I think that I have it figured out now......

Rule #1: I am having fun in the game when I am successfully ending sorties. Who amoung us, and I know there are some, feel some accomplishment for flying head on into a storm of massively outnumbering foes? Maybe if I can get a Brewster up and slip by the horde and grab a couple of quick scalps and land or at least entertain myself with a half hearted attempt at locating and downing a troop carrier, I might consider this a successful sortie. Other than that, I am either looking to grab my gear and head to where my odds are better at survival.
Rule #2: It is a no brainer that flying with a wingman increases your chances, so in the absence of a squadmate or some other volunteer, missions do provide a buffer.
Rule #3 -Here is the rub: Why make a mission that has a small chance of success? The mission fails = I feel ummm....

less than happy. The mission succeeds = I have checked off my to do list and eager to head on to other challenges.
Rule #4: Why are there huge missions? The answer is simply because THEY INSURE A HIGH PERCENTAGE OF SUCCESS.
Solution: How could HTC balance the Borg approach to base capture? The answer again is simply INCREASE THE PERCENTAGE OF SUCCESS FOR SMALLER NUMBERS. It is simple math, and not rocket science. If you use 20 teamates to take one base and I use 4 teams of 5, totaling 20 teamates to take 4 bases, how long would it take before some of the 20 teamates would have to go on the defense?
It is just logical that the degree of difficulty in base capture is proprotionately related to the number of players attempting to capture any base. So capture criteria are still not adequately balanced to suit any style of strategic war other than the current horde takes all. However, changes in game features such as ordinance, supplies, troops, availability of ground and air cover, or number of structures including gun emplacements that need to be destroyed would provide a broader range in size of successful capture missions.

Can I get a WITNESS!!!!! Or was I the only one who was paying attention when we had 50% town percentages and fights spread all across the maps, even during off hours? Okay, so they bombed a town flat in no time. Why not do away with auto calibration? Why not remove formations? Why not just leave it the heck alone, and let players work together in small groups and achieve some feeling of success for the time they devoted to an online game?