And another idea from the past, but not so far back as Falcon 2: War Birds from the 90s and onwards. Every destroyable item (which were mostly located on airfields - AA defences, hangars, radar) would repair/rebuild/respawn in 15 minutes. This is a realistic general principle: that targets aren’t destroyed ‘forever.’ As they found in WW2 targets had to be bombed, and bombed again… and then again. The enemy has an annoying habit of repairing and replacing bomb damage - who’d have thought it?
The buildings not on airfields in War Birds were at the ‘city’. Each country had a city consisting of 15 medium to big industrial type buildings clustered together. The base rebuild time (15 mins, as I said) for airfield objects was increased by 2 mins for every destroyed ‘factory’ at that side’s city. So, if you carried out a strategic strike, flattening the enemy city, before you went after an enemy airfield (the game ‘war’ was based on capturing airfields - no ground forces involved in original game) you would have 45 minutes from hitting the first target on the airfield in which to close (destroy all objects) and capture the airfield (drop/land paras to capture the control tower, which was not otherwise destroyable).
Strategic bombing therefore had quite an impact. While an organised group of just 2-3 could close and capture a small airfield easily within 15 minutes, the average dozen or more clowns could often spend all evening trying to capture an airfield where something or other was rebuilding every couple minutes (8 objects, destroyed randomly, each respawning after 15 mins, roughly = 1 every couple mins).
The mechanics there are really very simple, but still created a realistic game world where some thought and planning could really pay off, and where strategic bombing had a sensible and graduated impact on the game: slowing down the delivery of replacements to the front, but never totally stopping repair/replacement.
I mentioned each airfield had a radar. While active a radar site would detect all aircraft within 20 miles, unless they were below 300 ft agl. While you were in the hangar you could see all the radar returns on the map and even act as GCI, although lack of height info was a problem. Bombing radars at a suitable selection of airfield could blind the enemy team over a portion of the map, leaving unaware players to think nothing is going on.
On the bigger WT maps we could have industrial areas - possibly a collection of bases, each looking like a factory, warehouse, refinery etc. - deep in enemy territory, so it wouldn’t be impossible to defend against a quick attack. The bases would respawn in-situ and not at random other locations; they would also be well defended. Destruction of these bases could affect rebuild of airfield modules, just as in WB… but first we’d need airfield modules to repair as they’re supposed to currently…
Airfield modules… now there’s another subject for a long post…