I've tried to collect the candidates in this list:
- Missile = The engine knows that a unit with this special is a missile (and can be launched from e.g. submerged submarines)submarine regarding being an air unit (moving on air space).
- Air healer = Heals air units like the existing healer special heals ground units.
- Sam missile = Can intercept range>1 (max. 4, defined in the cfg)
- Radar = Spotting range of the unit wouldn't be affected by weather or terrain
- Radar countermeasures = Some kind of active or passive countermeasures which hide units from being spotted by radar special
- Radars = using 'semi-spotted' mechanics.This way 'radar vision' could be separated from normal vision.
- Air refuel = Refueling air units by tanker plane
- Overwatch = Gives the ambush capability to units.
- Expert camo = unit can only be spotted from an adjacent hex
- SALVO/VOLLEY FIRE/FRENZY = basically the devastating fire leader ability.
- REGENERATION = a unit would automatically gain free strength points back every turn if below starting strength -(cfg variable file to specify rate of regeneration)
- Expert Scout = doesn't run into unspotted minefield but stop in adjacent hex
- Improved Sonar = chance to evade submarine attack
- Light Equipment = after disembark, may move and shoot with restrictions
- Propaganda = moral bonus to friend, moral malus to foe, in a radius
Night turns was discussed long ago, but we never got to agree on any spec ... not even on how to define in Suite, but we can start a discussion again.
The "radar" issue, should maybe discussed in a specific thread though, as it is closely related to spotting rules and night turns
Please review the original JP's topic an post here your ideas.