I think the real problem with strats is there is no perceived advantage to hitting them. In the MA as it currently stands, there is no tangible result gained by utilizing the long term effects that the current strat system has. Most of the base takers will move on to a different base if resistance is too heavy at their first target. Their goal is to take bases as quickly as possible. A slightly longer down time for the hangars or the ack has no real effect for the attacker whose main tactic is the blitz, particularly when the same result can be accomplished more easily by a couple of people with cannon armed fighters hitting resources at the target itself.
If you want strat targets to be attacked and defended, they have to be worth attacking and defending. The results of the attack has to be valuable to the attacker. A successful attack has to be detrimental to the defender. In other words, the outcome has to important to both sides. And all of this has to be done in a way that doesn't unbalance game play for the arena. A bit of extra time on a commodity has little to no value in the current game play dynamics. The only thing that comes close is the HQ and its dar. Take out the HQ, dar is gone. The effects are immediate and felt by all. What I propose is a change to what commodities are produced at the factories and what happens when they go down. For example:
1) 1000 lb bombs. A factory should produce 1000 lb bombs. Destroy the factory, 1000 lb bombs are not available to that country until the factory is restored. Now, the loss of 1000 lb bombs is an inconvenience. It means a single plane can't take down a fighter hangar. Heavy bombers have to be a bit more accurate to ensure hard targets are destroyed. It does not, however, take away any capability from any side. Game play should remain nearly as balanced as it was before the factory was destroyed, yet I believe most would consider this a target worthy of spending some time in the air to attack and defend.
2) Cruisers. A factory producing the 8 inch guns for cruisers is destroyed. Task Groups no longer spawn with cruisers. It would change the dynamics of how that task group is used, but it wouldn't really take much away in overall game play. Again, though, I believe most would consider that a target worth the effort to attack and defend.
3) Troop Training Facility. Destroy it, troops aren't trained as well, it takes 15 or 20 to capture a town vs 10 well trained troops. This one comes close to upsetting balance, but is really more of an inconvenience.
That's the general idea - a commodity based system vs a time based one. Just a beginning of a thought, but the main point once again is that strat targets have to be worth hitting and worth defending.
Regards,
Hammer