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What are your preferences for a Strategic system in the Combat Theater ?
There seems to be general consensus that the CT needs a Strategic system to provide goals for those flying in it.
There have been several different types of Strategic systems proposed. I will summarize them as best as I can. (Please indicate if there is one I have missed) Please respond indicating your preferences listed by number.
1)
Perk Points :
Every plane, except base model, can be perked. Damage to Strategic targets, (Factory, City etc.) change perk values, and can cause a plane which was previously unperked, to become perked or cause a previously perked plane to become more expensive. Thus each player has a vested interest in protecting his side`s strategic targets, or destroying the enemies. This is in addition to base capture etc. This system would require a setup which prevents players from switching sides so as to avoid paying high perks if their side is losing.
2)
Fluid Front :
There is no base capture. Instead, as a team attacks another the more damage they do to the opposition's strategic system, (Factories, Cities, Convoys etc.), the further the "fluid front" moves into the enemy territory. Ie. one side loses bases, and the other side gains.
(It is not specified, but I am making the assumption the front changes in terms of who controls a base will be implemented by the Server controller each day end, or week end)
Supply : A team’s supply is also related to the condition of their supply system. The less damage, the quicker the auto rebuild time. As a team’s supply network is damaged by its opponent killing convoy’s, bombing railyards, ports etc, the supply at bases goes down.
3)
Adapt the existing MA Strat system to the CT.
Factories, Cities, Convoys, Trains etc. are placed as close as possible to the the historical locations and routes. Supply at Air and Vehicle bases is dependent on a functioning supply net, ie. Supply from the Factory or City goes by Rail or Convoy to Air or Vehicle bases. Destruction of any of the links in a chain will cause the Forward bases to lose supply. Base capture still allowed, but modified to require larger numbers of troops delivered to Map room.