>AA
I mentioned an ammo box *only* because the first version of this game, i crawled to an AA guy only to find the thing used and no chance, my part to fix that. If you've covered it in other ways, that's fine too.
wouldn't have tons of troops just sitting there after an attack.
this is the point where you, the author, are changing from getting a mission to just work, to work properly by developing themes. The basics are put to bed (and they're never 'basic'), and now you have the opportunity to sit back and look at the theme and storyline.
Ridiculous, isnt it, that we bring down hell and firestorm to a town with enemy just waiting a few poetic meters away.
But, you can change that by ambushing us BEFORE we get to the town. As in, well yes, all our nicely laid plans suddenly go splat.
You could, then, add a counter attack from a very long way away, eg, it would 'make sense' that even though we survived the ambush, and even though, we took over town, THEN of course, these other buggers are on their way.
You'll never finsih this btw. Once good foundations have been put in, as they have been, there's always extra bits. A uaz racing out of town to alert the garrison 2 kms away, an Apache stopping T80's before they even get there.....
The central theme was the use, by the player, of this new toy. You haven't quite got that part of the foundation right with ejecting scripts. Ejecting scripts aren't evil, they just haven't been modified by you for all situations.