The way I see it, base capture depends on many factors the way things are set up now. How many vehicle spawns into the base, both friendly and enemy? Has the defending country's City and AAA strats been hit? Are there willing defenders that will up a resupply goon at another base and fly a resupply box to a base that has no vehicle spawn? Are there defenders that will up when there are many enemy circling over the base?
There are strategic moves that enhance base captures and they aren't done quickly:
1. First and foremost, you beat the heck out of the defending country's AAA. Once done, base and town auto guns will stay down longer, but restore to immediate active status once your country takes the base. If your country went around deacking towns, bases, etc. once the AAA has been hit, it creates more opportunities, because the defending countries have to watch more deacked bases.
2. You hit the defending country's City strat. This makes the town buildings stay destroyed longer. This can be a double edged sword though. If the defending country's City is hit too hard, then when your country takes the base, the town buildings are not immediately restored and still carry the downtimes from the prior country. It allows the other country to deack the town and the town is still white flag. I think when the City strat is down less than 15-20%, it gives the capturing country enough time to capture without having to resupply it with multiple loads of supplies after the capture to get rid of the white flag status.
3. Someone needs to kill the barracks or the vehicle hangers of the bases that spawn into the base you want to capture. This kills the resupply unless they fly a resupply goon into the town or base. Hitting the Troop Facility strat has the same double edged sword as hitting the defending country's City strat. The barracks will retain the downtimes from the defending country's troop strat status. Sometimes that can be a bad thing.
4. You can close the base by killing all the hangers. This may take more people depending on what you may use to kill the hangers.
I believe hitting the enemy's AAA strat is the most effective way to prepare for capturing bases. If you get that AAA strat to 0% active, the downtimes for auto ack will be close to 3 hours. You deack the targeted town (8 auto guns), You white flag the town in one pass with bombers. You have a goon or troop carrying vehicle nearby and there you go. The more the AAA and City strats of a defending country is destroyed, the less players it takes to capture the base. Many bases are captured by one player when the circumstances are right. I have started by killing town ack, then upped lancasters to white flag the town in one pass, then upped troops to take the base with no help from anyone else.
Base captures can be accomplished with just 1 or 2 players if you prepare by hitting the strats. Again, there are many factors that come into play during base captures. Sometimes you hit a brick wall of defenders or one defender is in a parachute near the map room under a tree. He shoots some of the troops with his .45 handgun. Things would get boring if you were successful in every attempt.
With the above thoughts, lowering the % of buildings for white flag would enhance base captures even more and enable one bomber formation to definitely white flag a town in one pass. The real question I have is what promotes the most combat? Bases are just chess pieces taken from one another. I would tend to not support lowering the % of buildings needed for white flag with the other parameters the way they are in the game. If say town building hardness was increased, then decreasing the % of buildings may make perfect sense. Just my thoughts.
one-eye