The OP is correct to point out that bombers are a problem in this game. They are the single biggest factor in moving the map. Virtually *every* fight that ends is decided by the use of buffs to toolshed the other base into submission.
I see some here have repeated the absurdity that unescorted bombers are defenseless. Hardly. In point of fact, they are more dangerous to attack than the average AH stick in a fighter. American heavies especially are death-stars from every reasonable attacking angle. Yes, buffs that come in below 12K tend to get ganged to death eventually, but not before taking out hangars and some hapless noobs trying to attack them from a position of altitude disadvantage.
Now a Jabo with a heavy bomb-load out, THAT is a defenseless target up until it pickles the ordinance, at which point its mission is busted, thus the interceptor has accomplished its primary function.
However, I do not think perking bombs or formations is the way to go. A four-pronged plan:
1. Unlink the defensive guns in a formation so an interceptor fighter diving is being fired at by 6 .50s, not 18. This will still make attacking bombers dangerous, equivalent to strafing an M-16 or HOing an A-20, but not the absurd suicide run it is for a lone fighter against even mildly competent gunner.
2. Introduce some shifting wind currents, starting at 8K, to make bombing more difficult. A layer of randomly shifting wind every 5K or so would greatly reduce J-DAM like bombing precision. It should be a *VERY* lucky thing to hit a hangar from 15K or higher. Thus, the issue of forcing the buffs to go to 30K would be deflected by the fact that IF they go that high, they might not even hit the base, much less the hangar.
3. As a general measure, I think hangars should be hardened, it would be nice if one jabo couldn't take one out.
4. With the stick, a carrot. I think we should decent strat targets for buffer to carpet bomb. See Krusty's wish...