This all sounds very intruguing, and really adds a new dimension to the game....
Sitting around listening to APC, I started thinking about this more. As Infiltration stands now, all of this can be done via a more pen-a-paper methodology where clans report back to a neutral pary for victories/resource use/etc.
Perhaps in the future (like when Infiltration moves to Unreal 2, but maybe before that) all of this can be autmoated within infiltration itself. Picture this:
A small cluster of dedicated servers runs 24/7, or some consisten period each day. Each server is password protected, and *only* runs one map. Each map can then be given to either force Red, force Blue, or none (neutral territory). One password is for the Red team, and one password is for the Blue. Servers which are running maps accessible to Red have the red password. Same for Blue. Now, here's the kicker: Matches between forces are *never* prescheduled. Instead, either force can make a submission to the server for a preplanned strike. Information such as time of the operation, number of players participating in the operation, and how many reinforcements are allowed is securely transmitted to the server. At the time of the operation, the team making the attack is allowed to log into the server for play. If the force successfully eliminates the opposing team, they get to capture the map. If the force is detected and eliminated by the opposing team, they just lost valuable man-power to a bungled operation. This allows for truly covert strikes, and requires that teams populate thier servers during wartime hours each day to guard against these surprise attacks. At the end of the war-period, be it a week, a month, or whatever, the servers will tabluate all of the final results and reset for the next war.
A system like this requires careful planning by each force. Manpower needs to be divided up in order to ensure that each map is guarded properly during wartime hours. If an attacker should die in the course of an operation, they are allowed to respawn *only* if there are any remaining reinforcement points. Otherwise, they will not be able to actively play on the server until another operation is scheduled. If an operation fails, that team is no longer allowed to log into the server until another operation is scheduled. What about the defenders? If they should be attacked, they are allowed to make a call for reinforcements. These reinforcements will arrive only after a preset time which is specific to each map. When they do arrive, they are added to the respawn pool for that team. When a defender dies, they can cash in a reinforcement to respawn and continue the fight. Certain areas on maps can be designated as reinforcement access points. If these locations are controlled by the defending team when reinforcements are scheduled to arrive, they are allowed to use the additional manpower. If the attacking team captures these locations before reinforcements have arrived, the defenders are effectively 'cut off' and left to their own. Any losses that the defenders or attackers take are deducted from thier pool of man-power. If any team's man-power pool goes to zero, they have lost the war.
I suppose home bases should not have any delay for calling in reinforcements, or any reinforcement access locations. Instead, defending players can respawn as many times as the remainder of the man-power pool allows. This means that running a war of attrition is a viable tactic. Drain the enemies man-power at the cost of a few maps until thier forces are stretched so thin that a all out push to the home base can be made without signifigant trouble. One a home base falls to the enemy, the war is over.
All that really needs to be done for this is to have a system for sharing information securely between servers. Things like which map belongs to which team, how many man-power points a given team has left, which maps are accessible to which teams, etc
I admit that stuff like this is a pretty ambitious undertaking, but it would revolutionize Infiltration utterly.
In a word: Cool.