder.com/us/registrati...FHwkEFRAeT1lcPkMiwHpX-XKq7SsGEn8h3_DZ8X3w_wcB" from Gaijin. They've done everything the grognards have hated and bitched about since AirWarrior and beyond, and it's a fantastic game.
The default is "arcade" mode - with every last glorious wonderful feature the haters detest: in-flight rearming, multiple lives, health-bars for damageables, external view.
But you also notice there's a full virtual cockpit... Because you can choose not to play arcade mode. They have realism and historical modes, where you only go up against players of the same ilk. Historical doesn't have icons, no rearming, fuel constraints, fuel weight impact, weapon weight and discharge effects, stress limits, cockpit only view (which includes being potentially unable to see anything if the windshield gets oil, blood or smoke on it).
Everything that the earlier flight sims - Air Warrior, WarBirds, the one from VR7, the Microsoft one, none of them could find a balance because they tried to do one or the other, and every inch they gave the hardcore guys drove away a significant percentage of the gamers, as opposed to every inch they gave the gamers lost them a handful of bilefully vocal hardcores.
You know what? All those annoying arcade fliers bring money to the developers table. Despite being a "cesspit of carebear" features (like not requiring a throttle) WarThunder has one of the best, richest, historical modes possible, including customizable mulit-player campaigns that you can basically DM your own WWII recreation. There are some folks who will never play it
because there's an arcade mode. I hope those people enjoy playing with their diecast models in mom's basement. The Dev's themselves are hardcore fans, and by dismissing the vociferous nutjobs who
demand and scream about balance in absolute terms, they're able to deliver a successful product that caters both ends of the spectrum and will be able to continue to do so without always having to make knee-jerk reactions in order to ensure the next pay check.
I'm a hardcore player myself. I fly historical in WarThunder, in WarBirds I had my squadron form up on the runway for takeoffs. The difference is I don't want my style of gameplay foisted on others at the expense of the lifetime of the game. Every player that comes and plays some version of the game is money in Frontier's pocket that can go towards continual development and expansion and features and if it means that some people play this game and go to bed at night thinking "whee that was fun" instead of crying in their sleep, I'll take that risk. Just return the favor and let me have my universe my way.
It's not hard for the developers to do - and if they're worth their salt they will be using prototyping mechanisms for fleshing out new features, and building them with flexibility like this should just happen. It's only difficult if they're dumb and hardcode values into the game rather than exposing them as configurables for the designers.
Back to external view, though (again, not free-form external camera) it's not hard to do. It can be a projection on the cockpit, it could be done with a post-processing effect to make it like a video feed. We're talking from up-close to the vehicle. It's not going to give away anything that you can't already glean from the cockpit except that you're flying a really beautiful looking spacecraft.
I've read a bunch of the claims in this thread, and they are just false, whiney crap.
I can understand some people don't want to be forced to play in 3rd person, would much rather be the ship. I played WWII Online for 10 years, worked on it for 9 - so I totally get that. But anyone who is actively "anti" external view is basically just not worth including in discussions and should probably apply to the NHS for a position as a tear donor.