People follow the principle of modern tactics in the sense that they acknowledge the importance of numbers. However, their actions are incredbily unorganized. The "horde", is the manifestation of the contradiction between organized mentality and unorganized action.
Since there is no organization or chain of command in the MA, people follow the individual code of survival - they avoid risks, and follow the opportunities. The "horde", is like a raving locust cloud in which a single element is very weak, but the whole group is almost invincible.
The behavior of the horde is almost animalistic in nature. One or two people find a good opportunity to "feed"(easy kills). And then, one by one, seeing that there is "food" there, other people flock and group to that place.
In the absence of the old way of air combat that used to exist, no new structure in MA strategy has formed yet. Thus, instead of acting like how military operations would, people act like locusts. There's nobody who takes charge and makes decisions, so everybody makes their own decisions, which aims for the same thing "feed, and survive"(get kills, don't die).
Why is there a need for "structure"?
In the old MA, people really didn't care about the "War" anyway, so no such structure was needed in the first place. There were only few people, who just liked air combat.
However, in the new MA, the numbers have increased more than two-fold, and individual mentality is set upon "nationalism". The only thing that can utilize the huge MA numbers to create something else than the animalistic horde, is by giving them a structure of battle that (at least remotely) resembles military organization.
Instead of letting the individuals group up to form a locust swarm, structure all those numbers to form a Military.
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The "horde" is a result of "freedom of choice" that is focused on "survival", which is accelerated by "lack of organization".
Only thing that can stop the creation of the horde, is to introduce at least some kind of basic structure into the MA.
Tilt mentioned my ideas might be right for the ToD, but I disagree. I consider the ToD as something more of an "reenactment" than a true-blue game. It is essentially role-playing, and the neither the control of the war, nor the outcome of the war, is in our hands.
However, the MA is different. There's no reason that the MA cannot start to resemble the real war more closely. My ideas, were intended for the MA. Unlike the "reenactment" of the ToD, in the MA, the people will make their own choices in who wins the war in what manner. However, the MA, should have its own form of basic structure as a military force.
Since no individual has the power and authority to organize and command people, it is only fitting that the system should take the place.
That is why I support the idea of "Airforces".
Example of the "Airforce"
* the "1st Rook Airforce", stationed at the 'Knit front'
* the "2nd Rook Airforce", stationed at the 'Bish front'
* Essentially, the territory of a single country, is divided by two different airforces each with its own pilots, own bases, own TGs.
* Players of the 1st RA will not be able to use TGs, VHs and Airfields belonging to the 2nd RA.
* the 1st and 2nd RAs work independantly. They have their responsibilities to push towards a certain front only.
* Pilots of the 1st RA, will not be able to arbitrarily transfer to the 2nd RA, and vice versa.
* Pilots wanting a transfer, will have to find a pilot of the other RA, to swap places.
* The system will calculate how fast each Rook Airforce is advancing or retreating. Like may local K/D factor can be used into calculation.
* If a certain Airforce is constanly losing, it will make up new openings to receive "reinforcements" that transferred from the other Airforce. For instance, the system will announce: "10 more pilots are needed at the 2nd AF."
This is a very simple idea which can prove to be incredibly effective. People are stationed to a certain front by the system, and not allowed to take off in the fields belonging to the other Airforce.
In effect, instead of making more countries, it remains 3 countries, but uses total six independant airforces. Splitting the numbers into fronts. The two airforces in a country, work for the smae country but operate independantly.
If there are 600 people in the MA, each side with 200, each front will be popluated with limited 100 pilots, fight another 100 pilots of the opposing side. It spreads the 600 people into two fronts for each country.
Any "horde" created in this environment, will remain local - only at that front. And since for the opposing side, the people stationed at that AF are not allowed to abandon their posts. They must stop enemy horde. Like, if the 1st RA stationed at the Knit front meets the 2nd KA, and the 1st RA forms a horde.. then pilots of the 2nd KA have a duty to protect that front. They are not allowed to just pack up an leave for easy kills. So, the 2nd KA will be forced to stop the 1st RA with any means possible.
So, the "horde" in this new system will be 1/6th of its size in the current MA, and operating only at a certain front, which will face about the same number of enemies.