* Lack of localised 'action' - Many players have commented on this same experience (lack of contact/action even when several player online). It's a turnoff. To the above suggestions I would add
Dynamic Ai spawning ie. More Ai spawn-in when there are fewer players, & progressively fewer Ai spawn-in as online player numbers increase. This keeps the action going even when player numbers are low. See
http://theairtacticalassaultgroup.co...ead.php?t=4973
* Target locations - I agree with the observation that the 'action' in most missions is too spread out. A mission with (say) 3 widely seperated targets means that 1/3 of players will be going to each target. This can only reduce the liklihood of air-to-air encounters. Not what you want to create an action-packed mission. Can I suggest that target numbers be reduce to (say) just ONE, or perhaps TWO but close together. Of course, some adjustment will be needed for the win objectives (say by increasing the number of object needed to be destroyed) so the mission is not completed too fast.
* Mission length - There's probably no good reason why each ATAG mission should last for 5 hrs or so. This too is a turn-off for some players who log-on to find that a battle they don't favour is running. Perhaps consideration can be given to making battles (say) 2-3 hrs in length before the next rotation.