Here's my vision, I like a hierarchy system:
Level 1 - A large "capital" city like we have now with the HQ in the center. There is only one located in the center of each country and it cannot retreat. Destroying the HQ will prevent that country from viewing any form of radar like we have now, but would also disable the ability to post missions. This would be like "cutting the head of the snake" in order to break the line of communication between the commanders and the troops thus stopping any large-scale operations from being formed. The city itself would be separated into 5 sections that produce aircraft and land vehicles to be shipped to friendly bases. Each section represents the types of vehicles we have (e.g. heavy level bombers, medium attack bombers, dive bombers, fighters and ground vehicles). This cannot be resupplied by players, but will be on a timer to 'rebuild' itself when it is damaged. Obviously, the rate at which the city can produce vehicles to replace lost ones at the airfields is a funciton of the city's health.
level 2 - Five medium sized cities like we used to have each containing one of the five factories (ords, fuel, troops, radar, and field guns). These are spread out at an equal distance from the front line offering the enemy a relative even opportunity to hit any one of them. The factories can be resupplied by players, but not the cities. A city will rebuild its particular factory at a rate that is affected by its health. If a city is damaged it will "pop" after a certain amount of time similar to the field towns. A railway system will link all five factories and capital city together. Trains will carry supplies to depots, where truck convoys will fan out and deliver the goods to airfields and vehicle bases. If a map has an ocean, the trains will carry the supplies to a port which will spawn out merchant fleets to carry supplies to other ports on other islands to be distributed. The merchant fleets, unlike the carrier groups, cannot have their courses altered by the players, but the guns of the escort destroyers can be manned to defend against enemy planes and naval blockades.
Level 3 - The third tier is comprised of all of the airfields and GV bases. Fields would have a finite amount of equipment available for players to use based on the base size. A player could earn perk points by simply ferrying aircraft from a healthy base to a beleaguered base low on that particular aircraft. This would be "first come, first serve" any player could operate a vehicle as long as there is one available at a field.
Small Airfield- 3 FH's * 5 planes per FH = 15 available fighters maximum
Medium- 4 FH's * 5 planes per FH = 20 available fighters maximum
Large- 8 FH's * 5 planes per FH = 40 available fighters maximum
The maximum number of available fighters is a function of the number of operational FH's. A fighter that ups from a particular field and does not return to land the sortie at that field is considered "lost", which subtracts from the remaining number of available fighters. An immigrating fighter from another field that lands its sortie at a different field from the one it began at will contribute to the number of available fighters at its final destination (and effectively, detract from the number of available fighters at its starting base). I like to call this the "redbox" format Lol.
So for example, when a player enters the tower of a field they may see---
Fighters: 12/15 (means that 12 fighter sorties out of a max of 15 are available to be upped)
bombers: 4/10 (means that 4 bomber sorties out of a max of 10 are available to be upped)
vehicles: 16/16 (means that all 16 available vehicle sorties can be upped)