Fair warning, this is a long post, and all the parts are suggested with the intention of all of them being implemented together. Please do not just skim and then start having issues with just one part or another because you didn’t take the time to read!
“The Long Haul”
An event designed more around strategy and patience rather than just constant rush tactics. Duration of event would be several weeks.
The game mode.
1.1 Functions similar to invasion, but with 7 objectives rather than 5, and 1500 attacker tickets while defenders have 2,000 tickets
1.2 Enemy fortifications cannot be “deconstructed” only destroyed by explosive or tank running over them. Czech Hedgehogs cannot be placed indoors.
1.3 Similar to another event they had in the past, this mode comes with its own squads. You do NOT get to bring your own, Not sure which campaign would be best for this, would be a good thing for discussions. I’m thinking Normandy or Moscow.
1.4 Squads would include: Engineer 2, Assaulter, Anti-tank, Rifleman, Radio Operator, Mortar, Flamethrower, and 2 Tank options. (Aircraft would be limited to Bomber strikes only).
1.5 Only the attacker squads get TNT (which can be used to break fortifications), while only the defenders get AP and AT mines.
1.6 The only squads with Explosive packs are AT squads.
1.7 Many of the squad members will come equipped with grenade packs, but at least one of these grenade slots will be filled with a smoke grenade.
Respawns and scoring.
2.1 Points are obtained through normal means and at normal rates.
2.2 *The more squads you lose, the longer your respawn timer will become. If it exceeds 20 seconds, you can spend part of your score (2,000 points) to reset it to normal. If you do not have enough points, you will be forced to wait.
2.3 Doing things like setting up fortifications, shooting down aircraft, etc are incentivized to keep earning points in a way that is measurably useful, instead of just bleeding your teams tickets with no penalty to you.
2.4 The number of remaining team tickets are added to the winning players end score. In addition, the winning team is given 3x score multiplier for the win. On the losing side, the top 4 players are given 2x score multiplier.
Rewards
3.1 Following the theme of “The Long Haul”, rewards are given in a “event store” format. Points obtained in the event mode can be spent on various items.
3.2 Bronze troop orders can be obtained for 100 points each, while bronze equipment orders can be obtained for 200 points each.
3.3 Silver troop orders can be obtained for 1,000 points each, while silver equipment orders can be obtained for 2,000 points each.
3.4 Other various rewards such as equipment upgrade cards, vehicle upgrade cards, gold orders, special equipment, etc can be decided by the devs.
3.5 Ultimately, holding on to your points and buying high value items would be an option for advanced players, while additional bronze and silver orders would be very helpful to newer players.
The whole point of this event and mode is to showcase things like the increase to fortifications score, the usefulness of mines, push capabilities of tanks, etc. In addition, it makes players consider how much strain they are putting on their team by making them accountable for burning through tickets rapidly (hopefully also teaching players along the way the importance of fortifications and smoke for both offense and defense to decrease casualties).
Considering the game takes place in WW2, where some of the greatest fortifications ever built were used, and not in like the American Revolutionary war where opposing sides lined up and shot muskets at each other, I’d say its a pretty important aspect of the game. Its just currently underutilized due to the fragility of them currently.
Sandbag walls are destroyed by nearly all explosions near them. With frag and GL spam as bad as they are, it makes sandbag walls almost worthless.
Any barbwire that sits above ground level is usually gone pretty rapidly from explosions as well. If you take the time to trench (if thats even an option in that spot) they can resist a little bit more.
Standard MG nests are disabled by a SINGLE bullet hitting the gun.
All fortifications can currently be removed by any infantry just walking up and holding a button. When in reality it required TNT or bangalore torpedos for infantry to clear fortifications quickly. It requires Engineers specifically to put up fortifications, but doesn’t require any special tools for other classes to break them down. That seems awfully broken to me.
That was only about introduction words for long themes.
My English just isn’t good enough to make such complicated language construction, so I ask you permission to simply use this part of a text.
While I actually do agree they should resist more dmg, you still can build another if first one is destroyed.
Well you solved the issue by yourself.
Another is build 2 barbwires nexto each other first one will block the explosion effect to 2nd one.
Id say majority of LMG’s would require some sort of maintenance after being hit by rifle.
But I wouldnt mind them resisting slightly more dmg, especiatly in current state.
Well if we’re speaking of reality as soon as you provide video of you or anyone carrying in backbag 10sets of sandbag walls, 6 hedgehogs, radio, 10 ? barbwire spools, few AA-guns & AT guns and ofc building them with nothing but hammer. Then we can speak of reality.
This is an interesting idea and could be a fun and unique event mode. It would be a great change of pace to the current arcady shift-W fest that the game currently encourages. There are just a few bits I would inquire about.
I am assuming attackers get tickets back while defenders don’t, right?
