IMO, current air system is mostly a micro/APM/attention game. You need to move your guns and keep your CAP up, turn your SEAD at just the right moment, turn on/off your air defense, dodge some bombs, etc. Sometimes you forget, you're fighting the ground battle, and whoops, there goes all of it.
You may not agree, but I personally don't like the system and I'd wager there are at least a few that are dissatisfied too.
So here is my crazy idea: just abstract it all away. Here is the gist of it:
Reduce WG air missions to RNG with relevant modifiers to reduce load on players and get more realism through abstraction.
1. Player decides he wants to bomb/attack a certain location/unit.
2. Player assigns SEAD/fighters/artillery(to suppress AD) support to mission. Mission goes.
3. RNG rolls with result of aborted, shot down, damaged, success, etc. Modify according to presence of enemy fighters, AA in range, friendly fighters, ECM and SEAD, etc.
3.1: Fighters should not be able to affect enemy strikes for a while after escorting, to make it a tougher decision to assign fighters to a mission.
1. Allow SEAD and artillery to properly suppress enemy AD. SEAD can kill AD here and there now, but anything it doesn't kill can shoot just fine. Better allows them to participate in their realistic roles.
2. Fighters protect force in a passive way at all times. Currently, its time consuming to keep a CAP up and even if you do a player can do stuff like call in a bomber very close to his spawn, wait for when you're turned away, etc.
3. More abort results and less shot down.
4. Encourage forming proper missions. Currently only players with great micro can do this properly. I hope to allow all players to have this capability.
Essentially, this pretty much conflates all of Wargame's current systems into a more manageable and less finicky system. It will be easier to coordinate well-escorted strikes with this, regardless of micro capability.
Obviously, it would take away the influence of micro skill in determining air combat. I'm perfectly fine with that. Instead we replace it with a more abstractly realistic system, where a player needs to make sure his strike goes in with a proper escort rather than the opportunistic "hope enemy isn't paying attention" bombing system we have currently.
I feel that this idea might controversial. It's an extreme change, and I'm not saying its a perfect system, but how do you think this would affect the game?