Some good ideas here, no doubt. In addition to being able to turn off the material pipeline at the source -- by bombing the factories/refineries -- we MUST have physical lined-of-communication (LOC) leading from those sources to the fields. Specifically, rail lines, roads, bridges, convoys, and ports. You might also have such infrastructure connecting the refineries to the factories. Let's say your rail line from your munitions factory to your main airfield in sector 3,4 was cut by the enemy (they bombed the railway bridge over a river, for instance). You might choose to make a cargo run with a Dakota to bring ammo forward, or wait for the repair crews to fix the rail line.
Another area I think we must get rid of is field capture via airborn troops. It simply didn't happen in isolation, but was always followed up by conventional ground forces. True, the odd commando raid was made to temporarily paralyze an enemy facility; however, they could not hope to hold territory for any length of time with air-dropped troops alone. No, we have to find a different way to effect the exchange of territory. Ideally, this should involve air-to-ground action, i.e. bombing.
By making the heavy bomber the principle means of deciding the war's strategic outcome, we incentivize people to fly buffs more often. Jabo attacks would be used primarily to cut an enemy's LOCs, or temporarily nuetralize his airfields, but only massive bombing would cause territory to change hands. This has the advantage of still allowing those who simply want to "cruise for kills" to pursue that single-minded and narrow objective. The other possiblity is to create a land war (A.I. controlled), that would cause the FEBA to ebb and flow based on one side or the other's success in supporting their army while inhibiting the enemy's. This comes down to a campaign engine similar to Falcon 4.0.
I guess the real challenge is that war is SO dynamic, it's difficult if not impossible to design a strat-system sufficiently diverse to encourage inovative war-making, without making it so complex and convoluted as to allow players no real control of the course of the war (Whew! Long sentence, eh?).
Rojo (a.k.a. Sabre)
The Buccaneers
[This message has been edited by Rojo (edited 11-02-1999).]