I've always viewed this as a typical 'overgrown' problem Mako.
Back in the old days, everything was smaller and less complicated. People didn't really contend for captures and resets. Many of the MA people knew each other well, even personally, and were close friends. Less people, less objectives, less different tastes.. etc etc.. Now, the MA is bustling. Many new people are here, and these people play the game to win. The collective objective of the old vets was to have fun, but the objective of the relative new players is to win the game.
Like humble said, everything resembles 'real War' more closely now. People are fiercely competitive, even antagonistic, between countries. We've got our own set of 'nationalism' in the MA, between the Rooks, Knits, and Bish. The collective effort towards 'Total War' is viewed as the most desirable way to win the game(as it would be in real life). Don't even give them a chance to up - destroy them while they are on the ground. Concentration of forces is better than spreading apart, and the invincible 'horde' will win the day.
However, while these aspects resemble the real war, other aspects do not. The basic structure of the MA remains unchanged for a very long time now. In the real war, people didn't have such a free choice as to fly whenever they want, whatever they want, and do whatever they want. This kind of freedom is no doubt important, but the problem is that it also includes the "freedom to destroy the gaming experience totally".
Yep, freedom to destroy the gaming experience totally. Don't even give them a chance to up. Since people hate losing, or fierce battles, all of the great 'hordes' on the map avoid each other. Each horde avoids the other horde, and goes hitting near-empty/undefended areas of the map. What we get is a huge AND localized "milkrun" problem all over the map.
A large enemy force approaches an area. Some people scramble and call for assitance, but are ignored. Not surprising - meeting huge force with a huge force of our own is often risky and not very profittable.
The resulting 'fuball' could be fun, but it's always more fun to be in a "winning furball", where you would meet enemy planes and eventually shoot all of them down with relative ease thanks to your numbers, rather than a "continuous furball"[/u] or a "losing furball"[/u] where you would actually have to work your prettythang off to get real kills.
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So, there's a lot of people in the 3 countries, but none of them actually meet to fight. Most of the "fights" are against empty bases and town buildings. The horde avoids the horde.
And as long as people are "free" to do whatever they want, they will always take the easier path. They will never challenge a huge force with their own force.
Because, they are free to do so, unlike in real life, where some military force is always required to maintain the lines. People weren't free to just abandon their posts and form huge hordes to go for easy kills.
That's what I call "the freedom to destroy the game."
Everybody is free to do as they choose. So they choose to find an easy fight, or not fight at all.
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This is not about the single individual, as some vets argue. It's about the system. The MA is the same. No restrictions, minimal structuring, and everybody is free to do what they want.
In the old days, everybody liked fighting, so they would voluntarily do things that would make the game more fun. Nowadays, everybody likes winning, so they will do whatever they can do to win more fields, even if it means losing all of the fields at the opposite front by totally abandoning them to the enemy horde, who thinks the same way.
AH has outgrown its old strategic/tactical structuring. People need to be given at least some kind of basic strategical/tactical structuring and limitations that is applied forcibly by the system, to help make it a better game where there are actually fights occuring. It needs a new/improved system to promote fights, divide people so both fronts(for each country) are always more or less "populated", and people can't just run away to find an easier fight.