I think the problem with AH game play is that the strat system degrades a country's ability to defend. Thus a country with fewer numbers gets a double wammy when DAR and radar go down. Couple that with the base capture concept leads to gang attacks and land grabbing. While there needs to be an incentive to fight and a reward for victory, disabling a country's ability to play the game degrades players' fun. While this may not be an issue to the conquering country, it can stiffle the growth of AH... not good for anyone.
I propose a change in the incentive and reward system as follows:
* Do away with base capture, or limit it to only the forward bases. Instead, make it so the bases can be destroyed so they cannot be used for a period of time (a half hour). Perhaps have some neutral bases located at strategic locations that can be captured to mount an attack.
* Make the HQ invincible to assure a country will always have a good base to fly from. Distribute the strat system among various targets located deep within enemy territory, plane factories, fuel and ammo depots, refineries, steel mills, ball bearing factories, armories, etc. This will provide the buffs with many targets and require planning to gain access without being spotted (like destroying radar at bases between to create blind corridores).
* Reward a country with victory for destroying the assets of the opposition, rather than taking aqway the opponent's bases. For example, award points for strat damage and declare victory when a country accumulates a certain number of points. Of course, the points will be taken away as the strat damage they inflicted rebuilds or is resupplied, but the ability to rebuild and resupply is affacted by certain damage, promoting strategic planning.
Advantages:
* Players will still have the arena reset for a goal.
* Planning and teamwork will be rewarded.
* No matter how bad a country is damaged, players will still have bases to fly from and an area to operate in.
* More realistic and consistent variables for strategic planning (as is, the need for planning decreases as the enemy bases are reduced).
* A single person will be much less able to blind or cripple an entire country.
* A country will have the ability to defend and a chance to recover right up until the end.
* There may be a greater variety of game play, like bombing runs, interception of bombers, escorts, scouts, patroling, and even land grabbing to an extent.