Following our discussion with Allen on our TS yesterday here are some info. on my 79th-Desperate_Convoy map.
Goal of this thread is to share some idea's on possibility to improve the scenario of a map, and to ask recommendations on how to improve it.
The background of this map, was to realize a training map for the 79th team, to practice vehicules movements (autoprotection, recon, aso aso..).
It evolved into a scenario map based on the following history :
The scenario :
> German front line need re-supply
> The axis team must send a truck convoy under armed vehicule protection across a terrirory occupied by US paratroopers.
> Te reach destination, Axis need first to rebuilt some bridges that have been destroyed by "La Resistance" , than escort their convoy , than full-cap the map by destroying all remaining US troops.
The Map :
> Rather than to recreate a full map, I've used the beautifull Otolikos "In_The_Hell_Of_Bocage" (ItHoB) map.
> Here is how it is built :

Phase 1 :
The Axis must cross the north river (boat and swimm) land on the south bank and capture Flag 1 or 2.
(A typical war tactical scenario not often seen in FH)
Upon capture of flag 1 or 2 , the bridges will respawn (this will be the object of my question later)
I've replaced the static bridge by "Dest_stonebridge_big_m1"
Phase 2 :
Once the bridges under control, the Axis convoy can leave the north base, with its PzIV and Tiger escort, cross the north river and head for the front lines in the south.
(This is where vehicule movement skills come into play)
To capture the F1 and F2 flags, for each one 2
trucks must reach the flag, with at least 3 players in total.
To do this screening (no infantery on foot + no tank + 1 flag at the time) here is the system I've designed :

> Vehicules are screened on their width, via a fence-funnel with an appropriate width (see data for positionning in the photo).
> Infanterie on foot are killed by using the anti-base-camp system in the flag area.
> Flag F2 is not accessible via a pushcage, until F1 can be capped.
> To prevent capping of both flags by the same players (one after the other), the player capping F1, are being killed as soon as F1 turns Axis, by a pushcage respawn on their head

> These flags cannot be re-capped by US, since they are in a non US antibasecamp zone.
Phase 3 :
When F2 has been capped, flag 3-4-5 pushcage are being removed allowing for the last phase of the map, i.e. cleaning the bocage and realising a full cap.
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Now, I need your advise :
I'm sharing these details since, we (our team) think that :
> Most FH map represents the reproduction of a battle, but it could be possible to recreate a scenario (a little bit like in CoD or MoH solo) via a proper usage of seperated phases. (Granted it does already exists in some maps)
> Screening vehicule cannot be done on weight, but this is an easy method.
> Pushcage system and antibase camp system can help in building interesting scenario
> Developping more Destructable bridge like "Dest_stonebridge_big_m1" could be great for realising maps like "the remagen bridge".
This is on this last points that I'd like to have your advice.
For the moment we have the following option :
> Use the current "Dest_stonebridge_big_m1" but that can almost only be destroyed via planebombing (hence the need to spawn a B17 kit).
> Modify the collision mesh of "Dest_stonebridge_big_m1" in a ship material (like 138 ?), that would be affected by expact, satchel (3-4 to destroy).
> Convert a static bridge in a new type of dest_bridge.
In this latter point, I had the idea to use the modding of a static bridge (wood or stone), and to add a little wood shed next to it, with a playercontrol position (like the "activegatehouse1_large") where he could start the bridge destruction process (imagine the siren sound , take cover .. and BAOUM).
Any other idea, suggestion on how to realise this object ?
I think it could be usefull in a large number of futur map (and is clearly a very realistic situation).
Thanks in advance for all contributors
Miaou