If I may repeat a point made and lost somewhere up above, (I'm sorry, Zazen, but It's hard to follow the thread with 5+ posts in a row each responding to individual posts one at a time) it appears that your aim is to improve things for the FURBALLERS--both those cranky over getting vulched, and those cranky because a tight cap or dropping the fh's kills the furball. The problem as has been pointed out, is that it's potentially at the expense of the CAPTURE GUYS. No matter HOW you phrase it, it's like you're wanting to take away what THEY find fun because it interferes with your idea.
It's also an important point that the game environment is ALWAYS moving. Even if one field IS capped and captured, the attackers are going to HAVE to move on to the next field eventually, anyway. There's ALWAYS a furball SOMEWHERE waiting to happen. Did the capture guys bust up a furball by capping the field and downing the FHs? So frelling what? Move on to the NEXT field and furball while the mop up work is being done and the capture completed. And the horde of furballers should at LEAST be proud of the fact that the reason a field CAN be capped and FHs dropped (most captures I've been on actually prefer to leave the fh's intact so the base can be launched from right away) is frequently because they were so darned effective at dropping the defenders.
You want to make it harder to capture so that the capture guys have to coordinate and plan their attacks. I realize I'm just a newbie around here, but I've TRIED to organize and coordinate, and with some exceptions all ANYONE wants to do is furball just for the sake of furballing. Put together a mission yesterday, and got maybe 7 guys to up with me, about a THIRD, if that, of what I set the mission to call for. Not surprisingly, while it held together decently for my first mission, it failed. Largely I think because our target wasn't the big furball itself over a field we'd been spending 3 days trying to capture so that's where everyone ELSE wanted to be instead. Rather, we were trying to be smart and swing around to the unmolested base SUPPORTING the meatgrinder, and effectively take our main objective from behind.
While people frown on it, vulchers and cherry pickers provide a valuable service to the capture guys: They keep the enemy out of the air where they can't harrass buffs, jabbos, goons, M3s, LVTs, etc etc etc. Even the "career" guys are useful in that regard. While there are some guys who'll vulch regardless, trying to discourage it is only going to hurt the capture guys if the vulchers go away.
Now, I'm a pretty much a dedicated fighter pilot in here. I don't do well in attack/bombing runs, (the argument could be made I don't do well in air-to-air, either, but that's beside the point) so RARELY carry eggs or rockets. But that doesn't mean I'm just thinking of what's in the air around me. I want to know if we've got real mud-movers coming in, or troops standing by. The status of the town and if it's READY for troops. If the field is de-acked, or capped, or fh's down so we can get those troops in relatively unmolested. If the town needs to be dropped, the cap is nice and tight, and it's green as far as the eye can see, you can bet I'll roll in and play wrecking ball with the Jabos, because when I'm up on a capture mission that's my JOB: Kill the guys in the air, kill the uppers, kill the gvs, kill the town. Furball, vulch, cherrypick, whatever it takes to contribute to the capture per the capabilities of my ride
Maybe that's a bit alien thinking for the furballers, but it's REAL frustrating trying to do my bit, or get guys TOGETHER to do it, when all anyone cares about is the furball.
And you want to make it HARDER for the capture guys?