New Gamemode Thought

Suggestion: New Game Mode “Take and Hold”

Based off of Squad’s “Random Advance and Secure” game mode, this game style features a dynamic set of objectives on larger maps

Core Mechanics:

  • Two teams start on opposite ends of the map, called the “Staging Area” with the “no man’s land” in between them. These spawns are within the Gray Zone to limit enemy action within proximity of the Staging Area. Enemy aircraft that enter a certain proximity will be shot down, and enemy ground vehicles/infantry within proximity will be destroyed in the same manner. Decorative AA and AT emplacements will serve to demonstrate this.

  • Each Team’s objectives is to take and hold objective points. These points are initially neutral and add additional tickets once taken. Control points must be taken in order. If both teams are contesting a point, the subsequent point behind that one is open for play to be captured (“back-capping”) but further progression is locked until the original contested point is also captured.

  • The first team to lose their full ticket amount OR be pushed back to their last point outside of their Staging Area loses.

Features

  • Larger Maps: Maps will be larger to accommodate the requirements for having ample space between objectives. To accommodate for the larger spaces, player pools will be increased to 20 v 20 or even 25 v 25.

  • Dynamic Objectives: While on normal matches objectives are typically linear in nature, objectives will be randomized from a predetermined list of possible points.

  • More vehicles: More players means more Combined Arms! Double tank, plane, and APC limits; however, vehicles must rearm at their staging area.

  • Increased Logistics: Engineer structures are more important than ever in such large, dynamic battlefields. Engineer supplies are doubled and build limits are increased for non-weapon structures

  • Ambient vehicles: Staging areas will occasionally respawn ambient trucks and jeeps for players to use!

Benefits:

  • Increased dynamics in gameplay: Flanking is more important than ever, as a sneaky APC or paratrooper drop can backcap and deny an entire enemy advance. Objectives are no longer a funnel into a meatgrinder. Engineers can now properly fortify and create defensive complexes without having to worry about speed capturing

  • Distribution of resources: Teams are no longer forced to constantly throw their soldiers into a mindless funnel for singular tiny cap point. With multiple objectives and a large map area to play with, all strategies are viable

  • Addressing major complaints: Greyzone camping is a thing of the past, since the only grey zones are near the Staging Areas. High Explosives are nowhere near as oppressive with the multiple large capture points causing teams to have to choose where to distribute their resources. Engineers can see new life in fortifying terrain choke points, with the time and resources to create proper obstacles. Even items generally considered useless, such as Riders, can now find sneaky side avenues to get flanking rallies or ambush enemy reinforcements.

Additional considerations (just thoughts but don’t need to be included)

  • Potential secondary objectives: Airfields may provide a place for pilots to land, rearm, and repair closer to the front - but these will not have the AA protection of home base. In the same manner, maintenance hubs can provide the same benefits for ground vehicles, and aid stations will revive squad members. Taking these points, typically located away from the actual objective, provide additional benefits for the team

  • larger maps also open up the opportunity to encourage the creation of Rider IIs with jeeps/armored cars, since they can use their speed to harass early pushes and strike at rear areas.

Just a thought. Let me know what yall think. In my opinion, the current method of gameplay is exceptionally small and most maps are just a singular funnel into tiny points. I’d like something more dynamic, and no other game has the unique squad mechanics this game has. Ticket regen for point capture would obviously need to be heavily looked at for balance purposes but I can’t speak to the mechanical side of the game to know exactly how that would work.

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