Maybe "delayed attrition" concept can cure some of the problems with this idea.
An aircraft factory will have its 'production output' of 100 planes added to reserves every 30 minutes, and 1000 'reserves' maximum for a plane type.
As a crude example.. maybe something like an assumption that a certain average pilot who exclusively uses Spit9, would use 10 Spit9s in a two hour period. Therefore, when 100 people are on-line for the Rooks, the Spit factory has a 30 minute "output" of 100 planes, with maximum 'reserves' of 1000 planes.
Rooks would be able to use Spit9 as much as they like, until the point the 'Spit Factory' is damaged over 50%. Once the Factory is damaged over 50%, the 'output' and 'reserve' factors would start to kick-in - suddenly, a 1000 plane 'reserve' is set, and decreases with usage, and also, 100 planes are produced and added to reserves every 30 minutes. If the "Spit factory" is totally destroyed, the production stops totally, until the factory repairs itself back to over 50%.
So, assuming 100 Rooks are on-line, and they all fly Spit9s, with the average usage being 10 Spit9s in a two-hour period, the Rooks will use 250 Spitfires in 30 minutes.
In 30 minutes after the Spit9 factory is damaged over 50%, the reserves will fall down to 850 planes(250 used, 100 produced). After two hours, the factory repairs itself 100%.
Time - Reserves
0:30 - 850 (250 produced - 100 produced = 150 usage)
1:00 - 700
1:30 - 550
2:00 - 400
If the Spit9 factory is totally destroyed...
0:30 - 750
1:00 - 500
1:30 - 250
2:00 - 0
Two hours, when about the reserves will run dry, the factory will regenerate.
......
Now, if the Rooks are with 200 people on-line, the 'delayed attrition' will way more heavily for them. The figures will be 500 Spitfires 200 Rooks are using in 30 minutes.
When a Spit9 factory is damaged over 50%:
0:30 - 600 (500 used - 100 produced - 400 usage
1:00 - 200
1:30 - 0
2:00 - 0
The more powerful with numbers, the quicker they will run out of planes. Approximately in 1 hour 15 minutes, Rooks will run out of Spit9s.
Now if the factory is totalled..
0:30 - 500
1:00 - 0
In 1 hour the Spit reserves will be dry. After 1 hour of no Spitfires, the factory will heal itself at 100%.
........