# APC Rework
## Abstract
The APC provides an interesting concept to the CM game loop, but with such a concept comes a myriad of issues, which I hope to tackle here.
The APC would switch from being the VC's "do whatever" tool into a mobile command post for CIC, similar to *Aliens*. The APC would be purchasable for ~10 intel at tier 2 (the same as the OBs, tier-wise), with the only people having the skill to drive it being the SOs, XO, and CO[^1]. The choice between the three modes of APC would be removed, with the only mode of APC being a hybrid of the command and transport variants, featuring a tacmap, the wallhack radar, some seats, a phone, and a storage vendor for supplies.
The APC will lose all weapons[^2]. In addition, the APC will gain a minor speed boost while being able to take a little bit less damage, to disincentivize bodyblocking the front, as the previous iteration of the APC did[^3]. With these changes, the APC should be able to become a command post to let a CIC member oversee the operation on foot with all the safety and tools command requires.
## Goals
* Give command the option to deploy a few CIC members in safety, with the ability to make tactical decisions from the front.
* Add more (good) potential uses for intel.
## Non-Goals
* Do basically anything the old APC did.
* Add a specialized role to drive the APC.
* Encourage *being* the front line in the APC.
[^1]: Synth too, most likely, but it's *strongly recommended* that someone in CIC is the driver
[^2]: The flare gun might be up for debate, however.
[^3]: I'm also up for nuking the bash damage of the APC so that it's not a good idea to use as a battering ram, as the old APC was so often used.