The only way you can eliminate all fighters and resistance by running base capture sorties is when the supposedly itching for a fight pilots do not up and defend the base.
I up in base defense until I can no longer get gear up because of the conga line waiting to vulch at D1 out or so. In fact, base defense is what I look for when I first pull up the map. If you look at my last tour's stats, about every Spit V sortie you see there was red overhead when I turned over the engine. Though the LA7 is fast becoming the base defender of choice since it sometimes gives you a chance to close to shooting range.
How often, though, do the Strat "game winners" go on the defensive, or stick around if there is solid defense? You guys have all the big generals and organization. How often do you bring your 30 plane hord face to face with the other teams 30 plane hord? How often do you, Jackal? How many times is the milkrun, with perhaps a handful of vulch opportunities, just too appealing compared to taking 1-2 hours to assault a heavily defended base?
I also wonder if the strat guys play any real 1v1 strategy games like Civ-play the world, or H2H wargames, or online chess? I mean, those are real strategy/tactical games where it's your personal military expertise vs your opponent, milkrunning is not an option, and to gang up you usually have to whip the enemy first. Of course, if you lose it can be even worse on the ego than losing a dogfight. You think you're Rommel and some 12-year-old hands you your ass.
What's amazes me, as someone who actually likes strategy/tactical games and plays them regularly, is that the weakest aspect of this game, the strategy, is the main focus of the game to many. And, that the common tactics don't seem to incorporate any real depth of strategy (the occasional HQ attack being a weak exception, or deciding where to park a CV). Don't get me wrong, AH is far more progressive than most similar games, with real long term potential to add tactical and strategic depth. Trains, truck convoys, etc. But, the path of least resistance seems mighty compelling.
Few people seem to play with depth because, frankly, there's no need. Why pork a refinery if you can just jabo the fuel at a few close fields, eliminate the opportunity to resist from those who would make the effort, grab a few vulches, drop some goons and move on. It's almost a tic-tac-toe route to victory. Mob base A while your opponents Mob bases B and C, then count up the totals at the end. I lost interest in Tic-Tac-Toe when I was 6.
If you know their not gonna stop coming and you would rather complain about how skilless they are instead of puttin a little effort into climbing and defending, you better keep your bags packed cause you going to moving regularly while they take your bases.
I remember having to launch from three sectors away and fly for 30 mins in AW during the big pork, because all the nearby fuel was down, just to get in the action. It is not nearly that bad here, but I don't want it to get that way either.
My complaint, and I think that of others, is the hoards that avoid confrontation to attack bases. Like they form into massive groups to completely overpower and run over any opposition there may be. Or they taget bases that are not defended... you can't defend them all. And many auger after dropping to make another trip quicker.
If, as you say, these players believe that opposition is fun, why do they go to such great lengths to avoid competition or pound what little there is into the dirt? I'm not going to waste my game time futily trying to hold off these hoards, so I and others go elsewhere. If they really enjoy a fight, they shouldn't try to over run and circumvent the opposition as they do.
Grizzly
My feelings exactly. I don't want one big DA for the MA. Strat is necessiary, and has the potential to be a lot of fun for me personally if the depth of the strategy/tactics advances. I generally love scenarios. BoB was Awesome, too bad I can't really make Neimen. Pork warrior, though, has no personal appeal at any level.
Charon