Currently in Ashes the Logistics system is a very straightforward limitation on the number of units you can have at once, which can be increased simply by building Logistic Arrays. These can be built anywhere without limit, and quite cheaply, with each one increasing your Logistics by +10. This Logistics system clearly needs improvement.
Likewise, the victory point system requires capturing "Computronium Points" or VP points using military units. This results in the game ending too quickly, sometimes unpredictably, and is generally not strategically interesting.
Fortresses
Suppose instead that players had to construct a somewhat expensive structure on VP's before they will yield victory points. And that that slot was also the only way to build a structure that would increase your available Logistics. And that this structure, which I will label a "fortress," was also semi-expensive, perhaps about 1,000 metal or so (note: Logistic Arrays are 200 metal).
The key decision here is that players will have to choose between a Logistics structure and a VP structure. But this also creates the choice of whether to build a fortress at all, or simply cap and move on. Building a VP fortress doesn't give you any Logistics, so there is a military cost to forgoing the Logistics fortress which you should only pay if you are confident in your military position. Early in the game, players should avoid building VP fortresses because Logistics are vital to increasing their rate of expansion (perhaps VP forts should cost reactives?).
Fortresses, although they should be durable, are still a soft, strategically sensitive target that ideally you do not want the enemy to ever engage (unlike troops). They're expensive and strategically valuable, and a valuable target for the enemy to destroy. When raiding, you have to choose between the "easy" target of attacking the region's resource structures, or risk going in for the kill on the fortress.
Other Changes
Because only a limited number of fortresses can be constructed (equal to the number of regions), each fortress should provide more Logistics than a Logistic Array does. Also, due to the additional expense and time required before building your first fortress, the starting HQ should have its Logistics value increased as well. Perhaps both the HQ and each additional Logistics-providing fortress should give +40 Logistics.
Optionally, the Logistic Array could be kept as well, with a limitation that they must be constructed in different regions. Such as only allowing one Logistic Array per region. Research could potentially increase this limit.
Note that players might choose not to build on a capped VP point. A capped point might provide small advantages, like giving some vision around itself. But a fortress must be built on a capped point in order for it to provide other benefits, such as Logistics, VP's, and probably also Power, and greater vision around itself.
Naturally, the enemy must destroy the fortress before they can cap the point on which it is built. And they must capture the point before they can build their own fortress on it. I think it makes sense to require a fortress in a region for certain structures to be built there. Likely not resources, but base-like features like auxiliary Logistic Arrays, research facilities, factories, and so on.
More Bases
One important side effect of this arrangement is that it encourages players to construct valuable assets out on the map, rather than concentrated in the main base only. First, this creates soft targets that are worth destroying. But second, because players must build these structures for Logistics and VP's, they are also encouraged to defend them.
In theory this should encourage players to build forward bases, springing up around fortresses both to protect them and also other to protect other structures which are useful to have in forward positions. Encouraging players to build lots of bases, and not just one "main" is very good. To facilitate base construction, suppose that fortresses could even build Engineers. Either that, or allow fortresses to directly build structures nearby.
Allowing fortresses, and potentially even the main HQ, to build structures directly in a radius around themselves (construction drones?) means that Engineers are generally reserved for building structures outside of a base, and for assisting production or construction. Such as sending them outside the base to build resource structures, or new fortresses.
On a very large map, whether a single base stands or falls won't decide the game. But it does convey a clear advantage to the side that possesses it, and is a high value target for the other side to destroy. Especially if an enemy base can be taken and held for long enough to construct a base of your own there.
Siege Gameplay
Forward bases are a critical part of having a large-scale strategy game. Having locally independent bases establishes strategically significant locations out on the map. The positions of those bases has a big impact on where the battle lines are drawn, and will likely differ from game to game.
Bases that are far apart from one another relative to units' speed overland also creates the possibility of a siege. A siege arises where a player has insufficient forces to directly assault the base, but still has the ability to cut off a base's reinforcements. Either by completely surrounding the base, or just by cutting off overland and flying routes, possibly by airlifting in defensive and AA units placed along access routes behind the base, or by liberal use of air power.
The siege strategy to taking a base takes time. The besieger cuts off the base from reinforcements and proceeds to attack with indirect fire- such as artillery, air strikes, missiles, etc. Eventually the base will be weak enough for a direct assault to succeed. Unless an enemy army arrives to break the siege, the besiegers will eventually grind down the target base until a direct assault becomes an option, but it will take time.
Conclusion
The current Logistics and VP system suffer from critical problems of being strategically uninteresting and forcing the player to do chores. I propose replacing the Logistics and VP systems with a choice that creates a new, soft target structure of strategic significance, with a limited number based on how many points you control. Defending these fortresses will likely encourage players to construct forward bases at key points on the map.
This also creates raiding options for the opponent, since lightly defended fortresses are a juicy target. Even well-defended bases are of huge strategic significance, potentially giving a suitable target to justify a large army to engage in a protracted siege to destroy the base.