Muti hour battles

I would like to suggest a muti hour battle were you can push back and forth for example you and the enemy start with equal number of objectives and you either have to defend your object or attack the enemy’s object and then the cycle repeats until one side has no objectives.

Make both sides have unlimited troops and make it where if you are pushed back across the map to your last object you lose make there be no timers and no troops number.

15 Likes

As a separate game mode in addition to “Lone Fighter” and “Squads” – maybe. But be prepared to begin a game with 8 teammates, and finish it with a full team of bots, because I don’t think very many people will want to invest a few hours into a single battle.
As a normal mode in addition to “Invasion”, “Assault” and others – hell no.

2 Likes

maybe having a FULL map invasion would be along the lines of the opening

Speak for yourself. Operation Mode (Literally War Thunder’s Enduring Confrontation but for enlisted) would be fun as fuck and I know people who think likewise.

7 Likes

Honestly I’d be in love with something like this, I know it’s something that could be fantastic added later in down the line

6 Likes

Sure, could be fun if executed well. But it MUST be optional, because few people have that much time.

4 Likes

That sounds like the kind of game mode that would make this game great.

5 Likes

If you love this idea please repost other post so more people will hear about and so maybe the developers will hear about this

1 Like

Please repost another post about it sorry mistyped

They could make it a persistent battle, where you can join and drop out anytime, taking whatever xp you earned.

12 Likes

Love the idea of that.

2 Likes

I like the idea in BOTH is variants.

  • Mix of conquest and invasion, where teams fight for objectives in a straight line on invasion maps. Points must be taken in progressive order (gray zone prevents going too far beyond), holding 3 or more caps out of 5 drains enemy tickets, instant victory if a team takes all 5 points

  • Long-lasting, large scale battle on FULL map, players can join and quit at will without penalties.

I have a few observations about the latter though:

  • Despite a (supposedly) larger number of players than in regular matches, maps would be very broad. In order to prevent the match from becoming a hide-and-seek game with players just running after each other in circle while capping empty zones, it would perhaps be better to have a “frontline” system with dynamic gray zone, so that you can’t just sneak through an enemy controlled area and cap a zone which is 3 objectives beyond. This would indeed limit strategic possibilities, but on the flip side it would mostly grant constant action on the front.
  • The map would still need to be divided into control sectors. I’m unsure if it would be better to treat each sector as a single cap, or as an area where you need to cap 2 or 3 objectives to shift the frontline (like in assault). In the second case, the match would actually be an uninterrupted serie of conquest mini-matches.
3 Likes

Add a bf-like system in this mode, where you can always leave with saving all progress. And new players can jump into a going game.

3 Likes

it would always be better than going for 3 hours with strangers and then maybe losing as well

1 Like

Basically “Planetside 2 gamemode”. Yes please.

3 Likes

Ouh, that sounds so sweeet!

Like the eternal battlefield… and every player on the same team gets a small burst of XP for getting to the next objective, so to make players play the objective… and then its just an endless circle … the maps are big enough for it to work!

2 Likes

That would feel a bit pointless. That would completely erease the feeling that you are actually fight for victory and everyone would just practice their best XP-farm method. So I say no for eternal battles. :slight_smile:

i hope they wont add it because its super bad idea, xp farming should not be a thing.

It may sound stupid, but what about:

  1. Running in circles.
    1.1 Map with dozens of points all connected one by one in two loops with “bridge”.
    1.2 Players see only 4 objectives; when some team capture new point shown, furthest fade, grayzones move.
    1.3 When battle reach “bridge”, they get transfered to another loop; when “bridge” reached again, they go back in first loop, but in reverse (to prevent “you had better side” whine).
    1.4 No victory conditions for team - endless battle. If player was in game for 3 loops on winning side, he will face personal “victory” (choose to change side or gentle kick from battle)

  2. Fronlines.
    2.1 Huge map. Zones instead of points (not squares, not fantasy hexes - Voronoi diagram built with respect of terrain features: in towns road split “cells” and architectural features attract “sites”; country side rivers and forest lines split “cells” and hills and buildings attract “sites”). Zone sizes from 100m in town to 500-1000m in fields.
    2.2 Player can spawn any friendly zones that surrounded by frienly land, and spawn points can’t be built on enemy territory.
    2.3 When player step on hostile land that have border with their zones, he start capturing (unless squad in “stealth mode” that devs announced), but progress not shown to players in detail only our/neutral/their.
    2.4.1 Capture speed = (avantage in troops)/( 1 + number of enemies)*10 pts/second.
    2.4.2 Total 100-300 pts.
    2.4.3 Enemy killed from zone = +2 pts; enemy killed inside zone = +3 pts more.
    2.4.4 Zone can be neutralized with kills only, but need foots on land to capture.
    2.5.1 Second zome deep into enemy land have bot “patrols”. (They not disappear as enemy advance, but stop respawn)
    2.5.2 Third zone deep into enemy land - instant death capture.
    2.6 Surrounded troops: radio spawn time 10x; half ammo at spawn; no ammo box can be built; can’t capture zones that not connected to “home”.
    2.7 Victory at 80% land control for 5 minutes.

Join-in-progress will work perfectly both case. But second one will not work with such small numbers of players as Enlisted have now, because 4 teammates can easily dominate map with 16x16 setup.

2 Likes

Yes I love the second idea and the first Idea maybe the will implement both. Also anyone who is reading and likes it this please make a new thread and post about tell all your friends and anyone who doesn’t like it please tell your friends so they can post what they think. We need to increase the awareness of this idea so maybe the devs will read about it and implement it.

1 Like