5 QoL suggestions that could make strategic gameplay more viable

As there are tons of thing they could add, please try to stay on topic with those that are suggested here.

  1. Teams on Defense see all future objective locations on map.
    1.1. This would remove the guess work of trying to figure out where the next objective will go, giving Defenders adequate information so that engineers have the opportunity to set up rally points, ammo boxes, and necessary fortifications in advance, and can set up hazards and traps further from the objective itself as they won’t be under so much pressure. (This in turn means the POTENTIAL to have less fortifications blocking teammates in close proximity of the objective.)

  2. Friendly strategic fortifications are displayed both on map and minimap.
    2.1. All to often things like MG nests, AA, and Field Guns are very underutilized by teammates, simply because they have no idea that they are there. Adding these structures to the map and minimap will help teammates find them, and utilize them easier.
    3.2. An additional option would be to show a somewhat transparent icon on the HUD when looking in its direction, making it easier to locate additionally.

  3. Friendly strategic fortifications displayed on minimap show an up or down arrow if the fortification is higher or lower than the players current elevation.
    3.1. Even ammo boxes, which are currently displayed on maps, can be difficult to find sometimes simply due to them being on a different floor. Instead of running around trying to find it manually, a simple indicator should suffice.

  4. When an objective is taken, the defenders left in that area are given time to retreat, but no newly spawned defenders can move out into that area. In addition, a one minute wait time is added before offense can fully advance to the objective.
    4.1. The time between objectives should be used as a chance to regroup by both sides. In it’s current state defenders are too often running out to attack offense rather than getting ready to hold their ground at the next objective, often leaving it open to attack.
    Additionally, there are too many times that attackers make it to the next objective before respawning defenders have a chance to get there.

  5. When killed, if you have not picked a certain location to spawn from, the default spawn location will be the rally point closest to where you died, unless it was within 20m from where you died.
    5.1. If a player dies and goes to the respawn screen, the default spawn should be close to where they died. This is to solve several issues.

  • It gets them back into the fight quickly.
  • It helps prevent defense players from running through areas that engineers are working to fortify as long as they put rally points ahead of fortifications.
  • The 20m minimum distance is to prevent them from getting spawnkilled in that area repeatedly.
  • Players can still chose where to spawn manually.
4 Likes

I always thought that it is called “user-friendly game”

2 Likes

Ammo crates and Medikit crate should be 3D spotted with icon IG when you are close to them

1 Like

everything from the list would fit since this game supposed to be arcade milsim. i mean this game shouldn’t be skill/brain based that much, if you have a brain you’ll still manage to do better no matter what convinient mechanics games have.

it’d only benefit your gameplay, since you wouldn’t be angry at your teammates so often for playing like shit

Being angry on my teammates is experience I am demanding. You can’t steal it from me.

  • Increase the playable area and map size;

  • Match across campaigns, gather the number of players and increase the number of players in the battle

3 Likes

whEre iS sOuL meCHaNiCC?

1 Like

The Spawn Score mechanism is mainly for unit deployment, and I think of this first when it comes to deploying units or enhancing or nerfing units.

In terms of strategy, he is part of it, but there are many details of the scoring mechanism involved.

For example

These scores can increase over time, like Steel Division 2 and some RTS games

Or when the player completes a specific goal or destroys an enemy unit, such as the current game score

It can also have different types as variants, for example players occupying specific capzones can increase these scores by being faster

The score itself can have an upper limit, so as to avoid the appearance of a score rich man, for a score rich man, the score has lost its meaning.

Points can be returned, such as landing an aircraft safely and redeploying as infantry, making some gameplay actions worthwhile.

Deploying different units can cost different points

There can be different kinds of points, for example in Coh2, there are normal manpower points, deploying tanks costs fuel, and using map support costs ammo.

In short, there are a lot of details that can be improved here. It is just a main skeleton and the basis for richer game rules.

It’s up to the game’s designer how to use the scores

You can also see different scoring mechanisms in Cuisine, a favorite of the Enlisted development team. In addition to soul scores, they also have ancient coin scores, scroll numbers, and so on.


There are two very crude in-game score mechanisms in Enlisted.

One is engineer resource score, each engineer soldier owns one;

One is the respawn score shared by the team in the game mode;

It’s very crude and I think has huge room for improvement

I often compare them to features in CRSED, because they are from the same development team, maybe just colleagues in the next room.

Please

Same to you @tommyZZM, please keep it on topic with what is in THIS topic. If you want to post your ideas, you make a different thread.

1 Like

It s related to Strategic Gameplay. But it describes another angle

  • Adding more icons for minimap markers.

  • Display the distance of different Markers

  • Displays a coordinate grid on the minimap.

  • Display orther teammates name and squad on the large minmap

Allow players to accurately describe different positions in communication with each other