Vehicle Convoys
Type of improvement: Convoy Commander Role
Explanation of proposals: As playable role, a single player selects a mission, then determines make-up of convoy and route. Commander controls departure/stops/route changes, coordinates crossing open spaces, bridges, or other higher-threat areas. Commands to unclude setting up/striking organic AA, requesting intel, requesting air support, ordering stop/cover/camoflage, including repositioning errant AI vehicles, sending detached recon ahead and recalling, making minor vehicle repairs. Penalty to include forced rest/maintenace stops, increased for heavily-equipped units, and inability to cross certain areas for those heavier units. Completion of mission gives side an advantage (temporary increase/availability of higher-octane A/C fuel, uprated A/C engines, more effective airfield defenses, continued progress of combatant units). Aifields, train depots, combatant units in the field (especially if their ammo/fuel has limits), or factories would be destination. Latter suggests mixed civilian/military units, which again determines terrain limits/alternate routes. Mixed could also allow second player role, where Military commander concentrates on protection, while civilian leader herds the sheep.
Benefits: More useful/welcome to flying units. Greater challenge to pilots with less impact on player seats and possibility for more widespread/realistic impact on battlefield (e.g., 5 players could field as many convoys/complimentary missions). Rewards pilots who assist even when not their primary mission. Overall, a more constructive/cooperative "meeting" of ground and air units.
Last edited by Buster_Dee; 02-24-2012 at 10:08 PM.
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