Or a change in the invasion?
I suggest adding a counterattack in the invasion, during which the attackers begin to defend the last conquered point (their tickets are completely saved).
Defenders attack this point with about 300 tickets (for example).In case of capturing a point, the attackers will have to take this point again, and they also lose 100 tickets.If the counterattack is successfully repelled, the attacking side receives 200 tickets.
If was counterattack on first point and defenders take point,then defenders win game.
What could cause a counterattack?There are two variants:
1.Random
2.If attackers long time cant take point.(300 tickets spend)
Very nice idea! Only thing i’m wondering about is that matches could become too long if teams are about equal level.
About when to implement this thing:
I have idea that counterattack timer as soon as objective is captured should start (for example 2-3mins). During that timer defenders need to get their foot in lost objective and start capturing it again otherwise it’s lost for good and next objective opens. Attackers need to pull in more reinforcements meanwhile to prevent counterattack capture. It should work kind of similar to demolition mode im Tunisia probably.
There is one really good thing about all of this - objectives lost in a row by rushing attackers will be less frequent. Only downside is that defenders could earn more from this than attackers.
I would be a fan of a two-way invasion mode, in which both teams are basically attackers (but still defend obviously) and try to push one another to their respective end points. The first team to capture their respective end point wins, a team can also win if their opponents run out of tickets. Instead of regaining tickets after capturing, I suggest teams would start with 2000 reinforcements each and cannot replenish them. I also considered the idea of making it so that only the first capture of a point provides reinforcements, but that just encourages steamrolling, which isn’t great when defenders have tickets too.
I’ll add on. There are two options for such game-mode, either having one point per team (so two active zones at a time), or one point for both teams to fight over (my preferance), but that would require for the capture zone to have a delay so that the team which just lost cannot capture the new point right away.
Some games I played with 2-way “invasion”
Verdun (frontline)
RO2 (and its series): Some maps’ points can be two way. But not assault’s two at same distance. The attacker’s “defending” sector is at the rear of their attacking sectors. Defender can recap that previous point. But can not recap any further sectors. (close to HLL’s maps)
Interesting, it’s very VERY similar to the Exellent WW1 game, Verdun, where the cap zones are simply trenches. There’s a lot of back and forth in it, attacks and counterattacks.