For me
There should be "towns" (local conduits of logistics to fields) and "cities" (massive producers of logistics) I don't even care if the logistics are split into "strats" such as radar ,munitions, or what ever ............. we can do away with these sub strats. Even the HQ can go unless you want to link it to a "Capital city" which would be uncapturable.
Both Towns and Cities should be both attritable and capturable. (Towns are capturable now............ these days we just get a free field/base with every town we capture)
There should (initially) be several cities per side. If the front line moves past a city then ......... guess what......... its behind the front line......... surrounded, besieged.......... nothing new, (historically) in fact most cities fell only after they had been surrounded.
Just as we have Town objects I would like us to have "City objects" but now all of a City is made of City objects.
City objects (destroyed) should score more than town objects
City objects should (normally) rebuild slower than town objects and in proportion to total City assets per side (# of healthy City objects)
Cities ( when atritted to below a %) should be capturable.
Town objects should (normally) rebuild faster than City objects and in proportion to total # Cities/Towns per side.
Towns ( when atritted to below a %) should be capturable. (As now)
Field/Base assets should score less than Town objects
Field/Base assets (where appropriate) should rebuild faster than Town objects but in proportion to the local town assets. (# of healthy Town objects locally)
Field/Base assets can be resupplied by players.
"Roads" should run between a town and its local Field/Base
Fields/Bases atritted to below a % will revert to the same ownership as the local town. (a bit like when a port is captured and the CV latterly sunk)
agreed hi altitude bombing is toooooo easy.