a bit of context:
greetings, today i would like to suggest to rework the secondary objectives.
i’ll start by saying that it’s a good idea in paper, but badly implemented inside enlisted.
as somewhat “experienced” player of this game, i somewhat like the secondary objective, both when defending as a german, and attacking as american. and yes, we are speaking of arifield.
but the more i think about it, the more i realized that it’s totally one sided. weather americans players can argue that the map it self it’s heavily in favor of the defenders and therefore needs tickets to proceed, this is somewhat truee. but on the other hand, the germans arguing that are next to be impossible to defend those baloons, they are right as well.
and objectively speaking, those secondary objectives are too " easy " to be shutted down, and little can be done to defend them no matter what nations is doing what.
and from it, an endless and pointles argument will rise.
so that’s why today, i’m here to suggest a rework. without further do, let’s begin:
Main Suggestion:
ok so, the main idea of the secondary objectives, we must first define what secondary objective should be. i’ll take a few examples from other games that somewhat did this right. but the general idea is that secondary objectives must be dynamic. usually located a bit behind from capture points in order to be reached, but not strickly " gifted " to the attackers ( like the baloons ).
so here are my suggestions that includes new types of objectives:
Static Trucks, halftracks, AA, & Destructable Objectives:
the general idea, is to include a few destructable objects behind the capture points to somewhat pull up a fight for both teams ( instead of baloons in the air that it’s not that challenging ).
as the name suggest, those are static, they cannot move on their own, nor be pushed to be relocated somewhere else.
and as entitled, it would be good to introduce AA flak position for the americans to destroy, Oil trucks, radios, and perhaps baloons as well, but not strickly in the air so that the defenders can’t do nothing.
Officer ( NPC Squad ):
he is part of the secondary objective that gives additional tickets if killed, and usually the officer is located inside some houses to be protected from artillery, and sniper fire. so the attacker team has to get dirty. ( the officer, if taken down, he will not respawn. neither his " minions " )
he will generally stay inside those houses
but everytime that a capture point gets captured, this officer will leave the area, and reposition him self and the squad to another location a bit behind the capture point ( not the grey area, otherwise attackers cannot reach him ) and when he is retreating, it’s a good opportunity to strike him down for the attackers. or find him at the next location. the squad is mainly filled with troopers made of 3 stars, with not upgraded bolt action rifles. ( their behavior is usually mediocre. where they cannot " snipe " players from far positions, but they can somewhat answer the fire when in close quarter.
the officer on the other hand, is going to be the only one with smg or semi auto rifle. ( i would say 2 star level, after all, his job is not to fight. since the defenders has to defend him in order to somewhat prevent the attackers from getting their reinforcement )
speed is the key factor ( just like in real life ).
and for those who are wondering:
commander hat is a thing in the game:
( taken from Enlisted E3 2018: ‘Invasion of Normandy / The Beach’ map gameplay - YouTube )
( which cosmetics for the commander should be unique and recognizable like the following screenshot: ):
which is made with the moscow MG uniform squad, and a CO hat. so that he is distinctive even in lone wolf hardcore:
( i tried my best )
next;
AI vehicles ( tanks & airplanes )
now, according to the older Q&A, one of the first ever made about enlisted, stated that vehicles were controlled by AI, and they didn’t had plans to make those vehicles " playable ". as such, it could be a great time to introduce those back.
( and i’m sure they are somewhere sitting in the dust. worst thing that can happen, they take them from war thunder )
ideally, we can all agree that an AI wondering on the map one tapping attackers across the map is no fun, so the idea here, is that the tank is sitting still, and cannot shoot above 150/200 meters. they also use not upgraded vehicles.
so it would work that there’s a functional tank inside one of the bunker or placed somewhere else that ocassionally shoots, and provide a bit of a challenge to take it down, but it’s not going to be overpowered at the point where it wipes out more squad than the actual players. which the tank for the germans that i had in mind, was the PZ.BEFWG.IV J ( which it’s basically a commander tank that has worse turett traverse compared the actual PZ IV J and you can look up about it in war thunder )
and for airplanes, those usually fly around defenders refill point, and engage only if it’s range. to also provide a bit of gameplay for airplanes as well. and make the battlefield a bit open and alive. ( usually, should be a bf109 or a not weaponized airplane, dunno, it’s up to the devs for that regard ).
and lastly;
Capture/Hold:
the capture / hold secondary objective, is something like a capture point, but much smaller, and much quicker to capture.
those are a bit… weird even for me to explain them.
but the general idea, is that there are circles around objectives that could be valuable ( like radio towers, radio in general, ammo caches or whatever or the more logical one for me that i had in mind which it’s also the icon, prisoners) and the attackers must stay in the circle for 5/10 seconds in order to gain reinforcment and that is all.
How to they work
unlike the baloons, it would be better if those secondary objectives are dynamic and changes most of the time. something “complex” to not always make those objectives like it gets repetitive to the nausea.
attackers shouldn’t be able to tell the secondary objectives unless they are close by ( let’s say 100 meters ), than an icon will appear.
so yeah, objective should be different, and provide somewhat of a challenge for both forces instead being gifted to one faction, or another. and also creates unique and fun experience while playing.
but that is what i think.
in conclusion
if you folks want to add or change anything, let’s argue about it and adjust it to make it better for everyone.
and if you have questions, just ask.
cheers for hearing me out, and i hope devs can to the very least, get some nice idea or fully copy it, ( i don’t mind. i just want the situations to be changed, and made it more interestring )