Some suggestions regarding game elements and modes

1. Change of key game elements:

1.1 Applying existing features from other gaijin games to Enlisted

    1.1.1. Develop infantry transport vehicles/IFVs for infantry squads and extends map size (or 
    remove the current game mode of capturing point one by one)   

    Problems: 

    Currently, maps are relatively small especially for tank players, there is little space for armoured 
    vehicles to maneuver (this is really obvious when playing on a small map or in the game mode of 
    capturing points one by one). The map size is just enough for infantry players to fight. 

    I do acknowledge that armoured vehicles are not suitable for all terrains/maps, but I believe the 
    key is to build up more unique features for Enlisted and distinguish them from other similar 
    games such as BattleField to attract players. 

    Suggestions:  

    Learn from games like ‘War Game’ and ‘Steel Division’, develop infantry transport vehicles/IFVs 
    for infantry squads then put them in the tech tree for players to unlock. (Example: give truck by 
    default, then research to unlock half-track like sdkfz-250/251 for German and M-3 for USSR and 
    US/UK to carry and provide covering fire for infantry squads).  

SteelDivisonIFV

    As gaijin already has rich experience in vehicles, adding infantry transport vehicles won’t be too 
    difficult and can give a unique feature to Enlisted.

    After infantry squads get transport vehicles, bigger maps can be built (or remove the capture 
    points one by one mode) so that with the vehicle, players can get to the frontline in time and 
    create more tactics, and tanks can have more space to maneuver. 

    1.1.2. Give more standing positions for vehicle commander and give 3rd person view in certain 
    scenarios 

    Problems: 

    Firstly, although 1st person view gives the real experience as a vehicle crew, this does affect the 
    players' game experience and  Enlisted loses the opportunity to demonstrate the extraordinary 
    vehicle model to the players.   

    There will be several concerns regarding giving the 3rd person view, such as it will make the tanks 
    too OP, but I believe most of those concerns can be balanced with some restrictions. To my 
    understanding, 3rd person view + extraordinary 3D model + realistic damage model and 
    algorithm will be the key advantages for Enlisted.

    Secondly, as in the current version of the game, vehicle commanders have to expose half of his 
    body outside the hatch to have a better view which will make him an easy target for the enemy, 
    there should have more standing positions for commanders such as only exposing his head to 
    view the outside situation (I mention this is to combine the solution for this with the 3rd person 
    view will have details in the suggestion part).

    Suggestions: 

    Give 3rd person view to vehicles when meeting certain scenarios: 

        For open-top vehicles, players can use 3rd person view 

        For other vehicles, players can use 3rd person view when the commander is alive and is 
        observing the battlefield with his head outside the hatch or using the machine gun (if the 
        vehicle commander is dead, then either player can put another vehicle crew in this position to 
        continue using 3rd person view, or players will lose 3rd person view). 

    In order to balance the 3rd person view, there won’t be any aiming circle or aiming point in the 
    3rd person view.  

    With 3rd person view enabled, the game will have more chances to demonstrate details 	of 
    the character that players control, and more chance to introduce ‘Customize character outlook’ or 
    ‘Customize Vehicle outlook’  

    Giving more standing positions for vehicle commanders, such as only reaching out his head to 
    observe the battlefield. This change also means commanders won’t be killed too easily and 
    players can use 3rd person more often. 

standingPosition

    More thought about the 3rd person view: 

    If we look at another game, ARMA3, it is a hardcore military simulator, but players can switch 
    between 1st person and 3rd person view, and players do enjoy playing this game. I believe this 
    also can be applied to Enlisted.  

    Games like Squad, Hell let loose only has 1st person views, and similar to Enlisted, players can 
    control vehicles, build covers, supply points, etc. Instead of using the same concept to compete 
    with them, would be better to use gaijin’s existing advantage and create new unique features. 

    1.1.3. Build up a new algorithm for human body damage model 

    Problems: 
    Enlisted is using a similar vehicle damage algorithm as in War Thunder, but for infantry, the 
    injury model and algorithm can still be improved.  

    Suggestions: 
    There is an interesting mod created by players in ARMA3 called ACE, within that, there is a 
    Medical System that divided the character body into 6 parts. Injury on different parts will have 
    different influences on the character (such as injury on the leg will affect the character’s ability to 
    move and injury on arms will affect character’s ability to aim, etc.) and players can heal 
    different wounds separately 

bodyInjury

    Moreover, Enlisted can still give further improvements to these concepts, for example, 	build a 
    more detailed model for the human body similar to in War thunder and calculate the damage. 

