A system that encourages "great deeds", struggle, victory or defeat I believe is within grasp using the current system of capture and war winning.
Lets face it a very large percentage of folks here enjoy capturing bases. I believe the war and capturing bases is critical to the health of this game. There are also a fair # of dedicated (albeit in far less quantity) of folks who try to defend and disrupt base captures. Let me 1st give my thoughts for both sides.
The capturers: These folks are motivated by success, by winning, by coming together for a common goal. As many folks here would say ( they are horders and bottom feeders who will not improve themselves). I do not believe these folks are the bottom of the AH barrel who refuse to learn how to get better, they are playing the game within the parameters of the "current game system" In some ways they're approach to the game is healthier than those who relentlessly try to spoil their goals (incidently of which I am one)

They are not sheeple, they have been drawn together by one individual who has a goal, an agenda to alter the "war map" in some fashion. These base takers in total create more fights than any defenders ever will. Defenders do not cause a shift in the winds, they try to stop it. Now these fights they create are quite often heavily, overwhelmingly one sided because that is how the current system supports it. Ironically the change to the radar alt has created the necessity of larger #s of folks to capture these bases. Unfortunately for these folks, gone are the days of the "sneak attack" 6 sectors away, gone are the days when 4-5 guys can get together and say "lets try to take that base" then off they go. Gone is some of the "freedom of choice" for these folks who enjoy capturing bases.
The defenders: These folks (including myself) are motivated by "spoiling" the goals of the capturers, sometimes we revial and detest the capturers, griefing them on 200 and openly laughing as if we are superior to them. The truth is, we (the defenders) would have very little to do without them (the capturers). The defenders thrive on finding that one goon or killing one of those drunks before he gets in the maproom, relishing in the sense of failure we think we've put on the capturers, we hold ourselves up high as the ones "fighting the good fight" against all odds we shall try to spoil the goals of the capturer. We the defenders will suffer being vulched/ picked time and time again for that one chance to spoil the goal. We know for a fact "most of the time" upping from another base just takes too long so we relentlessly up at the target field trying to spoil the action. Like moths to a flame we are drawn in.
Now with that said there are a few things for both sides that just don't sit well and we both think are silly and lame.
#1- being able to kill the goon or m3 and spoil a 40 man attack is purely silly. I cannot count the # of times I've been in a jet and crushed a capture with overwhelming odds by merely hunting down undefensible goons. This is one thing that should be changed it really is silly and stupid one guy could have such a affect on the many!
#2- The capturers having to suffer the same couple guys upping over and over and over again is truely silly
#3- The defenders being relentlessly vulched/picked trying to prevent the capture is also mind bendingly silly
#4- the defenders having no way to realistically respond in a cohesive fashion to the attackers is also silly, and very very one sided.
#5- the fact all town ack pops upon the tenth drunk staggering into the maproom is silly
#6- the fact the base changes hands the instant #10 enters is silly and stupid
With all of this said I have a few ideas to put some freedom of choice back in the game and instill in the capturers and defenders a sense of "the thrill of victory and the agony of defeat" Lets face it everything about this game is a competition, and when competition is done correctly someone wins and someone loses. But they both had the chance to do either.
#1- A delay of 20-30 minutes from the time the 10h drunk enters untill the base changes hands would encourage "follow on" conflict and encourage defenders to try a counter offensive
#2- the town ack and buildings stay down for this time period, this will further encourage a defensive response as no effort will be needed to destroy these targets again
#3- during this time period the base is unusable to any country. This makes everyone fly from adjacent bases so the fight is spread over a larger area and includes many many different aspects of "advantage and disadvantage"
#4- any country who can cook 10 troops in the maproom for the 20-30 minutes will at that moment be rewarded with a fully fuctional and fully rebuilt base and town. rewards of perks could even be given to the victorious
Pros and cons as I see them
Pro- this will force the original attackers IF they choose to defend their potential gain or lose it back to the original owners
Pro- defenders would feel they had some time to respond and not have to suffer the vulch/pick to try and make a difference
Pro- the actual struggle for the base would be spread over a much larger area than the space between base and town
Pro- this would set up epic GV struggles where all GVs would be approaching from adjacent bases, trying to defent the town and/or force their way into the town.
Pro- jabos and bombers would have to come from adjacent bases giving the coutrymen of the GVers time to interdict and harrass these bombers and jabos
Pro- there would be squads that would specialize in counter attack, interdiction, base capture etc.
Pro- mission planners would have to get more creative, they would have to account for the potential counter attack by land, sea or air. counter attackers would have to plan for interdicters by land, sea or air
Pro- there would be less vulching by planes or GVs
Pro- the minimum radar alt could be raised back to 200' allowing creative sneak captures( these sneakers would still have to find a way to defend it)

Con- there would be less vulching by planes or GVs
Con- no more storming a base and moving on to the next target without securing the 1st, I'm sure there would be squads to specialize in defending for the time alloted also freeing up the stormers
Con- the struggle for a base may last longer than some have time to spend online
As you can see in my mind the Pros out weigh the Cons significantly
I will now adress some concerns some may have
-The original attackers had to take down the town, so should the counter attackers. To this I say the original attackers had it much easier than the counter attacks will, as the attackers are already there and prepared climbing to meet the threat or already inderdicting the threat. The counter attackers still need to cook 10 troops in the face of a prepared enemy!
- What if a 3rd country got involved? the same rules apply whoever cooks 10 troops for the alloted time OWNS
- Concerns it will create larger hordes. Who cares, the horde for either side could now be responded to.
-raising the radar will encourage "unchallenged NOE raids" like old times. So, now you'd have the time to challenge it! Give the attackers back some of their choices
Anyway I think Lusche has some good ideas as well as Grizz, but they both would take some map changes and fundamental alterations. I think mine would be easy to accomodate untill a whole new system "if needed" could be planned and put forth!
These are just some thoughts, discuss

JUGgler