I believe that stopping people on a bombing run, just for a change of pace from the furball, will be enough reason to go after them.
I'm sceptical of that. Maybe at first, but I don't think it would provide long term interest. Especially if the bombing has no painful cost. They'll eventually just be ignored for the most part. And thats a long flight for a bomber to hit something if it doesn't have a meaningful effect on the battlespace. Isn't that why people don't bother hitting the nerfed strat in the WWII MA much anymore?
The last thing I want to see on a small map is bombs shutting down the furball.
Then they'll have to learn to intercept and shoot them down.

If some kind of move-the-trench-line-get-points element was added it would be nice if it didn't effect the furball at all. Bombing or spotting arty onto trench targets could replace town capture. When all the sections of a trench line were down that line changed sides until the battle was won and one side got points.
Thats an interesting idea. It has promise. However, in the short term I would prefer the approach of just letting us use a troop truck to haul commandos to a field command post. Its just more consistent with the current MA model and would be the least necessary coding. Thats gets us something workable fast as a stop gap. Then maybe something like what you suggest could be put in the pipeline, but I suspect it would be a much deeper rework.
If the trenches could reset without booting everyone and interrupting the furball you'd have variety without the usual friction.
I think you're going to want the reboot. Ranger is going to make us at least 20 or so WWI maps (

) so we need a stopping point to swap them out.
I think you could also change the current fights by adding air spawn at 15k to the central area in between the fields. It would be too high to simply dive into the usual furball between 2 fields and it would give you a different fight without the long slow climb.
Maybe. I wonder how well spawn camping an air start would work.
I suspect it would work as well as Hitech early suggestion that people should fly out to the no-mans-land area for a different fight. How many people do that often? I see a few now and then, but not many, and not often.
People tend to ignore stuff like that unless there is a driving reason to go there. Something there you want to take away from the enemy, or something there you REALLY don't want the enemy taking away from you. Tourism isn't that much of a motive, tho you will occationally get a few.
I do sense that you are infering that the strat and furball worlds should exist completely separate from each other and nothing that happens in the strat should inconvienience the furballers ever. Thats just not going to work. It doesn't work that way in WWII MA and it won't in a functioning WWI MA. Resources are going to get destroyed and change hands and that is going to occationally inconvience a furballer. The furballs should be embedded within the war and occur as a result of friction between competing missions. They can not exist completely isolated and untouchable.
I do think it would be a good idea to keep the current Furball Arena as-is for the unending, uninterrupted, mindless furball, the way you have the WWII MA and the WWII DA Furball lake. Keep the WWI Furball Arena for that, and simply add a WWI MA where the is a real war going on that effects everything in the arena.
Regards,
Wab