Incidentally, going into the munitionLoadoutSetting.yaml (located in the mmconf folder), and editing it with Notepad++, you can decrease aerospace bomb spam a lot by changing the values for:
percentBombersToEquipMin: percentBombersToEquipRange:
I run with 10 in the first value, and 20 in the second, which has improved my ability to play into it somewhat.
Ideally though, a structural approach that does any of the following, in no particular order of feasability or complexity:
STRATEGIC:
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Distinguish aerospace superiority facilities from aerospace bomber facilities. The former could provide larger OPFOR (4 craft) with smaller, lighter craft (<50t) that are naturally less prone to carrying huge ammunition weights, while the latter could provide a smaller OPFOR (2 craft) with heavier units (>50t) that would specifically be geared towards bombing you.
-
Provide own aerospace units with type-specific mission types (for ground units, these are things like maneuver, auxiliary, training, etc). Air-superiority should prevent enemy aerospace facilities from contributing to scenario's or produce a similar effect as detailed in TACTICAL, but generate more air-to-air scenario's while active, while close-air-support mission could function as reinforcement bonus specifically for aerospace units (essentially an air-warfare reflavour of the ground-based mission type).
TACTICAL:
- Have enemy air assets coming into a scenario against units that have the anti-air targeting quirk take an amount of random damage to represent 'approach interception', with severity dictated by a formula that accounts for weight of unit, amount of AA units, and skill of AA unit (or alternatvely, BV which abstracts all of this). This should mean that a lance of Elite rifleman could feasibly do enough damage to force certain craft into retreat / destruction as soon as they spawn.
STRUCTURAL:
-
Lower default values on units generating with bombs to decrease volume of munitions.
-
Refine Princess attack logic so that less craft attack along the same vector, reducing the volume of bombs being dropped on one single target, vs. multiple targets.
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As always, just brainstorming possible solutions, many of these likely widely out of scope, but you never know. Partial implementation, or food for thought for more comprehensive reworks down the line.