(Apologies for the wall of text, but this idea had enough merit to flesh out, IMO.)
Getting back to the original topic, or a portion thereof, I'd love to see a game mechanic where killing the enemy (or losing assets) affected the "big picture" of winning the war.
I like the idea of making it a "reward" for the opposing side/sides though, as opposed to a "penalty" to your own, but in simple terms, if you lose an aircraft/vehicle you hurt your own side by helping the enemy. This could be as simple as reducing the downtime on all enemy objects a little for the "rewarded" side(s). What this could represent, if you wanted to justify it in realistic terms, is the relative production impact of loss of war materiel. In other words, when you lose units, the enemy's downtime decreases, because their relative production (or "excess production capacity" if you want to call it that) went up.
For example, Bishop Player loses a set of Lancasters while bombing a town. All 3 Lancs are lost, so the opposing sides (Rook and Knight) BOTH get a relative "production boost". Dowtimes for all objects on their side goes down by "x" number of seconds. The number of seconds applied to enemy downtime could be relative to a number of things: like 1) arena population (less impact when more players are fighting/dying) 2) asset value, i.e. losing a Tiger tank rewards the enemy more than losing a Panzer, losing a B17 helps the enemy more than losing a Brewster, etc.
I think this mechanic alone potentially addresses several gripes about the game, as follow:
1) Furballing would now contribute to your side's war effort, as killing enemy planes helps as long as you are destroying more enemy assets than you are losing.No more complaints from the war winners that "furballing is pointless".
2) Bomb-augering/kamikaze style play is less helpful to your side as losing a plane just reduces the effectiveness of your attack. Diving a low ENY plane into a target helps the enemy.
3) Defending against the horde can actually be effective. Instead of just resupping or M3/goon hunting, "making the enemy pay" by attritting ANY of their assets actually helps in defense. As it is now, if you up against the horde, kill 5 of them and land, you've had a nice sortie, but if they still take the base, you really did nothing for your side. Instead, killing the enemy, ANY enemy units, actually helps your side and maybe helps you HOLD the base simply by reducing downtime for your side.
4) "Bomb-and-bail" becomes a less attractive solution for those who do it to inflict as much damage as they can in the least amount of time. Bail your bombers, and you've just helped BOTH enemy sides reduce the damage you just did (per bomber lost!).
5) Lastly, attrition had a significant impact on the war (and air war particularly) in WWII, whereas in Aces High, losing units means nothing in the grand scale of things. If anything, with this mechanic alone, you are adding an element of realism by attrition having an impact on the game without actually limiting anyone's game-play.
The cool thing about this game mechanic, is only the "war winners" would really care about affecting enemy production/down-time and most of the issues above are a by-product of the "war winner" crowd. Even better, this mechanic doesn't "take away" anything from anyone or "prevent" anyone from doing anything they do now. It's really a clever game mechanic to encourage fighting and surviving contact with the enemy over some of the "gamey" approaches mentioned above.
It is really an intriguing idea for the game, IMO and should be seriously looked at by HTC.
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Ryno