Hmm, just a bit of a musing post, but I was recently curious about how Wargame: European Escalation was going. Looking at their promo for their expansion, I saw this:
http://www.wargame-ab.com/?rub=aircraft
I was particularly interested in how the organised air combat. I've mentioned before that I didn't like the air blob combat in SupCom.
I wanted to introduce "terrain" to air combat (in the form of powerful SAMs that can deny airspace), and also units such as a very slow air unit with powerful long range anti-air missiles, that would need to be destroyed from the ground.
I guess the air unit behaviour of SupCom might not be the best for such things, as you helplessly watch your fleet of T3 fighters automatically zoom over enemy SAMs to their deaths and stuff.
But anyways, back to Wargame : ALB.
It was interesting to see how they differentiated the interceptor vs. the air superiority fighter. This is something that might have worked in SupCom if the tiers were flatter.
You have a fast unit with powerful poorly tracking projectiles, that can take out armoured bombers, transports etc, and then you have another unit that has accurate but weaker weapons to take out interceptors and other fighters.
I guess one way to do it is to move gunships and fighter/bombers to T1, and make them quite weak. They are the general purpose fodder you can spam, just like T1 land. Although the existence of an air-air aircraft for only some factions might be a problem, so maybe only move gunships, dunno. Or give gunships some light air-air capability.
Then we move "interceptors" to T2, and make them powerful enough to be able to take down T3 Bombers and even T4 air in large numbers. But give them direct-fire projectiles that often miss on fast moving aircraft. And finally "Air Sup" fighters in T3, with weaker tracking missiles that can easily hit fast aircraft. Make the HP and costs of T2 vs. T3 a bit flatter.
But anyways, not a suggestion for FAF, just thoughts on air combat in RTS I guess.