Hi a few thoughts crossed my mind how to maybe
make the gameplay loop around nodes a bit more diverse and frontline orientated than the more or less current build and forget meta.
To achieve this i propose that Nodes can be upgraded to a second tier costing an additional 50-100 supplies which generate 15-20 resources and provide a few more benefits depending on the node type.
Fuel Node T2: Greatly speeds up the repair speed of repair stations within 50m of it. Allows the spawning of vehicles on it except medium/heavy tanks. It simply doesn’t become buildable if there’s not enough room around it. Reduce the cost of spawning heavy tanks by 50 Fuel per T2 Node.
Potential more stuff or a T3: Reduce suppression for vehicles entering the 50m radius around it for 1minute with a cooldown of 5min to reapply the buff.
Munition Node T2: Allows infantry to rearm themselves with a 2-3 minute timer between rearms to prevent spam. If placed within 50m of a repair station tanks can also rearm while repairing/standing next to the station with a 5min cooldown to prevent spam.
Potential more stuff or a T3: Infantry spawning in garrisons within 50m spawn with additional ammo. AT Guns within 50m reload faster.
Manpower Node T2: Reduce respawn time for Garrisons/Outposts within 50m of it by X seconds.
Maybe 10 seconds to make a difference but not become instant? Allows supply trucks to get their crate backs with a 2-3 cooldown between resupplies to prevent spam. Reduces support supply cooldown to 1 minute to ease the competition between garrisons, AT guns, engi buildings hopefully encouraging teams to use this stuff more often.
Potential more stuff or a T3: Reduce suppression within 50m of it, reviving is a lot faster you get revived already bandaged.

got something similar to
and offered more of a dynamic decision with when/where to build em