Perhaps you should follow your own advice. 
I smell shade. Now why don't you show me how its done?
You can't even agree with your self! First you say that multi-pronged attacks are impossible,
If they have NO strategic value, then all you are doing is "pretending" for the sake of re-enacting a battle.
Pretending or re-enacting for the sake of the experience is fine, but it has far less appeal than an actual imperative built into the game.
then you say that if you attack 1 base or 20 that the enemy WILL split up as they want to defend. I hate to break it to you but that is what a multi-pronged attack is supposed to do.
Your troops are split ALSO!!!!!!!!!!!!! The point is to split theirs, not yours.
And when the enemy can move from battle to battle instantaneously and have unlimited lives, then 3 prongs or 20, they aren't really split are they?
Had you read my mission layout you would have seen that I had two small wings to deack two bases while a third group attacked a third to give the buffs and goon time to climb out and hit one of the bases that had been deacked.
In all fairness, you're right fugi. My experience reading your posts affected my decision and I didnt read that. I apologize....
...But it's still wrong.
If you put together a squad of like minded players you could do it and it may turn some of those "instant gratification" types to a more strategic game play, but I just don't see it happening.
Those things do happen. I see and hear guys fly off to kill ords or troops to support a base take. It happens frequently. Maybe it doesn't happen as often as it used to because there aren't guaranteed 500+ players on at prime time anymore.
Mood swings and boredom with the same old thing may cause people to gravitate to different preferred activities at times but the game is the same as it has always been yet you still think the answer is to change people instead of the game.
For gods sake, the biggest cliche on the planet is "people don't change." Don't you think there might be a reason for that?
This is a game. Games, movies, and stories become successful or fail based on how well they make consumers believe there is an imperative. If a movie character doesn't have an imperative to succeed, the movie fails because of a faulty story or movie making.
In your case, you say you don't get enough quality fights. That's because there is no imperative for players to give you one.
Until the game is designed in such a way to create those imperatives or a flood of new blood brings temporary relief, you wont see your ideal game again because the only real change you have experienced is that you grew out of the euphoria of your early days in the game.