In order to make the grey zone off limits most times, available some of the time, not have it be controlled by a “hard switch” that would just make the behind lines area a free for all, and counterbalance camping artillery, the rules have to come out somewhat convoluted because there are going to be a lot of “what ifs?” to answer. But everyone understands how pinball jackpots work, how extra balls get unlocked, how multi-ball plays, etc, etc. The rules for a basic pinball game are far more convoluted than this. I think it’s still simple enough for people to grok.
So you’re saying that there would be no limit on the number of troops in the grey zone, just that only human controlled troops could enter?
What would the AI troops do? Would they just stand at the border while you go to the back of the map? What happens if your controlled soldier dies; do you jump into one of the AI troopers waiting at the border like you normally would?
…I dunno. I think that would be a bit more complicated to pull off than you think. Adjusting the AI to make it do ANYTHING useful at the fringe of the grey zone like set up a basic defensive position would be a non-trivial change. And since the AI controlled troops are designed to not be away from the human player, there’d have to be new follow rules that migut be more complicated than you’re considering.
I’m a software developer (22 years) This can be done with only a few orchestrated changes.
Delta #1: The game already tracks if a player is in the grey zone, because they get autofragged. Add an accumulator to keep track of how many soldiers are in the grey zone.
Delta #2: Suppress grey zone timers as long as accumulator max isn’t exceeded. If it’s exceeded, everyone’s grey timer immediately starts.
Delta #3: Allow rally points to be placed in the grey zone but consider the entire grey zone to be in “active battle” to prevent spawning.
Delta #4: Add cumulative timer to defender artillery in the grey zone.
Delta #5: If camping timer exceeds threshold, (#2) troop max capacity is raised to 6.
Delta #6: Track number of combat points accumulated by troops while in the grey zone
Delta #7: After combat point accumulator hits limit, grey zone “active battle” (#3)disappears and assault troop maximum(#2) is made infinite
The specific amount of camp time and the specific number of combat points that operate the locks would have to be play tested.
I’d start them at
Timer= 3 minutes camp time - “reasonable amount of time for tank to pass through the gray zone after spawn if they aren’t trying to camp.” Or simplify and make it 4 minutes cumulative per CP
Combat Points=“# of points gained for destroying a Tiger” …I don’t know exactly how many that is.
and work from there.