>>14153698
It's simple:
You take Red Orchestra 2/Rising Storm, and instead of tanks there are artillery crews. They can be killed by snipers if they are not careful, or be hit by the enemy artillery if they don't relocate in time.
The artillery is another platoon, that has their own leader. The infantry and artillery platoons need to communicate, since it will take a lot of time for the artillery to relocate, but if you want to keep your attack going, you need artillery at the new front lines ready to go, not where you have just captured an objective. You don't want to continue shelling a position you have already taken, or drop gas shells where they will kill your own troops.
Teams get respawn tickets, but depending on the current career score, they can get fewer or more tickets, depending on if they overextend their supply lines. Each side gets FTL like choices every match, where they get to decide between more artillery ammo, an extra grenade for each solider and stuff like that, or no bonus at all. If they take the bonus however, that means that their supply lines will suffer, soldiers will get less food/medical supplies and you get less tickets, or less hitpoints per player.
You know how, on the campaign map in RO2 the players get to decide where to attack?
Imagine the same thing, but every tile is also associated with a unit. Once a tile is taken, the unit that took it advances to the newly taken tile, while the unit that lost it is forced back.
If the players decide to attack using that unit again, they will have less tickets in the next game, since their unit didn't get any time to resupply, while the enemy probably has a fresh unit ready to defend it. This forces the players to carefully select their attack route.
While I agree that the last paragraph is not very easy to translate into a multilayer game (especially with "democratic" elements), but you could do it for a singleplayer game.