For historicism games. In fact, most games on the market can’t do this. They all have a lot of non-realistic elements.
Most of Enlisted’s competitors have better advantages in the diversity of game scenes and player communication and cooperation.
These aspects are currently the shortcomings of Enlisted. While the devs have tried to improve in this area, I think that what the devs were trying to achieve has failed in arcade mode for a number of reasons.
I am not a player who requires the game to be completely realistic, but I think that for a historic battle that can attract players, the diversity of game choices, the richness of game tactics, and the communication and cooperation between players are crucial.
This proposal is mainly about [diversity of game choices] and [richness of game tactics]
For this, it is very important to construct a dynamic and diverse unit deployment mechanism in battle. Only then do you have the opportunity to create scenarios that are close to historical accuracy, rather than simply throwing things together.
For example, in the Battle of Kursk in history, a larger number of T-34s fought against stronger German tanks. The historical accuracy is not a 1v1 battle with equal numbers.
If it is not restored in these places, the so-called historical accuracy cannot be achieved.
No one here thinks that AVS, FG42-2, and Fedorov automatic rifles appeared in large numbers in the Battle of Moscow and the Battle of Berlin to be historically accurate. There is also the misuse of various bolters.
This is not to suggest that developers completely ban these weapons, I think players can accept these weapons appearing in small amounts in battle with certain rules.
In history, FG42 was once assigned to the airborne troops, so the squad equipped with FG42 can join the battlefield as an elite unit under certain conditions, and there is no need to ban him, but all this is not unlimited abuse.
If you want that immersive atmosphere and variety of options, then I think the spawn mechanic is the best solution.
Game mechanics:
Each player has a point counter, and every time a player deploys a unit, it costs some points. It has the following functions.
- Increase of points:
1.1. The contribution in the battle will increase the points, which is the same as the current player’s score increase.
1.2. Points will also increase over time so you can get a cooldown like indicator.
1.3. Points have a certain upper limit. The upper limit is to avoid the emergence of point rich people.
- Spend points:
2.1. The weapons and vehicles equipped by player soldiers will have their own scoring conditions.
2.2. In the game the player must spend points to deploy his squad.
2.3. Depends on player’s free configuration and choice.
(! I don’t like pre-equipped squads in the server, I prefer to assemble and develop squads by myself!)
2.4. Players participating in the battle must equip at least one base team whose score is below a certain score.
- This is to prevent players from being unable to deploy things due to losing all points, this applies to feature 1.2. If a player loses all points, he will wait for a while to come to this main unit. For example 20 seconds.
- This basic unit can be reused.
Most of these functions are just based on the existing Enlisted and CRSED functions. It is achievable and has a measurable amount of work from a procedural point of view.
Players can even implement most of these described functions themselves if they allow them to write Das code.
Based on this basic points mechanism skeleton, game rules can flexibly expand a large number of rich content and game rules.
Armored vehicles and tanks:
- Deploying tanks costs credits
- You can equip tanks with different amounts of ammo, just like in War Thunder, different ammo configurations cost different points!
- Weaker tanks cost less points, you can use 3 T-34s to beat 1 tiger in winter!
- Maybe tanks can be deployed repeatedly until you use up all the points
- FQA: What if a player monopolizes tanks?
- A: Even in the current game I can monopolize 3 tanks. So there is no direct connection here in this question.
- A: Larger maps and 20v20 battles will fundamentally solve the problem of vehicle monopoly.
- More types of vehicles also have their own uses, and they cost different points, for example, rocket tanks may cost more points.
Historically Accurate Aircraft:
- Suicide jet missiles are one of the most game breaking situations in current spam mode. You can’t defend it here.
- Players will be punished with double points after committing suicide, which means you cannot play as a suicide missile
- You can set different weapon mounts and bombs for the plane, just like War Thunder does, different weapons will cost you different points!
- The player can return to the airfield or carrier where he can choose to redeploy to another squad. A safe return flight will return all your Deployment Points!
Transport Vehicles: Players can configure different transport vehicles for their squad, armed half-track vehicles and armored vehicles will cost more points! Depends on the player’s free choice!
Radio and Signal Corps Support: Players can spend these points to call some special radio support, such as spending 600 points to call Katyusha once in an emergency to cover a large area with firepower. But these are not abuses!
Engineer’s construction fortifications: Engineer construction also costs these points. Players can spend points to build different types of fortifications, or to fix weapons. The player can spend more points to deploy a Pak43, if his points are not much, he can only choose to deploy Pak38, all of which are decided and chosen by the player himself.
Example of model deduction: (this is just an example, I think the specific numbers need further detailed design)
Players will get 5 points every 10 seconds in the game. The upper limit of soul points that a player can store is 1000 points.
Weapon points table: (this is just an example)
Mosin Nagant: 1 point
PPS-42: 2 points
PPsh: 3 points
DP-27: 4 points
AVT: 5 points
T-26: 50 points
T-34-1941: 300 points
T-34-85: 500 points
IS-2: 800 points
Players participating in this battle must equip a team with less than 10 points, refer to 2.4.
If the player wastes all the points, he only needs to wait up to 20 seconds before deploying a basic squad to continue fighting
He can be:
Mosin Nagant*9 = 9 points
Mosin Nagan5 + DP-271 = 9 points
…
In any case the player can choose for himself! This is very important for fun and stickiness.
With such a feature, even in ordinary games, there is more room for design.
The development team or MOD author will be able to adjust the player’s use of weapons and equipment of different strengths through these scores.
Such as a large-caliber heavy machine gun, well he is really powerful. But to balance him, what you have to do is not remove the ability of bullets to penetrate wooden walls. You just have to make the Large Caliber Heavy Machine Gun cost more build points and build time! Large-caliber heavy machine guns will now cost 200 points to build! Players will cherish it rather than abuse it.
There are also different types of anti-aircraft guns, which in historically accurate battles can sometimes be used as weapons against ground targets. But he needs to spend more points to build. This gives players the option to build AA guns in the rear for use against aircraft instead of wasting 300 points building flimsy AA guns on the front!
Implementation of historical accuracy. This is only relative historical accuracy.
This feature can even be implemented in MM! You don’t need any BR based MM system right now, as BR’s MM will just split players.
Why can’t players use T-70 against Panther tanks? This has happened in history. T-34/76 also directly faced Tiger tanks in the battle of Kursk and won!
And BR-MM is difficult to deal with weapons like MP3008, if it is based on points MP3008 can play a role in later battles without embarrassment, because it costs less points to deploy.
in different historical maps. Players have different initial points.
For example
Maps and battles set in 1941: initial score 100
Maps and battles set in 1943: initial score 500
Maps and battles set in 1945: initial score 800
Suppose a T-34-1941 costs 300 points, and a Tiger tank costs 700 scores so T-34 can be deployed more to deal with Tiger tanks!
And it will implement the feature about late tanks will be difficult to appear in early maps, and even if they appear, they will be rare!
Historical accuracy is definitely not a fair fight for 1v1, here is the difference in numbers!
For historically accurate battles, don’t preset and fix squad configurations!
I hate the squads arranged by the server, I want to use the squads I cultivated and the advanced squads and weapons I bought!
Dont do this preset things! I like to want to play the squads I cultivated! There are also decorations for clothing and various vehicles
In any case, players are allowed to choose by themselves! Diversity of gameplay, rich choices are very important for fun and stickiness.
Discussion on the topic is welcome.
If you only like spam games, you can keep silent in this post.
If you are interested in this or have questions, welcome here discuss and add your thoughts.