exactly! this is just what has happened in those games.
Imagine an hypothetical game, something UT2004 Assault/Onslaught like, with 2 sides fighting for capturing locations with all sorts of vehicles and a squad based paradigm coupled with a damn good LOD system (both in meshes and in ai) that permits having a hundred pawns in game thus not respawning but having the entire force placed at the beginning and being able to control another free (ai controlled)pawn when yours gets killed.
Each pawn would have atributes based abilitys (and special abilitys like hacking/healing/repairing/...)
A pair of the players would be able to take tactical command role (commander ability) by being inside a base/command truck (that can be destroyed) they get a satellite top /isometric view and can issue comands RTS style(without construction/resource model, just tactical command). The war resources would be assigned by a strategy "superstructure game"total war/superpower" style or point based ala warhammer with points/premade armys before the actual battle.
Now in this paradigm electronic warfare would have really cool effects, like blinding the opposing commander´s view, interfering communications/orders, deluding/disabling/stealing command of robotanks etc...
But it shouldnt be automatic, 1 click based permanent effects (or x time effects for the matter), more like an alternate complete gamemode... Ive been toyong with the idea of a parallel game mode ala "ghost in the shell" hacking. But its like that feeling that you have the pieces of the puzzle floating arround your brain but they still havent clicked in their place
Last edited by dragonfx; 11-11-2004 at 06:52 PM.