@ THobson
I would agree with the others. The mission/world is spectacular as it is. I can see the enormous amount of work that has gone into it, as I (think I) have said before.
In my (humble) opinion, avoid the 'mission' side of it and stick to the 'world' side of it (like you have) as much as possible. Do things because they make sense, and are realistic, not because they help the player. When you do this, and the player
should develope an intuitive feel as to what actions will have what consequences. For example, as you just mentioned, blasting the fuel depots causes the convoys to be stranded. Shooting one side in close proximity to the other triggers a retalitation. Upscaling the conflict will lead to an all-out assault on the other side.
A few ideas. I really wish that there were more aspects to the mission that stood up and shouted to the player that this is a living, breathing world. It is, I know. But the impatient player will sit in e.g. Arudy for 10 minutes with no sign of life and think 'oh well, nothing's really going on here.' Beta testers here know that there is, because they have all played through the AA thoroughly, possibly followed some of your other forum threads (like 'A long run'). The sort of behaviour, where convoy guards get out and check a town thoroughly before allowing the convoy to proceed, is superb, but how to show it to a player who simply blasts the soldiers as soon as he sees them, and then thinks, 'oh well, another bang-bang-shootemup mission' ? Of course, you might just preclude those sort of people ever playing the mission, but it'd be best to make it accessible to as many as possible. I can't imagine how you could slow otherwise impatient players down, make them see what is going on, but if you could, that would increase the immersion factor greatly (from an already high value).
Encourage the player to use the island more, i dunno, dynamically? I mean the whole island not just one or two hotspots like La Trinite, the Airfield, Dourdan. Perhaps (and this is just an example) you could give the player more 'alerts' as to events on the island, like 'the convoy has passed La Pessagne', and 'Your mine at Ga23 was triggered, damaging a T55', or, even 'A convoy guard detected your mine at Ga23 and disarmed it'
. Perhaps also organising those civvies you saved into semi-autonomous bands of militia which you could 'assign' to certain areas (e.g. closeby to a section of road you mined). Then you could receive an alert like 'your 2nd militia group have had a total victory over the southeron convoy', or 'your 2nd militia group was massacred by convoy forward scouts' (if the convoy was tipped off by a mine they discovered). This would allow the action to take place in several spots at once, and for the player to be able to plan/organise and enjoy the experience more. There would be some loss in realism though.
Make a few more places in the island hospitable, ie as bases. This doesn't have to mean much, just a first aid tent, some space for vehicles and concealment from the road. Encourage the player to get out more, and base him/herself in different locations. This would facilitate more ways to play the mission.
Anyway, those are just my ideas. I will definitely be replaying this mission and doing it differently when I get time (and once i finish it first
).