This in my opinion is purely something that most RTS do and that most WARGAMES do not. You can see the WARGAMES as a party of units (or multiple parties if the attacking is done in waves...) that go to attack another party of units. Generally speaking you don't build units as the game goes on, you start with a bunch of units and as the game goes on, those forces start to dwindle until there is one play whose units are ALL destroyed and the victor who still has one or more units available gets declared the winner.
RTS Games are different. You have structures and buildings you can build anywhere on the map as permissible. Both sides can create units and buildings from any location and need an Engineer to build support structures to accommodate more units in play.
And so you must make a decision...
I think you ALREADY have an answer: Let the bases exist to control building of structures and units and let the armies fight it out.
This is a HYBRID solution, in that it's part WARGAME and part RTS but not a full RTS since you cannot build anywhere on the map. I think this is a SMART decision seeing as you want YOUR Game to be unique and this puts a SPIN on the genre making it about creating waves of units which battle it out and then in the end one player destroys the "Command Center" and the game ends.
There are no Engineers and if they exist they cannot BUILD anywhere on the MAP. Instead your Base is as it is... You can build around the "Command Center" as a conquered territory belonging to one player.
Does this make it difficult to WIN as a player? YES but that is the nature of the game.
ONE THING: you DON'T want to "reward" turtling or defensive play. There could be a situation where players focus solely on building their territory/bases. And so you need a way to prevent NOT ATTACKING.
You need to REWARD ATTACKING such that both players build bases but then move on to ATTACKING.
Why? Because otherwise both players will WAIT until the opponent does the first strike and loses troop faster and the DEFENDER has an advantage. That is totally and completely WRONG!
I'm not a WARGAMER but I have played RTS before like Warcraft and Starcraft. The difference is in BUILDING and harvesting resources. If you are designing a WARGAME resources should be limited to each player's BASE AREA and you cannot collect more elsewhere in the map. This is PRO WARGAMING and ANTI RTS.
Again why? Because you don't want battles to last forever such that an Engineer escapes near doom and rebuilds elsewhere on the map.
So there is an ISSUE: how do you REWARD ATTACKING versus DEFENDING and how do you ensure that the first ATTACKER isn't wiped out by the DEFENSES promoting too defensive play???
And lastly as a WARGAME... You don't want the ATTACKER to spend all his/her own units to damage the base which can be rebuilt and the DEFENDER just walks into his opponent's UNDEFENDED BASE because they were focused on ATTACKING.
All very interesting questions... I invite you to discuss these further as they are very important in terms of WARGAMING.
Cheers!


See title.
The ATV is one of the units that I would have never designed, if it was not for that particular mission with water and an objective behind it.
It also triggered me to reconsider other mechanics. I still need to complete the construction/production mechanics. But, for what?
At least the medics and mechanics are designed well. And the mechanic, I have various variants. I could easily design one with repairing both light and heavy vehicles in a fair way.