All versions of Falcon 4 are more like a modification than an upgrade. They suffer under the weight of many problems. In some respects they are even unplayable. The most important problem that both Falcon 4 Allied Force And Falcon 4 BMS 4 have is their poor aircraft artificial intelligence. First I will start off with the computer controlled flights. These are the flights that are not participated in by the human player. One of the great things that BMS 4 has is that all flights in a package are visible on the horizontal situation display. Unfortunately, this does not translate in to flights behaving smartly as part of a package. A package is a set of flights that all try to accomplish the same mission. For example, in BMS 4, there could be a offensive counter air package to attack an airbase. The flights in the package would include OCA strike, SEAD escort to protect the package from enemy SAM sites, and escort to protect the package from enemy fighters. Unfortunately, the escorts in the OCA strike do not interact well with the other flights. The escort flight will chase after enemy planes and abandon the package flights it is supposed to protect.
The wingman artificial intelligence limitations create real problems in Falcon 4 Allied Force. In this version of Falcon the artificial intelligence of the enemy aircraft is somtimes super intelligent. You somtimes have to get within less than 12.5 miles away to launch a Aim-120 and have it hit the enemy plane. When they are super intelligent and the enemy planes have and fire AA-12(R-77) Adders, then that really makes it impossible for your flight to be successful. This creates problems for you being able to change the outcome of the war.
In Falcon4 BMS 4, the enemy aircraft are relatively easy to kill with Aim 120s. You can score a hit at 18.5 miles away. This means you can be a hero and change the outcome of the war in Falcon 4 BMS 4- whereas in Falcon 4 Allied Force this is much less the case.
There is a workaround for the lack of barcaps problem in BMS 4. It involves the following. The workaround sets the priorities to certain values. Unfortunately, one of the priorities that has to be set is zeroing out the offensive counter air priority for the dynamic campaign engine to task strikes on enemy airbases.The campaign engine as a result generates plenty of barcap missions to protect the airbases but generates no missions to strike them. This means that the dynamic campaign engine can only do defense or offense but not both.
Fortunately though, the dynamic campaign engine with this workaround generates so many barcap missions, that they may last for hours. This leads me to the second part of the workaround. This would be increasing the offensive counter air priority after a certain interval. I think it would work well to to have three hours of airbase defense followed by three hours of airbase strikes in BMS 4.
The Falcon 4 Allied Force Israel MK2 campaign, however, works just how it should work. Somehow this theater and only this theater makes the dynamic campaign generate plenty of barcaps which defend airbases. It also generates plenty of offensive counter air missions to attack enemy airbases. So the priorities can be left alone. Unfortunately, there is no Israeli theater for BMS 4 that makes the dynamic campaign engine generate plenty of barcaps. The BMS 4 Israeli theater has the same problem with a lack of barcaps as the other theaters. So you are stuck with the above workaround for the lack of barcaps problem in BMS 4.
Even the administrators for the benchmarksims forum concede that the dynamic campaign engine is not the strong suit of the game. This is a pretty important part of the game. It's at least as important as the graphics, flight model and cockpit upgrades.
I have watched the Falcon 4 game be worked on through various groups. There was one commercial version of Falcon 4 after the original Microprose game in 1998, which was Falcon 4 Allied Force in 2005. There were also many modification groups releasing many free modifications to the game. There was the Realism Patch, Superpak, Free Falcon, and now BMS 4. They added many improvements to the physics, graphics, and cockpit realism. All they seemed to have added is mainly cockpit realism and graphics. I know that sounds reductionistic to all the work that has been done on it, but that is how I see it. In fact, the new versions of Falcon 4 have mainly been cockpit realism fixes.