As a new player any vehicle you pull will be inferior compared to a long established players. Everything an established player has certed into is a straight upgrade over the default. This is something that has been mentioned many times on these forums. And they are correct to do so. Unlike infantry weapons where unlocking attachments is a sidegrade (there are downsides to the bonuses given). Vehicle unlocks are a straight up buff. To me the answer is pretty simple. Make these unlocks actual side grades. Make it so you have to give something up for the benefit you get. Now how do you do this in an already established game? Lets take MBTs performance and defense slots for an easy example. There are two ways you can do this. Both of which requires creating new items that are given by default (like Enhanced Targeting for implants). Now you can either decrease the base model attributes and have these new items increase them back to where they are currently. Or you can keep the current base attributes and these new items will be a straight buff to the current attributes. So what will these new items be? Well they will be a combination of all the other available unlocks in that slot, but at a lower level. So for example, under the performance slot you currently have racer or rival combat. Lets say (for the sake of this example) that racer increases speed by 10% and rival combat increases turning by 10%. This new item will increase both speed and turning by 3-4%. The reason for only 3-4% is because it wouldn't be enough of an incentive to specialise and unlock the other items, unless you unlock to the last level. Now anyone who who uses racer will be losing turning, and vice versa with rival combat. Now this would leave new players either on equal footing. Or have a small edge in one aspect, compared to established players. Thoughts?