I've had an idea about how improvements constructed at havens (Such as mortar/artillery batteries, drone launch and control facilities, etc.) may give a limited-use benefits in combat, meshing together (to a certain degree) the strategic and tactical layer. I'll illustrate what I mean with an example:
Player Bob sees over the course of his game that the mist and the baddies it contains are creeping ever closer to one of his havens, Frontier Point. Being a hard-line New Jericho type, Bob puts no stock in (and has no access to) Synedrion mist-repelling technology, and thus his means of keeping Frontier Point safe is sending out troops to deal with the encroaching threat. The constant fighting takes its toll on both his troops and supplies, however, so being the savvy strategist that he is Bob decided to invest resources to setting up a battery of 155mm howitzers in Frontier Point.
Having done that, whenever Bob deploys his troops within a certain limited geographical range of Frontier Point he can have his troops call down an artillery barrage X number of times per mission (or per in-game 24h period) to help even the odds, taking fewer losses while defending his territory and even shifting some troops to other beleaguered locations.
This would give players more options when dealing with trouble near the home-front, and reduce the possible tedium of launching yet another "prevent the nasties from encroaching on front-line havens" and having to fight them with small-arms and grenades.
This could also be a bit of a lifeline to players who screwed up enough to have the enemy at their doorstep in the early game, as at that point there would be very few foes who can survive a barrage.
Other such "remote support options" could include recon drones launched and operated from the haven allowing the player to see points of the battlefield his troops don't have LoS on yet, smoke rounds fired from light artillery or mortars giving friendly troops concealment, strike drones giving the player a 1-use ATGM against particularly tough opponents, etc.
I'm aware of the fact that this may be difficult to balance in order to prevent the game from becoming too easy, and that a certain sense of helplessness (vital for horror) can be lost if a player backed into a corner could simply call down fire from the sky and emerge victorious. Therefore I think that such haven improvements, if they end up being implemented, should either be costly (so the player thinks long and hard about a. whether they should get it and b. whether they should get it at that particular haven) or come at the expense of something else on the tech tree (like in the above example, where bob has sacrificed access to Synedrion tech and mist repulsion in favor of artillery).
Comments? Suggestions? Rotten vegetables?