This article will introduce this point separately and share with you how the game rules of the BigAction game mode are formed.
Basic game rules
The combat area mainly consists of capzone and bombsite
Some combat areas have multiple capzones, and these capzones will be opened in order. Points D and P are the capzones that will advance to the next area.
The advancement rules of the combat area are closer to the confrontation mode in the default mode.
Dozens of unique combat zones cover the entire map. Each combat area has as much space as possible to move around, but the gray area that protects the player’s default spawn point still exists.
As long as you learn to use your Engineer to build vehicles and rally points, you can reach the hot spots of combat very quickly.
The game has 4 initial starting sectors, which are randomly used as the starting point for a certain game in a certain proportion.
When point D or point P is occupied by either team, the combat area will push to the next area.
But in BigAction mode, the advancing area has branches. When the key capzone is occupied by different teams, the map will be advanced to the next different area.
At the same time, the opponent team will deduct a certain amount of points. When the enemy’s remaining points become 0, your team will win the game.
For the defenders, they can also affect the changes in the combat area by blowing up key facilities (Bombsite as Q point in the combat area).
Destroying a bridge or blowing up a railroad not only deducts points from the axis attackers, but also pushes the combat area into the next more favorable direction for the defense.
The maximum length of the game is about 2 hours, and considering the long wait for other players to discover the room and enter, usually intense battles will last around 1 and a half hours.
If the attacking team cannot capture enough areas within the allotted time, the defending team will be victorious.
Although the attacker has many more public spawn scores than the defender, if the defender persists in defending, they still have a chance to win.
This is a flowchart describing the game’s Warzone activation rules. I hope this is clear enough.
Why is it designed this way?
I’m trying to cover here why the BigAction game mode is designed the way it is.
These designs are all designed to solve specific problem scenarios, and such game rules are not some personal whim.
Each change in these game rules comes from the problems encountered and suggestions given by many players during the testing of this game mode.
In its earliest version of the game mode, the Big Action game mode was like a giant hybrid of Invasion and Conquest.
During the early testing process, we encountered many problems that made the game may unplayable.
Then I gradually solved these problems and updated the game mode. Now it’s more like a variation of confrontation mode. And can more effectively guide players to engage in fierce battles
It has been updated many times, and if you haven’t played this game mode for a long time, you will see a lot of differences and good changes here.
limited destinations for players
But if things are like Conquest mode with too many capzones, it often leads to players not knowing which point is the most important.
When the number of capzones exceeds 3, it is difficult for many players to understand the rules of the game and how to win. Even if we have 25 players, it is difficult for them to reach a consensus.
So I gradually reduced the number of capzones activated simultaneously in later iterations.
In the current game mode, usually only one available capzone is activated, while the other capzones are occupied or locked.
I think this effectively reduces players’ thinking costs, and they only need to focus on the most important combat hot spots.
The opening sequence of capzone will serve as a tour guide to guide players to gradually explore the map.
Avoid deadlock in combat
In very early tests, BigAction was often plagued by deadlocks caused by a single capzone in the default invasion mode.
When the defenders are too strong, the invaders will be unable to advance to the next area, and the battle will gradually become stagnant in one area.
I know that most players on both sides will be tired of fighting without variety.
I’ve been trying to make the battlefield unstable to increase the freshness of the battle.
I currently solve this problem in two ways
bombsite as side-missions
I gave the bombsite the function of an advancement area. All bombsites serve as sub-task targets for both the offensive and defensive sides. It is the main task for the defensive side to counterattack, and it is also a key facility that the offensive side needs to protect while attacking.
In the current version of BigAction, the defender can significantly reduce the attacker’s score by blowing up the facility where the bombsite is located, which gives the defender a chance to take the initiative to win.
Completing the bombsite mission has a huge impact on the battle. If 3 to 4 bombsites are blown up in a row, the battle can even end within dozens of minutes.
Bombsites also produce real changes to the atmosphere and scenery of the map.
Such facilities, on some specific occasions, can also help shape some situational game narratives, for example, the defender must hold on to point A until the bridge at point Q is blown up.
In the combat area in this screenshot, for the attacker, he must unlock D by capturing A, and at the same time must protect the bridge at point Q.
The detonation time of each bomb is set to approximately 690 seconds, it is a short period of time. When attackers must try to break through the defenses and protect the bomb.
captureable D point for both team
But the defender must complete the task on the premise of defending point D
But bombsite alone may still cause a stalemate. When the defender holds point D and the attacker holds the bombsite at point Q, the two sides will be in a stalemate.
I have to avoid such deadlock cases.
Therefore, I absorbed the form of confrontation mode in the arcade mode in later updates. The defender can also capture point D at a very slow speed.
The defender’s gradual occupation of point D will serve as a soft countdown for the attacker. The attacker must attempt to attack or they will soon face failure.
Buffer
When the player advances into the combat area, because the map is so huge, units such as paratroopers will quickly assemble into the next combat hotspot in order to avoid such a too reckless advancement.
I avoid this problem by adding a certain locking time to each newly opened capzone.
More than 5 minutes here is enough time for the defenders to reorganize their defense line.
Even if they are walking instead of driving vehicles, they have enough time to retreat to the new defense line.
The approach in confrontation mode is also used here.
I think the versus mode in the default mode is a pretty good skeleton of many base game mode.
The locking of new capzone will give both sides enough buffer time to start a new battle. Avoid turning into a reckless blitz by the offense.
Attack the D point or Defend the D point
Branch
When the key capzone is occupied by different teams, the map will be advanced to the next different area. This allows players to explore different areas of the map from this game mode each time they play or multiple plays.
And as the details of each battle are different, the attack route of each game will also be different.
This is different from any default game mode, where there will be more variations and possibilities in the areas and routes where each battle takes place.
I believe this will help keep things fresh for players.
The game engine can support dozens or more branching areas well.
I hope these words will help every player understand this game mode better or find something to own from it.
Any player is welcome to ask any questions about the game mode or make your valuable suggestions.