New game mode

Just a random idea I had while being half asleep yesterday.

Ok so, recently there’s been a recurring problem in every campaign for every factions: desertion. I think the devs listened to most of you guys and removed most of the conquest mode maps and assault mode ones, to mainly repeat over and over again the invasion mode. It’s not a bad thing per say (Though I prefered variation myself) but it brought an unexpected side effect:
Now since we all know this game mode can last an average 30 minute, desertion became pretty common on seemingly one sided matchs.
And know what? I can’t blame those who do. Why endure the remaining 20 minutes of your precious time getting stomped? To entertain enemies players you don’t even know? Pass.

In invasion mode it is really easy to guess wich side will win in the first 5 minutes of the match if it’s one sided.

As such I’d like to propose a new game mode, or rather, a VARIATION of the existing Invasion mode that would NOT overly punish the team getting stomped:

  • implement reinforcements tickets for the defending team, just like the assaulting one.
  • caps could be taken BY BOTH SIDES. If the assaulting team manage to cap a point but the defending one counterattack, they could lose it again.

It’s a classic RO1 mode and it proved very successful.
Why? Because it’s difficult to predict who will win if there’s so much back and forth. If you defend and only have 2 caps left in invasion but the assaulting team still have 700 tickets, you just know you are wasting your time. If you could however TAKE BACK one cap… oh, changes things, does it?

Mind you all, it’s just a thought I had while half asleep, but I’m sure it’d be a fun game mode that would work nicely in Enlisted settings.

Share your thoughts, ladies and gents, all ideas are welcome!

14 Likes

Your gamemode is basically trench warfare? Both teams can advance and have to fall back, is there a definitive attack team and defending team or they’re equal ? How would a game end without the tickets of however is the most active attacking team be like ?

Similar to trench warfare yes, without trenches for the most part. Defending team would obviously start with all caps, attackers without.
There would be back and forth mainly because defending team could take back points.
To compensate, defenders would also have troop tickets, with amount varying depending on what DF would judge appropriate (for those stats and tweaks, they’re the best to choose)
Match would end if one team runs out of tickets or the assaulters cap everything, like before.

It’s just like invasion but with more freedom, with tickets for defenders too.

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Aigth i catch you, looks very fun and more interesting take on invasions

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I’m still wondering why this isn’t the case from the start :thinking:, the dev only copy what they don’t have to from other games

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No idea 🤷
But my suggestion is so basic they might end up doing it even if they never read this thread.

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I like it. Once i saw that in bfv it was pretty good

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This would be really annoying as some players will be defending the next objective and some people attacking the captured one, while there are always some people using planes, tanks or are just stalking here and there in the map, without the unity of majority of players the exprience will be a bad one !

oh yes, i seen people camping the next point while previous is being capped, before the defending team could arrive to the next point it would be capped, and once it would, there would be ton of defending forces in already capped point while attackers are already going for next

there should be some transition mechanic (such as control points on the way to the objective, at least one line of which has to be captured to unlock the next one), so both teams are warned that counterattack is possible

what if both teams run out of tickets? i really wouldnt like to see “camp until they all dead”, there needs to be some victory condition for defenders as well (retake the beach in normandy, for example)

I just thought of a idea using your idea. Instead of always allowing defenders to counterattack but let’s say the defending team will get a chance to counter attack via a poll maybe? Essentially a defending team can counterattack a set amount of times th4 whole game.
Essentially a counter attack will make defenders have tickets for a brief period (less of course) and force attackers to defend until all tickets are drained. I think they should be able to push as far as possible until tickets drained.

That’s a good idea!
I was thinking about a mere timer before opening the next cap (like a measly 20 seconds to prevent scums rushing next caps) but your idea seems even more fun.

3 Likes

Any idea is good. Mine is just a basis, a canvas, to build up on :slight_smile:
The current mode needs some help (invasion) there’s too many desertion and a more strict mm simply wouldn’t solve the issue.

Normandy be like
German soldier to officer: kommandant the Americans took that little bunker on the left
Officer: retreat from the france we have lost

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the problem is that here people get triggered and saying

“and then it becomes a deatmach, the players camp, it’s not fun to play only at the first point”

because then normally what is different
1)people camp
2)the team is defeated at the first point
3)games with all those bunny hoppers and campers coming one by one becomes a COD deatmatch

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Pretty much.
There’s always going to be resistance to new ideas or propositions to change stuff. Because as you said, people camp and and the first point already decide the outcome of matchs. Doing some back and forth with counterattacks wouldn’t make those disappear completely, but would help mitigate it a bit.

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bump. I like it. Good thinking.

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poll? players dont even know how to move, now you are expecting them to vote?

I think it would work better as it’s own game mode. Basic example: there are 6 capture points with 2 always in play.

Reference diagram. The letters are capture points.

Team 1 A B C D E F Team 2

The game start with C and D being active. Team 1 round spawn behind C, and team 2 would spawn behind D. If team 1 took objective D then the two active capture point transitions to D (defended by team 1) and E (defended by team 2). Team 2 could even take back capture point D (back and forth).

The team who captures all the points or depleted the enemy reinforcements wins.

1 Like