This seems really punishing for players that are trying to push. I can’t say I agree with such a punishment for respawns. I know you are trying to slow the game down, but this is not the way to do it imo.
I think greater point incentives being given to engineering offensive fortifications, advancing with tanks, and using smoke artillery/grenades, as you have suggested, would work for what you are trying to achieve. By nature, attackers are going to die a whole lot more than defenders, if you wish to keep your current punishment system then at least adjust it so defenders and attackers have different death thresholds for the respawn timer increasing.
Usually to build more in the spot that its needed, it requires the engineer to either crouch or stand in front of that location to start the construction process. You know as well as I do that this can be a death sentence, especially in the middle of explosions, flame jets, machinegun fire, etc.
When an area is getting spammed by as many explosions as it does, this doesn’t really solve anything. In reality, if wire coils are secured to the ground properly, they wouldn’t get knocked around/ destroyed like they do in the game.
If we are speaking in terms of reality, how many defending forces would go into an area and NOT set up fortifications BEFORE they were under attack? During the war they usually had days if not weeks to fortify before an incoming attack. For the sake of the game its a matter of seconds, occasionally minutes if you happen to know where the objective is going to go next. Which is another “in reality” moment. They wouldn’t have decided on the spot where their fallback point was. They would have figured it out ahead of time and sent engineers to fortify it! We don’t have that luxury in game. Often times there are 2 different locations that it could go to, and if you want to fortify ahead of time, you have to guess which one it will go to. If you guess wrong, you’ve just spent a lot of time, energy, resources, fortifying an area of little to no significance.
So are you asking sandbag walls to be indestructible or engineers being immortal ?
As I dont really see problem here. If you are in situation of not being able to build due to enemy fire then simply dont build and fight off the enemy.
As they should, they aint some magical maginot line.
Theyr purpose is to slow down enemy and thats exactly what they do.
I never took this game from reality perspective as no one with atleast 2 braincells should.
Merely pointed out how illogical this reality argument was.
Sometimes.
Well actually this happened quite often in urban warfare. Especiatly when army was retreating and delaying forces were holding certain spots.
Only in those situations when your troops are all killed from previous cp, and attackers are already near next one.
And if the game is at this point your opponent simply is better than your team.
For starters I’m simply asking that fortifications can’t be DECONSTRUCTED by all forms of infantry. It removes a lot of their use outright. Secondly, SANDBAG durability needs to be buffed at least a little bit so that grenades can’t break them down. Large bombs, tank shells, tanks pushing through, and TNT charges that have to be placed at close proximity still can.
No one will carry TNT pack just because you are unable to kill people trying to get over your obstacles and ask them to be more durable & require special tools to disassemble them.
I dont really mind the durability part, but requiring special tools to destroy fortifications just because you cant defend the cp properly is quite fking stupid.
Both attackers and defenders would get tickets. This serves multiple purposes. For one, a lot of the “rush tactics” players already complain that defenders don’t have tickets. In the normal mode, I don’t think defenders should be forced to deal with tickets. In this mode however, I am open to the possibility of it, as long as they have substantially more tickets than offense, as they wouldn’t have a way to recoup tickets. Whereas the attackers recoup tickets by capturing objectives.
If the fortifications are given the upgrade that I am suggesting for the mode, that would at least help to stop attackers from easily bleeding tickets from the defenders.
That is the point. So many players have forgotten that support roles and offensive fortifications are important. The group that I usually play with picked up some additional people over the last couple of days for example that are the “rush tactics” type players. We lost several games because they refused to help with support, or at the very least wait until support could help them. Then continued to cuss out the rest of the group setting up those supports while they themselves bled more tickets than the rest of the group combined, even when we did start pushing in.
This is the mentality that many players appear to have now. The ENTIRE point of the event/mode is show the importance of support and directly penalize players that act like that. If you want to push, that’s fine, but setting up some structure along the way and making it more survivable for yourself so you don’t hemorrhage the teams points is the focus.
If it only punishes the team as a whole, those players will never stop to consider how they are playing. Only by affecting them DIRECTLY will it sink in. Plus if they are actually being effective on their pushes, they should have expendable score at that point. If not, then it will act as a wakeup call that what they are doing is not working.
I’ve had the exact opposite experience. Defenders tend to die a whole lot more (usually) because every % of that capture point matters. Once it’s been taken, they can’t get it back. This forces them to play directly in the objective to make sure that it holds. Meanwhile Attackers have the luxury of attacking with support from various angles, easily clearing out defenders in mass.
No because the other “options” are pretty much full of shit and works like once in 1000 times.
Tanks wont push to middle of city to destroy few sandbags for obvious reason they would die.
Big bombs of planes ? Well id say its slightly too much of asked that you need to be so skilled pilot that you can drop bomb inside of house from window or door to destroy some fortifications that takes 0 effort to build.
As we both know the big bombs wont do shit thru houses for example.