While the effect, or lack thereof, of strategic bombing in WWII can be debated endlessly, in this game, being very aircraft focused, it is reasonable that strategic bombing should play a significant role in the war game. The trick has always been finding a method of doing so that does not negatively impact other aspects of the game. I believe this proposal accomplishes that goal.
Design requirements I had in mind when creating this proposal:
1) Create a system in which strategic bombing plays a required role that is flexible to adjustments for gameplay balancing purposes.
2) Increase the significance of strategic targets.
3) Minimize the impact of the strategic bombing on the fighter vs fighter aspect of the game.
4) Utilize existing assets in the creation of the new system.
In brief, the proposed system ties the respawn rate of the town buildings to the damage percentage of the strategic targets in a manner that makes taking a base very difficult if the strategic targets are undamaged, yet progressively easier as the strategic targets sustain more damaged. The specific relationship between town respawn rate and percentage of the strategic targets that are destroyed can be easily modified by changing the ratios to suit gameplay needs.
This proposal would be to dramatically increase the respawn rate for buildings and defensive guns in the town when supplied by undamaged strategic targets. Structures and guns on airfields, vehicle bases and ports would be unaffected and would continue to behave exactly as they do now. The effects of damage to strategic targets on respawn rates for town structures would be greatly increased. For example a town supplied by a strategic target that was 100% up might have a gun and building respawn rate of around ten minutes while a town supplied by a city at 0% could have a respawn rate of an hour. Another change would be to eliminate the ability for the City strategic target to be resupplied by players. Players would still be able to resupply factories, bases, towns and the HQ in order to bring them back up more rapidly. The purpose to removing the ability to resupply the City is to ensure that strikes against it result in a useful amount of time in which to capture bases. Obviously the exact numbers, including City structure respawn rates, would need to be tweaked for gameplay. The intention is not for players planning on taking a base to have to hit strategic targets before, or at the same time, that they try to take a base; rather the intention is that players who want to bomb strategic targets to have a measurable impact on the war for a couple of hours or so. At the same time I would also propose to increase the score value of strategic targets to at least match that of the town's score value. When I initially created this proposal my thought was to tie the town respawn rate to the city alone. I now think it could also make sense to include one or both of the AA Factory and Barracks Facilities.
The effect this would have would be to have periodic strikes on the city, and perhaps other strategic targets, make capturing territory much easier than attempting to capture territory while ignoring strategic elements of the game. At the same time this should not affect the ability of an outnumbered side to fight or impinge on the ability of fighter vs fighter brawls to occur. In addition this would introduce more high altitude bomber raids, an integral part of WWII air combat that is largely missing from the main arenas of Aces High. My expectation is that the damage to the strategic targets needed to enable effective territory gains would be accomplished largely by the players who like to bomb things and that it would not often be an additional burden on the players who just want to capture towns.
One algorithm I came up (mathematics is not my strong point) with produced these numbers, rounded to the nearest minute:
100%: 10 minutes
095%: 10 minutes
090%: 11 minutes
085%: 12 minutes
080%: 13 minutes
075%: 15 minutes
070%: 17 minutes
065%: 20 minutes
060%: 23 minutes
055%: 26 minutes
050%: 30 minutes
045%: 34 minutes
040%: 39 minutes
035%: 43 minutes
030%: 48 minutes
025%: 51 minutes
020%: 54 minutes
015%: 56 minutes
010%: 57 minutes
005%: 58 minutes
000%: 60 minutes
(Yes, Lusche, this was the post I mentioned I was working on about a month ago)