insomniacdude wrote:There are a lot of ways to go about this and I don't think any one way is the "best" way. You might want to put this to a poll.
Right, I suggested a poll a few days ago, but some people said this was too complicated to leave to a poll and we'd get uninformed responses. I guess now I have to poll whether or not I should make a poll!

But I agree that I'd rather leave it up for some healthy debate by those advisers who have been following this issue, then make an executive decision. Like the man said, I'm the decider.
Thanks go to insomniac for summarizing the possible options for changing things up, and let me address each one:
Change the AA gun back into a tank which bombards the western borders.
This is as per my last post. I think this solves a lot of problems, but may create new ones.
Don't bother setting the airfields to start off automatically neutral.
Right, but then somebody either starts with a +1, or I alter the bonuses (see below).
Change the starting neutral army count on each airfield.
I think this would be a good option in combination with another change.
Change the bonus/worth of an airfield(s) (either per airfield, or for holding 2+ airfields).
I really like giving each one an independent bonus since we already have a inter-sector bonus in the checkpoints.
Connect all three airfields so that they can attack (or bombard?) another airfield.
We've gotten to where we are now because there was concern that the airfields were too strong... I don't want to make them any stronger. Anyway, historically the West Berlin airfields were more important as a source of supply than for their military capabilities.
My favorite possible solutions are:
1. Staying with the current arrangement but lowering the start value of the neutral airfields to 2. Nobody has to defend the airfields to maintain control of your sector because the AA gun can't advance AND you only need a majority to collect your bonus; you only have to defend it if you want to keep the double bonus. The way I see this playing out is that the airfields will be particularly valuable early in the game, and less so later - much like the planes in Pearl Harbor.
2. Lose the AA guns altogether. Western sectors include airfields, +1 'supply' bonus each, neutral to start with yet-to-be-determined starting armies; Russian sector gets a tank, no bonus, able to bombard (but not occupy) the three western checkpoints, neutral to start with yet-to-be-determined starting armies... see my post from an hour ago for the thinking behind this.
Either way, the bombardment options are good because they drop the overall value of the French Sector, which it has been pointed out is very easy to hold. And really when you look at it the overall bonus for holding the entire french sector - 5 territories with 2 borders - isn't all that high even with the airfield.