Limited tickets for defenders, but point-related

This is yet another idea to possibly integrate a tickets system for defenders as well.

In this scenario, instead of draining a large pool like attackers, defenders would have several smaller pools, one for each cap zone.

Imagine, while attackers start with 1000 points + reinforcements, defenders get (example) 300 points per cap.

If defenders hold the point BUT take too many casualties and get drained to 0, they can no longer respawn at the current objective and must either wait for the current point to fall, or spawn at a much farther position way behind the front.

(In this case, if noone is defending inside the cap, a timer should start and the point should be automatically count as captured after 1 min at most, to prevent useless waiting time.)

Every time a cap point falls, regardless if defenders still had tickets or not, they get their tickets back up to the initial (300) but no higher.

The amount of defenders reinforcements per cap would become a tool for maps balancing, just like attackers reinforcements.

This way, IF WELL BALANCED BY NUMBERS, on one hand there may be more incentive to camp and play by attrition, but on the other hand 1) attrition war would work both ways, and 2) attackers would still have some incentive to rush and cap quickly, to save tickets.

Please discuss.

11 Likes

I think that could work. However you’d probably want to have a higher number of tickets for defenders on first cap, 300 vs 1000 would basically mean that 1st cap is guaranteed unless the attackers are the worst. Probably should be 500 - 1000.

It would suck if every match goes to last cap.

Having it to where the defenders spawn farther back if they deplete their initial reinforcements is an interesting idea. Though, I know of no game that has a similar mechanic for a basepoint.

3 Likes

The game already has dynamically shifting spawns.

The only change in logic would be switching defenders to next line of spawns when tickets hit 0 instead of when the point falls.

Well, nyes.

Of course, the numbers I quote are pure examples, and I fully endorse tweaking reinforcements per cap on both sides as a mean of balancing.

But I see as a plus the reduced frequency of matches where attacker are so crushed back they don’t even take the 1st point.

Hey, I really like that idea! Would make battles more dynamic and make defending caps more sense for the defending team.

What do you think about the current unlimited defender spawn system? Do you think it is unbalanced or it is a mechanic to compensate the advantage that attacker have.
Defending or attacking, which is easier in your opinion?

If it is because of kamikaze or some shit like that a personal limit for plane spawn would be better than saying that camping is once for all the most viable tactic to win as the attacker.

Or just scrap objectives altogether and make some team deathmatches on open maps so everyone camp with their shinny new bolt actions and even actually helping by doing that.

I’m actually Ok even with current unlimited spawns for defenders, but since someone deems it unfair, this is just a possible alternative.

Also, camping alone still wouldn’t bring attackers very far, because defenders still have the advantage of time limit if no attacker actually goes to the point.

And you’d still be better off pushing and capping quickly, rather than camping until draining defenders dry but suffering even heavier casualties in the meantime.

1 Like

Fair enough

1 Like

Looks more complicated compared to my idea Make defenders have tickets across all modes(Invasion, Assault, Destruction, Armored Train, etc) where I would have a straight up copy of Red Orchestra 2/Rising Storm 1 and 2’s ticket system where defenders naturally have lesser tickets depending on the map as there are maps where the attackers have more tickets than usual due to the difficulty of the map.

I read your suggestion, but I haven’t played RO and therefore can’t get the details of it aside from defenders having a pool of tickets.

Gotta say tho, that I agree to the objection that in Enlisted you can’t really expect a team to take coordinated tactical decision, save rare cases.

With different tickets pools for every cap, the risk of defenders wasting all tickets on a single point and attackers steamrolling thereafter with no resistance left is automatically excluded.

At the same time, if attackers put up at least a minimum effort, they are most likely to make it to the first cap or two by just killing enough defenders, reducing the occurrence of one-sided victories for defense.

This is where the lockdown system comes in where it basically ends the match and defenders win after a certain amount of time with no activity at the cap itself. If the lockdown timer goes to 0 but the attackers are capping, it goes for an overtime where its in effect until either all the attackers die on the cap or the attackers successfully cap the point.

We have that system only instead of 10minute, we havs 25minute for the lockdown

1 Like

Imo 25 is fair enough. Even though if attackers don’t cap in 10 minutes they’re probably gonna lose in the end, giving them a loss by default after only 10 mins would be unfairly short.

Match time limit is very different compared to the lockdown system from RO2 and RS2. The match time doesn’t have extensions except in some custom maps depending on what the mapper did set or some server settings.

Also we still have this issue with defenders can infinitely spam more than the attackers because of the lack of tickets which is why I did propose to give them their own tickets yet there are those who fiercely defending the defenders as they may have not experienced how Red Orchestra 2 and Rising Storm 2 do Territory mode(their counterpart of invasion and confrontation in some maps).

It have it defeat timer can be resetted by the attacker giving them more time

Maybe I’m misunderstanding, but we DO have dynamic match timer. Every cap has a 25 min timer on its own.

new player spawns
immediately get squads wiped
team as a whole loses tickets

nah man, I refuse to get punished even more because a player gets killed right off the bat

I usually see defends with more kills and less deaths unless it’s an attacker steamroll