The issue here is bailing. Bailing is reinforced, where it should be frowned upon.
What I didn't communicate effectively was in Snailman's example of 30 minutes to resupply 1 hr of damage, his estimate was short by at least 6 minutes. That is to say that 30 minutes on the clock had run down, but only 24 minutes of resupply was delivered.
Yes, there is a great difference in factory downtime and field strat downtime. Since I was speaking of factory and HQ downtimes, the extensive 2 - 3 hour downtimes still gives one player too much power to grief many others. That is my point and not watered down at all by 1+ hour town down times or radar down times.
The Balance is not right, and I haven't heard anything to persuade me to think otherwise. Especially, any suggestion that hands on flying a C47 with no guns or text buffer broadcast when landed, is the same quality time spent as flying Bombers with several gun positions and the ability to grief and entire group of players, have the text buffer brag about what you did, and not even necessary to be in the same room as the computer a good deal of time.
In the past the same claims were made over and over about towns have to be 100% destroyed. HTC, was rather open minded and stated it was not their intention to stall the capture of airfields, and then made adjustments to the amount of buildings needed to be destroyed and also gave us the now famous "white flag".
Simply put the penalty on a large group of players by a single or small group of players is again disproportional to the amount of effort expended. I do like the strategic game presented, just not the extended long lasting effects.