There is nothing wrong with furballers. They bring a lot of action into an area.
The problem as I see it is how fast everything moves from one field to the next. The bigger problem is HOW it is done.
For whatever reason, the majority of players have decided it is somehow 'fun' to get in a mission with 20+ other players in fully loaded Typhoons, fly to an enemy field, dive in and then shoot all ords off just before crashing headlong into the dirt.
It just becomes a giant pork fest followed by a short lived vulch fest just before the entire field is magically captured by 10 guys running into a little under-ground room 3 miles away.
Then, no sooner than the field is captured, the enemy is able to launch full scale pork runs to the next field.
Strat and gameplay needs to be changed... badly.
TODs are fun, but certainly not for everyone, and even they are limited to how they can be played due to the strat and gameplay model.
Until the supply system is changed from unlimited supplies to something where there is a fixed quantity that must be replenished, the endless pork and vulch fest will continue forever.
The way it is now
As long as there is just 1 ammo bunker, every plane can take a full load of any type of ordnance they could carry (unlimited)
As long as there is just 1 fighter hanger, an unlimited number of fighters of every type can takeoff.
As long as there is just 1 fuel bunker, every plane that takes off can take 25% of their maximum fuel load, regardless of how many gallons of fuel that represents.
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How about...
Once ammo bunkers start to be destroyed, the types of ords available get decreased.
25% bunkers dead = no ords over 500lbs available (no 1k, 2k or 4k bombs)
50% bunkers dead = no ords over 250lbs available
75% bunkers dead = no bombs, rockets only
100% = no ords available at all.
For fuel ==
change it so that the fuel available is based on gallons, rather than percentage. In most cases, bombers don't take more than 50% fuel anyway. Make it so that every supply convoy brings in 5000 gallons of fuel. The base can store 5000 gallons in each fuel bunker. Every time a vehicle or plane leaves the field, whatever it took for gas is deducted from the total stored. If the total stored fuel is used up, nothing can leave from the field until a new supply convoy brings in more fuel. If a fuel bunker is destroyed, then the total fuel storage is decucted by 5000 gallons until the bunker is rebuilt.
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Change it so that if the supply convoy doesn't make it to the field, it doesn't get rebuilt at all, no just effect times of rebuilds. This would encourage people to actually search for convoys and destroy them. As it is now, who even bothers with those stupid little trucks anyway? And the trains? Huh! it's easier to re-bomb the town or factory than it is to attack a train.
to me, the whole supply system is pointless becuase the field will be rebuilt regardless of convoys, and even if the convoys are stopped, the field retains unlimited supplies anyway.
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Field capture needs to be changed as well. Let the town become a checkpoint for the supply convoys. If the town is captured, the field gets no more supplies, yet it remains in operation until its existing supplies are used up. That means the attackers have to maintain control of the town long enough to clear out the defenders, but the defenders have the chance of retaking the town if the field has the resources to support a counter attack.
I am sure there are many many more ideas out there, and I am hoping that HTC is examining how to make changes to gameplay. Air-Quake is getting boring.