With regard to logging off because you "can't get enough alt to fight", I find it hard to think that is the issue. There was a 6K+ base on the Knight island far enough from the front to get plenty of alt. Also, you can very often take off from a front-line base and extend AWAY from the front/fight in order to get alt. Nothing says you have to take off and fly directly toward the enemy.
The bigger problem, I believe is that players do log off due to frustration when one side is getting ganged. When one side has a dis-incentive to play, it then naturally creates an ENY problem for the other two sides, which expands the problem because now players log off due to ENY. (I personally believe more people log off due to ENY switch sides.) I think every time a player logs off in frustration with the game, for whatever reason, it is a bad thing.
Here's another idea to deal with one side being ganged (that I think I put on the Wishlist ages ago):
When an attacking side has taken in excess of 20% of another side's bases,
start decreasing the downtime for all objects on the side being attacked. The concept would be to make it
increasingly harder to take bases from a side that has lost a considerable number of their bases. Call it a "stiffened resistance" or "shorter supply lines" or whatever you want to justify the concept.
For example: Once the 20% threshold has been met, reduce the downtime on objects for the "losing" side by 5%
per 1% percent over the 20% threshold. Sounds complex, but yields simple results: If one side attacks until they have 25% of a side's fields, they have reduced the enemy downtime by 25% (5 x 5) -- a little harder to take bases, but not impossible. However if they continue to push and get to 30%, the downtime is now reduced to 50%, making it considerably harder to take fields. If BOTH sides gang one country and get to say 27% each (like we saw last night) then they are a
combined 14% over threshold, 14x5=70, so now the down-times reduce by 70%, making it VERY hard to take fields from that side.
This also effectively caps the number of bases BOTH sides can take from one side at 30%. If both sides have 30% of an enemy's field they are over the threshold by a combined 20%, 20x5=100, meaning NO downtime for objects on that side, making it impossible to take more fields from the side that only has 40% of their bases left.
Yeah, that's a lot of math, but it should work.

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Ryno