I am in two minds about this, I have always hated levelling systems in games, it can make it very difficult for new players to get into an established game,you only have to look at the battlefield series for evidence of this, if you enter that game after it has been out for around 6 months you don't have any chance what so ever.
Now I see here people saying the levelling system is not realistic, where as in actual fact for the most part it is, I am an ex soldier, and I know from experience in real life, that the longer you use a weapon the more proficient you become with it, you are able to reload faster, use it better, you zero it in, you effectively learn the weapon, so over time and usage you will become better than it.
A soldier does gain experience in combat, he does become better or he becomes dead, it is that straight forward, when new recruits are shipped to the front line as reinforcements they go up against battle hardened troops
And lets face it, it is not exactly hard to increase your stats in this game, even a new player will get kills and score cap points, yes they are disadvantaged at the start, but it is not that major, and hey don't run and gun and you will get through.
Some of the unlocks are rather pointless, but some are useful and reflect how a soldier would act, for example a rifleman in real life is not issued a pistol/sidearm, but a soldier will pillage one from a dead enemy or comrade and keep hold of it, so getting a pistol say at veteran would reflect the normal actions of an experienced soldier.
Other unlocks are somewhat haphazard, and made worse by not being detachable, like the bayonet, in real life you are issued a bayonet with your weapon, it is detachable because it decreases your accuracy when firing, mainly due to the weight of the bayonet making it harder to hold the tip of your barrel completely still when firing, you would only attach the bayonet when you were about to charge in and end up in close quarter combat, for normal combat you wouldn't use it at all.
It seems to me that the actual progression with a weapon does in some ways reflect the reality of combat and the experience gained by those that survive it, where as other parts were thrown in to help match games like CoD, battlefield etc.
personally I would like changes to the system, not the total removal of them, he weapon unlocks should be made available to everyone, so that all have the same opportunity in the game, where as the progression and improvement of weapon handling should remain as this reflects real life progression. What I think would make it far more interesting though, would be that you progressed as normal in the game (minus the unlocks for weapons) but if during a round you are killed and respawned, you only respawn as a level 1 rifleman or assault to reflect you are a raw recruit reinforcement, if you are a SL or commander that role gets passed on to the highest ranking survivor on the battlefield, again it reflects real life, if an officer dies then the next senior rank takes over, you don't magically get a new CO dropped in during a battle
This would help balance the game for new players, and also make people much more wary of dying and losing their equipment, it also stops the build up of too many over powered weapons, there will only be for example a couple of MKB's per round, rather than their ending up loads from people dying and others picking them up, then a player being respanwned with a new one
I appreciate the well-written post, and the perspective of one who has actually "played" this "game" for real. That said, I think you may be missing a few key points.
Your arguments would make perfect sense if this were, say, an RPG that we're playing, with far more abstracted interaction with the game world.
By "abstracted interaction," I mean, for example, that you THE PLAYER do not directly interact with the game world, but rather your avatar does. So, for example, you'd move your mouse to click on the "attack" button, and your avatar would begin attacking a target. The avatar's actual moment-to-moment aim wouldn't be up to you. It'd be up to the avatar. As your avatar/character gains experience, his aim improves.
Note: HIS aim. Not yours. YOUR aim is irrelevant in such a game, because you have no direct control over the game.
However, what we have here is a first person shooter. With the exception of perhaps a sim, FPS games offer the most direct interaction of any of the genres out there. Some games do blend RPG and FPS qualities, such as the Mass Effect series, or Fallout 3 and such. In those games, you do have first person control, but there's a layer of in-game abstraction to represent the "ability" of your avatar to affect the game world. YOU may be a good shot, but if your avatar isn't, you will have a harder time aiming.
That, however, is not what RO2 is supposed to be. If it is, then it was advertised.....poorly. To say the least. Deceptively would be a better word, actually.
Other FPS games don't even go as far as RO2 does with its abstraction. The Battlefield series does provide you with unlocks, but only in very rare circumstances are those unlocks things that make the avatar itself perform all that much better. you don't, for example, get faster reloads, faster iron-sight time, etc. You might get additional ammo as an optional perk, but you select those perks. One thing that absolutely DOES NOT HAPPEN, though, is any improvement to your aim.
All of that is a matter for the PLAYER to control. This is why the abstraction of "gaining skill" in the game makes no sense to me. In one sense -- the RPG sense -- it's logical that your "character" would become more experienced and improve.
But in a first person shooter, the entity improving is YOU, the player. You learn to pick targets out faster and more reliably. You learn the layout of the maps. You learn which weapons suit you style of play best, and how to draw a bead on a target faster. All of that is YOU and YOUR skill improving. NOT your avatar.
RO, prior to RO2, was all about the PLAYER'S ability. It was hard, yes, but it was rewarding because by playing longer YOU improved your own abilities to play the game. Your avatar was just the tool you used to manipulate the world, and everyone was given the same set of tools. Thus, what separated players was the skill of the PLAYERS, not the skill of their avatars.
That is why the skillpoint system has no place in this game. Also, with respect to unlocks, while it would "sort of" make sense that a veteran soldier would pick up a weapon in the field.....you can already do this in the game. When someone gets shot, you can pick up their pistol, their rifle, whatever. So, in that sense, I think the "realistic" element of this is a wash. Same is true of the other unlockable weapons. They really ought not be included. Let them just be stock weapons based on the map design. Eg., there are X number of riflemen, Y number of assaults, and assaults can pick an MP-40 or a StG-44. Whatever. But there are only Y slots available.
Now, the simplest solution to all of these issues would be to make these matters a server-side option. Want the unlocks in the game? Great! Play on a server that uses 'em. Hate the unlocks and skillpoints? No problem! There's a mutator for that. I still think unlocks are idiotic and poorly executed in the game, but there's no reason that people can't have the OPTION to include them. What I object to is the fact that, right now, there is no option. I'd prefer that they be gone altogether, so I don't have to chance it that people overwhelmingly love their unlocks and skillpoints, but it's a better scenario than what we have now. And I suppose that if an RO3 is ever made, I can always just do a little research and find out if another such unlock/skillpoint system is added -- and make my purchasing decision accordingly.