Supply: This would include railyards, ports, bridges, convoys (wet or dry). A team's supply score is based on the condition of their supply system. The higher the score the quicker the auto rebuild time. As a team's supply network is damaged by its opponent killing convoy's, bombing railyards, ports etc, the supply score goes down.
As an alternative to rebuild, implement supply quantity. Each base has a given TO&E allotment of various supplies -- ammunition, fuel, ordnance -- and as players launch from that base, they deplete the base's supply. That base's supply source then makes supply runs to restore the base's inventory. When a player lands at a base, any unused ammo, fuel, and ordnance are returned to the base's inventory.
This has the effect of making the 'take off with 75% fuel, fly for five minutes, get shot down, repeat' floodrunning counterproductive, because it will chew up a base's supplies faster than they could be shipped in. It would also create an incentive for players to make supply runs, which would increase bases' inventory. The supply system would obviously become targets for ground-attack missions, with supply interdiction creating
immediate effects on the fields that were being interdicted -- blowing up a fuel tank would destroy some fraction of a field's fuel inventory, making the planes taking off from that field either take less fuel or use up fuel other people want.
No, on second thought, that probably won't work in practice in the MA; I don't think people are going to consider other players' situations, and would just grab what they want from the field's inventory and take off, and if that means they take all the fuel or 20mm ammo or the last 500lb bombs, that's tough for them. It might work in a scenario terrain or combat theatre, where the supply usage can be managed; the MA is too free-form for that to work well.