What does not get supplies, that can be destroyed to add time to the downed object?
Everything but hangars and mannable guns.
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It seems to me that the importance of the
City for the landgrab game is sipping in only at a small pace. Particularly with the usual armchair generals, who throw their pawns at enemy bases and wonder whytheir assault stalls so often because the town is back up in very short time

So here few numbers with current settings. This table shows the length of the downtime of town buildings, depending on the state of the City:

Furthermore, it shows the
practical number of M-3 runs a single player has to make to bring up the town buildings, assuming he starts immediately and travel time from span to town is 5 minutes.
Once players have finally grasped how easy they can up the town, a constant smashing of the enemy city will be almost mandatory. OR - the NOE hordes will rise once again, this time bigger as ever before to ensure they smash town & base within the few minutes they have.
There are three things I'm still not happy with:
- The ease of town resupply (a few m3s with field supps hiding in the trees nearby can make a town pop up right under the goon dropping the dudes)
- The insane number of perks you can gain by doing supply runs compared to those you can make by combat. (Even I as a well above average vet player can't make even remotely as many GV/buff perks per hour by active fighting). The biggets reward should be for combat.
- The all seeing .dt command and the removal of fog of war. That really bugs me.
edit: the thing I forgot about resupply: I'd guess in future the horde will bring a few goons with field supps along, which can instantly rebuild the town after capture...
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By the way, almost everything 1Eagle writes is still so much wrong I suggest to simply ignore him.