While I am loath to wade into this, seeing how this thread is going, I’ll add my two cents.
Having a player camping in safety, able to secure the win by running out the clock without reasonable counters is bad game design.
Similarly, being unable to land when nessesary without being strafed without counterplay is also bad game design.
Planes have limited fuel and ammo. Sometimes very limited. Outside of maybe the P47, no plane in the game carries enough ammunition to kill every single plane on the enemy team. And when you get to top tier with afterburners, no plane has (or really should have) enough fuel to loiter in the AO for long.
Thus, landing and rearming needs to be an option. And allowing planes to easily strafe the airfield needs to be prevented, thus AA.
However, AA also shouldn’t stop a team that’s vastly outnumbered to win because their ground strike planes were more effective early on.
I propose a simple solution. Firstly, once a plane has landed and repaired, give them an airspawn. Doesn’t need to be anything fancy, maybe 2-3km at cruising speed for whatever plane they have. This gives them enough energy to work with against anyone camping the airfield. This means players will feel they have slightly more of a chance, and be more willing to try to turn a game around.
Secondly, set up a timer. Maybe 1-2 minutes. After the start of the game, whenever all remaining active players on the team are within a given radius of the airfield, it’ll start to tick down. Once it hits zero, fairly significant ticket bleed kicks in. Fast enough to wipe out any reasonable ticket lead the losing team might have gained.
Once the player leaves the zone, it’ll start to tick back up again. This means they can’t just fly to the edge of the zone to reset the timer then fly back to the airfield.
Alternatively, instead of ticket bleed, have it turn off air defenses. This allows players to secure the kill on campers, which might help alliveiate toxicity a bit. However, this could lead to some goofy moments where if the final player(s) are hugging the border of the zone, the air defenses would keep switching on and off again, making attacks on them risky. This could be solved by making the zone noticably larger than what is covered by air defenses.
Finally, buff airfield defenses to be suicidally strong again. No more easily dodgable Rolands, and SPAA that can’t hit anything moving appropriately quickly. And no terrain blindspots. If you’re attacking someone with the airfield defenses active, you may or may not be able to get them, but you should be certain that you aren’t making it out in one piece.