Okey time to expand some more on this idea:
Strat layer:
A strat resource point system containing several different areas which affect gameplay in different ways.
Supply: This would include railyards, ports, bridges, convoys (wet or dry). A team's supply score is based on the condition of their supply system. The higher the score 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 score goes down.
Players have the ability to supplement the supply system, by driving supplies etc to repair bridges, ports etc. (need a truck and spawn points in cities for them as well as a defensive vehicle, m16 for example) Of course railyards and ports would be close to cities/towns.
Morale: A team has a morale score, the better a team is doing (dishing out more than its receiving) the higher this score, the faster a team rebuilds, and develops(more later). A team's morale will drop when the team is not doing so well, as well as when friendly civilian targets are being bombed (cities/towns) Morale points contain a modifier. each team starts with a morale of 50% for each 10% the morale score increases a small modifier is applied to Production scores, Supply (affecting auto rebuild times). If morale scores DROP.. to reflect the unique ideas of the Axis in ww2 R&D gains a small modifier. The lower the morale the quicker R&D scores rise. NOTE: The losing team will get new planes and vehicles quickly, however with limited production once developed.
Research & Development: Teams have R&D centers, at the start of a campaign, each country has one. These centers are responsible for introducing new planes/equipment. The R&D score constantly increases, unless the facilities are bombed. At predetermined point levels a new aircraft or vehicle type is developed. Initially it is a perk ride. Once the new unit has been developed, a factory must then be built, until the factory is finished, the new unit is a perk. Once the factory is complete, the unit, depending on what it is(262 for example would never be free) becomes free.
Also as the point level reaches #### points, more R&D centers will be built.
Production: Factories, storage depots etc. Each team starts with basically the factories now in AH. The production score also increases over time, based on the level of output of the factories. A damaged factory, increases the production value much less than one at 100% production. Any factory at 25% or less shuts down until repairs are complete. If the factory is completely destroyed a penalty of an extension in rebuild time goes into effect. If a factory manages to maintain 100% production for XX amount of time, a supply depot is built. If a factory is bombed which has built a supply depot, the production levels do not drop until the supply depot starts to run dry. The supply depot will run dry in 1/2 the time it will take to auto rebuild a factory from 25%.
The as new factories go up for new planes and vehicles they are added into the equation as well. If an aircraft factory is bombed to below 25% of its production (no supply depots for aircraft factories), the plane type it is assigned to produce becomes a perk. (amount of perk depends on aircraft type) Once the factory is rebuilt to 100% again, the aircraft becomes free. If the factory is bombed to anything more than 25% just its production input score is affected.
Shipyards could also be added, and affect warship production.
What do the points mean?
To apply this to the Fluid Front... At the start of the war, the front is equadistant from both HQ's. As startegic targets such as factories, the supply system, cities etc are damaged the front moves GLOBALLY away from the HQ doing the damage towards to damaged team's HQ. Well that means the front moves in basically a straight line... Targets such as AIr bases, Army bases, when damaged affect the front nearby directly! The front adjacent to the base moves toward the damaged base along part of its length. If the front is close enough such that bombardment of the base results in the front encompassing the base, it falls into enemy hands, and the attacker takes over the base. The freshly taken base will NOT auto rebuild until it has been rebuilt once by the players transporting supplies, materials, defences etc in. Therefore any base that is damaged when it is captured, stays that way if it is not resupplied by the players for the 1st time.
Ok hell this is long, sorry guys
More ideas to follow....
SKurj
[ 08-17-2001: Message edited by: SKurj ]