1.2. Learn from other similar games to improve Enlisted 

    1.2.1. Change the engineer squad abilities 

    Suggestions: 

    It is ok for engineers to build sandbags, ammo supply points, tank traps, etc. But it would be 
    better to remove the ability to build respawn points and AA guns.  

    Instead of Building a respawn point in a little corner, it would be better to learn from COH2 and 
    integrate the rally point with the concept of infantry transport vehicles.  

    The infantry transport vehicles for engineer squads can be deployed by players’ command after 
    the engineer squad get out of the vehicle and then serve as a respawn point, ammo supply point 
    (can supply grenade and shell for tanks) and can also serve as a repair centre for other vehicles 
    (Faster repair and can repair unlimited time).  

    The reason for removing the ability to build AA gun will be covered in the next point in detail. 
    Overall, AA/AT guns can be an independent weapon and towed behind the infantry transport 
    vehicle. 

    1.2.2. Add AT and AA gun as an independent weapon 

    Suggestions: 
    Instead of letting engineer squad or gunners/engineers in other squads build AA and AT guns, 
    Enlisted can learn from Steel Division, make the AA, AT gun independent equipment and can be 
    equipped with the squad that has AA/AT gunner in it. The AA/AT 	gun can be towed behind the 
    infantry transport vehicle and deployed by the gunner. 

gunSquad

    1.2.3. Paratrooper should be paradropped to battlefield or landing using glider 

    Suggestion: 

    Currently, players can only use paratroopers the same as normal infantry. But new mechanisms 
    can be applied. For example, players can select a place on the map to do parachutes or allow 
    players to control gliders and land on the battlefield. 

    1.2.4. Give infantry smoke grenades with different colours 

    Suggestion: 

    The current smoke grenade is only useful for covering friendly troops or blocking the enemy’s 
    sight, but not working very well for marking the enemy’s position or guiding airstrike and fire 
    support. 

    Adding smoke grenades with different colours can give infantry squads more ways to cooperate 
    with others. 

2. Changes for the game mode and win condition:

2.1. Implement combat stages concept to the game 

Problems: 

There are 2 issues in the current game mode,  

Firstly, higher-level players are playing together with new players, which will give a bad game 
experience for the lower-level players. But if continue using the battle rate same as in 	War 
Thunder, every battle rate won’t have enough players as the game is still in the Beta stage. 

Secondly, once players get to a higher level, as the game no longer uses battle rate to divide players, 
the lower-level vehicles, weapons and squads will be abandoned by players, in the long term, the 
lower-level items won’t have many players using it. 

Suggestions: 

Learn from Steel Division and implement a concept called combat stage. Divide each 	battle into 3 
stages (for example: 1st Stage: 0-5 mins; 2nd Stage: 5-15 mins; 3rd Stage: 15 mins+).  

In each stage, players can use different squads (for example, in the 1st stage, players can only 
control light vehicles/tanks, scouting troops, snipers, and air superiority fighters; in the 2nd stage, 
players can use medium tanks and normal infantry squads; finally in the 3rd stage, players can 
use the top tier troops and vehicles). So that new players can use more light vehicles and 
supporting squads such as engineer squads, machine gun squads, mortar squads to support 
friendly troops. And higher-level players can take more high tier squads and vehicles to battle. 

2.2. Changes for win conditions 

Suggestions: 

Once the whole map is unlocked for players as mentioned in 1.1.1, a new win condition is needed. 
There are 2 new options that can be used:  

First Game Mode: Combine changes in 1.1.1 and assign points to map sectors, then players 	 
capture sectors to accumulate points to win  

We can learn from games such as War Game and set up a target score for players to win the match, 
then divide the map into multiple sectors, and each section will add scores to the team based on 
time captured, the first team to reach the target score will win the match.  

mapSectors

There is a supply chain concept from the COH series can also be used. Only sections that are 
connected to the starting point/HQ can add points to the team. If a section is isolated, it won’t add 
any point to the team even if it is captured. This way, we can give players space to create more 
tactics. 

Second Game Mode: The game mode of capturing victory points can still be used, victory points 
still work the same as in War Thunder, but normal sectors can still add spawn points for the team 
once captured. 

The supply chain concept can still be applied to the second game mode.
3 Likes

I’ll pass on the 3rd person view part

2 Likes

if they wanted to create a game like this they would have done it already

2 Likes

I wish man. But what you describe is not even an overhaul of the Enlisted, it’s a different game.
For some reason devs decided to let us command an AI suqad and then thrown us to the small map with no tactics other than zergrush. A wasted potential imo.

1 Like