8 love it, 8 dislike it, 5 don't care one way or the other, 9 like it better with it than not, but would like some changes, and 9 want to revamp the system as they don't prefer it, but see some merit in the general concept, just not as it is.
So interpreted another way. 27 like OOB, 8 don't like OOB, and 5 are indifferent.
Liking the basic concept of an OOB to place some restrictions on what might be flown and liking OOB as has been practiced are 2 entirely different things.
We've seen various iterations of OOB come out the last few/many servers. Which one of the OOB rules are you talking about?
good point Greenie, I was primarily referring to
Assigning of ships to individual players and the restricting of the ships available to anyone at anytime.
I am more in favor of the idea of any limit on ships to be done without such assignments, instead limiting what is online at any time but allowing anyone to be able to fly them.
The secondary part is the production cycle approach. I feel that although it might be appealing to have a capital ship removed from play after destruction, the cons of this practice outweigh the pros. The cons being:
1. players will fly more conservatively with the heavy iron where they disengage in a chancy situation rather than risk losing the ship for the team in many cases
2. dreadnaughts being escorted by dreadnaughts.
3. non "aces" not comfortable flying heavy iron on the front, and therefore missing out on the fun of flying these boats, which in some cases might be their favorites, for fear of losing them for the team. To lose a few VCs is one thing but to lose something that cant be replaced is another.
Some might argue that a production cycle approach is more "realistic", yet we need to step back and remember that this is a game and as such fun should take precedence over the "reality" of an imaginary universe.