Years ago we had one map which was very exceptional in as much as the towns were very far away from the airfields.
The outcome: Indeed there was less need to flatten the field (see the other extreme on Ozkansas where base ack covers the town even!), but the towns fell much more often to surprise raids, as the defenders couldn't get to the town quick enough...
It's a mixed blessing.
Yes I remember this map........... the weird thing is that in some places the town was actually closer (or as close) to another field than it's linked field.....I think this is carrying it too far. Further the spawns on this maps still pointed at fields and not towns........ so there was a mix relating to the actual focus of battle....................any core philosophy of terrain game play can be poorly implemented.
which brings me to bustr
The whole point of my suggestion was to enable everyone access to combat...it does not matter (IMO) if a side is wining or losing as long as its players have access to combat. (indeed "equal" access to the war)
When a field is lost or gained the "front" would effectively move and the war would continue.............. no one is "punished" as you put it, one side wins bases the other loses bases .... each continue in perpetual conflict just as it does now until one side meets reset criteria. Rinse ....repeat.
Strategic targets should IMO play their part (in influencing the land grab) without denying access to combat................
The detailia of this
could work in many ways but I would like to see them greatly simplified
In one exampleWhere by strats are reduced to a massive city and city health has a relationship to rebuild times which in particular would be town object rebuild times. Field assets could be modelled to rebuild (normally) quite quickly such that city health did not disastrously make hanger/ammo/supply/radar rebuild times extend to unplayable periods. Nominal town object rebuild times could either be set to the present #Min's or even have a different multiplier used for their ratio of proportionality. (the devil is in the maths detail).
Here the maths gets a bit more complex but the base concept of more city damage (less city health) = longer rebuild times remains the same.
using a ratio of 1:(1/#%)^.5 (#=%city health)
50% damage (50% health) = rebuild time x 1.414
66% damage (34% health)= rebuild time x 1.73
75% damage (25% health)= rebuild time x 2
90% damage (10% health)= rebuild time x 3.16
99% damage (1% health)= rebuild time x 10
You will note the relationship is exponential and the new Cities are actually massive and the above would apply to the whole city not just its present "factory" targets and the "inner city". In practice city rebuild times even as long as 3 hours would mean massive sustained raids would have to be required to produce a level of damage that is greatly over 75% However if this regularly occurs and becomes too unbalancing because cities suddenly become key gameplay targets then HTC could modify the ratio maths
using a ratio of 1:(1/#%)^.2
50% damage (50% health) = rebuild time x 1.15
66% damage (34% health)= rebuild time x 1.25
75% damage (25% health)= rebuild time x 1.32
90% damage (10% health)= rebuild time x 1.59
99% damage (1% health)= rebuild time x 2.5
So what you see above is actually a very simple strategic attrition model where there is a relation ship between city attrition and rebuild time. A model that can be tuned to meet the gameplay that evolves from its implementation ( the proportionality integer being an arena setting (^.#) adjusted until the best balance is achieved in game. As above we could have two such settings in the arena settings being one for field assets (hangers etc) and another for town objects.
The above is an example of how such a philosophy could be implemented. Its not a thousand miles away from what we do now and it can be tuned to meet the requirements of gameplay.