Gonna throw some general concepts in here regarding the topic.
Thumbs up for the devs. if they can model and implement a system to pull this off:
- Create a 'failure' scenario that could evolve into a desirable opportunity. (for ex.: a 'ravaged' landscape is a good place to get X 'resource', even if players had to deal with 'lower tech available' or some limitation of that sort at that time). 'Failing' shouldn't mean 'instant server transfer for me 100% of the times'. Some players in need of 'X' will be alert when such opportunity presents itself and drop as reinforcements to the compromised area prioritizing it over other activities if that suits their needs at the time (shouldn't be an 'always must' neither).
It's important to have the info available in game, in some immersive fashion: monitoring the war effort from IN-GAME, either by being at 'command centers' if you're chilling off or simply setting personal alerts sent to the player's frame from HQ if you're 'on duty'. Better than doing it via cold chat. Customizable and the like.
- Players CAN'T 'fight to lose' to force a 'failure'. It should feel natural and not orchestrated. I imagine this would imply some level of 'activity' detection (so the AI isn't fooled into thinking it has more opposition than there actually exists... looking at AFKers and the like). Most complex point, I know.
If the war effort feels dynamically realistic, cohesive and immersive, this game would have achieved a lot. If they somewhat ditch the 'superheroes' cliche and let the AI be more unpredictable and surprising (but not 100% of the time in 'bulldozer mode')... I'm dreaming but I'd like the 'war is hell' feel from time to time, occasionally by surprise (not just 'go Y zone or do W thing if you want the bad guys to be extra tough').
If there's a way to make the game do this while not shoving a forced 'hardcore' mentality on all players all the time and also 'reality check' parameters are respected (game performance and dev's work)... I'd love it! My technical knowledge is extremely limited, I just know what I'd like but I still believe this is possible to some extent, if it fits the creator's vision, that is.
Failure IS an option. Delicate matter but the rewards in terms of gamplay (in every sense) could make all the difference. Central concept, IMHO. Worth working out. Could be one of the game strong points: to go beyond the 'binary' win/lose mentality, while respecting player freedom and do it in an immersive fashion (this is important too).
The last base shouldn't be taken by the enemy in any way, goes w.o saying.