Improving/Evolving Invasion mode
TLDR: Adding attrition victory in addition to Pulse Rush, increasing value of all squad types, Potential to slow down a battle Introducing the ability to pre fortify, and the use of mechanics that there often isn’t time to use, like shovels.
Let me start by saying, I have loved invasion mode for a long time. Good job. As it stands, invasion mode is all about pulse rushing and momentum. As an experience than can be very rewarding but can also very punishing/boring. As more and more powerful gear comes into play, it becomes very messy and spammy and amplifies the need, and the time window to pulse rush. Confrontation is a good evolution that I appreciate. Now this might be an unpopular opinion, but Id like to express it anyway.
In the interest of evolving/improving this, I suggest that mechanics that foster pulsing, rushing, and spamming are adjusted by tuning “Attrition”. The underlying causes are Unlimited defender spawns(creates the need, and the ability to pulse rush), and rally point proximity. This evolution will focus mainly on Tickets and making Attrition a two-way street.
Biggest Issues
- unlimited defender tickets; is the cause of the need and ability to pulse rush. In turn heavily influences the need for full autos, flamers and weapons effective at overwhelming waves in quick bursts.
- unknown capture modifiers, ticket costs, and reinforcement increases. Need to become uniform and known
- Certain mechanics, classes, play types get left out.
Ticket Change
Defenders, instead of having unlimited tickets, Will be issued with 300(example) Tickets for each individual objective. Once those 300 tickets have been used up, anyone Spawning will be put back to the next objective in line which gives them a chance to prepare the position (fortify). This will be a grey zone spawn, and they will not be able to re-join the fight over the previous objective until it has fallen, and the battle moves on. So, while they will suffer not having unlimited reinforcements, they will bolster the defense they can mount through fortification. (also any tickets not used on previous point will be added to the next point, simulating forces pulling back). This is in the most basic form, Number of tickets per point can be dynamic, based on how many the attackers have left, etc.
*NOTE as the defenders now have tickets, It may be viable to allow defenders to know the next point to defend and prepare in advance at will.
Battle Dynamics
How does this change the dynamics. While pulse rushing can still be effective for both sides, since it is limited by resources, it will allow other options. While defenders can keep on counter attacking to delay and push the attackers back, they won’t be able to sustain it, but if they manage to delay the point from being taken for the whole allocated number of tickets, they will buy time to fortify the next objective.
Attackers simultaneously can still pulse rush a point and take it before the defenders run out of tickets, but it also means they have the option to methodically clear them or bleed them of their tickets also if they are outmatched. So, while rushing will still be a core strategy, Attrition becomes equally viable.
In turn this increases the value/contribution of engineers, vehicles, aircraft and long-range troops, and allow other styles of play to contribute via attrition. Rifles for example are effective weapons for attrition, but not suited to Burst rushing/clearing. Every plane strike contributes to attrition, making them more influential, and increasing the need to counter them. Same goes for tanks. Engineers will be hugely valuable.
Extra Benefits
- Fun and interesting mechanics that dark flow have added will finally have a place and time to use, Building, digging etc etc
- No longer need to stealth tweak capture times, ticket costs and reinforcement increases. Can all be uniform and the players know what they have to work with.
Extra Suggestions from comments
- Deaths on objective do not cost tickets
- Rally points cost tickets to spawn on, starter base does not
- defender ticket pool starts small and ramps up to become a final stand action.
I also propose rally points minimum distance to point be increased to 80 meters (although this may not be necessary, two way attrition may be enough).
This is the concept in basic form. All variables are of course tweakable.