I like that second idea. I once posted about it as a 'moving spawn point' to simulate the GV frontlines. It basically was something like this..
ex) Imagine two conflicting fields with total 5 spawn points.(Let's say Knit and Bish)
[A19(k)] - s1(n) - s2(n) - s3(n) - [A20(b)]
At the beginning of the game, only the spawn points on the fields(VHs) are accessible. The distance between each spawn point are about 5 miles or so.. requires some driving on the part, but definately not too long.
[A19] - s1 - s2 - s3 - [A20]
As the game makes progress, gvs from the fields will advance to capture the spawn points.
[A19] - s1 - s2 - s3 - [A20]
After GVs from the two field have each captured s1 and s3, they can spawn at that place. The distance to the middle spawn point is 5 miles. This is where the 'front' is formed.
[A19(k)] - s1(k) - s2(n) - s3(b) - [A20(b)]
Let's say after a lengthy clash at s2, the Knits have finally captured s2. Now the 'push' begins.
[A19(k)] - s1(k) - s2(k) - s3(b) - [A20(b)]
Knit GVs now can spwan at s2, while bish can only up to s3, the front is moved closer to A20. The battle rages on and Knits have managed to capture s3 too.
[A19(k)] - s1(k) - s2(k) - s3(k) - [A20(b)]
Now, for the Knits, the distance is only 5 miles to enemy field, for the Bish they have to spawn at the VH, to stop Knit gv advancement.
This is the basic concept I had, with some more additional ideas to it:
i) The spawn points can only be captured with ground troops
ii) when a spawn point that is behind enemy lines is captured, all enemy spawn points up to that point is set to neutral.
[A19(k)] - s1(k) - s2(k) - s3(k) - [A20(b)]
Bishops break through enemy lines and capture s1? Then..
[A19(k)] - s1(n) - s2(n) - s3(n) - [A20(b)]
In this state, any Knit GVs near s3 will not be able to capture s3-> meaning: in the case of neutral captures, you can do it only one adjacent spawn point at a time. Capturing a non-adjacent neutral spawn point only brings out the 'flank attack null&voider' effect. Knit GVs may capture s3, but no effect at all.
Of course, if that is to be possible, a Bish M3 would have to sneak through 15 miles behind eney lines, and rely on pin point timing air support because...
iii) after a spawn point is captured, 1~4 acks are spawned at that point to simulate the front line defenses(unless it is a spawn point behind enemy lines). Maybe 3 acks+1 flak. This would prevent the sneaky 1 man M3s slipping through enemy lines and capturing spawn points.
iv) a captured spawn point is also equipped with GV resources storage building(tent maybe?), simular to the VH. Destruction of these would not disable GVs like tanks, but would disable troops, GV supplies and GV rearming.
v) the spawn will be in a random pattern along with in 0.5 mile radius half-circle
vi) These points would of course have to be marked at the map, the members of each countries would see their foremost GV spawn point marked in the map. Connect all the fore most spawn points and you have a 'front'
vii) When a spawn point is attacked(enemy GV firing within certain range of the spawn point) the spawn point will flash on the map indicating it is under attack.
In my opinion, this is about the only way to recreate a 'front' concept without any AI. The basics are all from current AH environment, just a few more spawn points, putting in some new rules/regulations concerning those spawn points.. and etc etc.
[ 01-09-2002: Message edited by: Kweassa ]
[ 01-09-2002: Message edited by: Kweassa ]