- Yes
- No
Shalom fellow Enlistedians!
Today I have a suggestion that came to mind while watching comrade @KRIEG_MASCHINE-psn 's video on Engineers https://youtu.be/qxcG-vkz9Xk?is=AA5GiZXN80ZXo4qW
Enlisted desperately needs a way for Engineers to utilize their building abilities to their fullest potential—actually constructing heavy fortifications around an objective instead of throwing down a rally point and then bayonet-charging the point before all hope is lost.
Unfortunately, I doubt Gaijin will ever significantly alter the standard Invasion mode to give defenders several minutes to prepare, because half the brain-rotted player base would probably leave the match the second they were asked to wait.
So, instead, I propose an entirely new game mode:
Dug In / Fortification / Entrenched
The defending team would be given five minutes before the battle begins to construct and customize its defensive position with trenches, bunkers, MG nests, watchtowers, obstacles, and other fortifications before all hell breaks loose.
How It Would Work
The objective would be placed in a relatively spacious area of each map specifically designed to accommodate fortifications.
The underlying positions of major buildable structures would be integrated into the map, somewhat like Battlefield’s fortification system. However, instead of Engineers simply holding a button to construct a predetermined structure, they would be able to select what kind of structure they want to build from their Engineer menu.
For example, a particular construction slot might allow the player to choose between:
- A bunker
- A watchtower
- An MG position
- A trench extension
- An ammunition position
- Defensive obstacles
- Other specialized fortifications
This would allow the same defensive area to have numerous possible layouts instead of every match using exactly the same preset fortifications.
Below are some example defensive presets.
Preset 1: “Bunkerus de Despairum”
This preset consists of a massive multi-level bunker with several underground floors.
A connected trench network surrounds the bunker, with tunnels leading directly into the underground levels. A watchtower can also be constructed on top of the bunker, while fortified MG nests can be placed around its perimeter.
Objective
The attacking team must reach and destroy a bomb located on the third underground floor.
Weakness
Attackers can construct demolition charges on certain floors of the bunker. Detonating them destroys sections of the floor and creates faster routes toward the objective.
The trench tunnels initially lead attackers into the second underground floor.
However, these tunnels can also be sabotaged with buildable demolition charges. If destroyed, the passage becomes blocked with rubble, forcing enemy Engineers to dig it open again with shovels.
This would create some interesting tactical possibilities.
For example, smart attackers might deliberately avoid destroying the first-floor ceiling.
The defending team would not be able to demolish its own bunker floors, although it could destroy its own tunnel entrances.
If the attackers capture the second floor while leaving the first floor intact, they could potentially demolish the trench tunnels from the defenders’ side, forcing them to use the painful stairs. This would give them additional control over access to the bomb—especially if the only direct hole they created through the bunker was between the second and third floors.
The result would be a constantly changing underground battle where both teams can manipulate the bunker itself.
Preset 2: “Pastor Bob’s Mega Trench”
This preset would give the battle a much more WWI-style atmosphere, centered around a massive fortified trench position.
On both the left and right sides of the trench network are small bunkers that rise one floor above the trenches. These bunkers contain HMG positions, allowing defenders to cut down attackers before they reach the trench line.
Several layers of razor wire and Czech hedgehogs are also constructed around the perimeter, funneling attackers toward specific entrances and forcing much of the fighting into the trenches themselves.
Objective
There are two capture points located inside the small bunkers.
The attackers must capture both points simultaneously, similar to the current Assault game mode.
Weakness
The trench system has eight entrances—two on each side.
This means the defenders can heavily fortify certain approaches, but they can never completely seal the position.
Attackers would have to decide whether to launch a concentrated assault through one section of the trench or spread out and attack from several directions at once.
Preset 3: “Hürtgen’s Revenge”
This preset would only appear on maps where the terrain makes sense for it.
Instead of a conventional bunker complex, the defensive zone becomes an extremely dense forest, inspired by the brutal fighting in the Hürtgen Forest.
A shallow trench network twists between the trees, creating extremely close-range infantry combat with poor visibility and numerous ambush opportunities.
Objective
The mode becomes a small-scale version of Domination, with five capture points arranged roughly like the five dots on a die:
• •
•
• •
Both teams would fight for control of these positions inside the forest.
There isn’t much else to explain with this one—the entire point is to create absolute woodland chaos.
Preset 4:
Add your own ideas…
