-III-'s RALLY OVERHAUL: STANDARD, TEMPORARY, & REINFORCED
THE CURRENT RALLY PROBLEM
Our Rally Points in Enlisted are a one-size-fits-all tool with limited tactical depth:
- Fragile Structure: 3 HP means it dies to a single stray bullet, light shrapnel or, well, AP mines…
- Mindless Investment: 5 materials and a 12.5-second build time (8.3 seconds with maxed Building Speed perk) carry minimal risk or planning as the default option for any situation.
- Arbitrary Lifespan: The 20-spawn limit self-destructs the rally without a deeper tactical trade-off, this is the option suitable for any situation, but it just doesn’t have anything special.
- Lack of Squad Identity: Every Engineer builds the exact same structures as other squads besides gun emplacements, leaving spare Engineers as just extra guns with nothing critical to contribute.
- TOMFOOLERY: A single AP mine placed directly on a Standard Rally (3 HP) wipes the entire spawning squad and destroys the rally, costing the attacker only 1 mine to dismantle the momentum of a team. This feels DREADFUL for defenders/attacks and rewards low-effort gameplay, especially for engineers trying to single handedly carry.
And -iii-. what is the result result of all this? Repetitive gameplay loops where players spawn, sprint directly to the objective, die, and repeat. So why not come up with a solution?
Extension of my other PEAK post, btw, big surprise. Ta daaa!!
THE PROPOSED SOLUTION: THREE RALLY VARIANTS
Instead of a single default option, squads should gain access to two distinct rally variants tailored for players to deal with specific scenarios; with Standard remaining the reliable fallback, while a specialized variant unlocks near Max Squad Upgrade level. Players choose which type to build using the mechanic on the construction wheel, pretty unassuming, I know.
| Rally Type | Build Time | Cost | HP | Who Builds | Spawn Limit / Lifespan | Special Traits |
|---|---|---|---|---|---|---|
| Temporary | 6 sec | 12 | 3 | Assault, MG, Flamer, AT Gunner, Rifleman, & Rider Squads | 6 spawns OR 90 seconds | 5m disabler range (hard to block out) |
| Standard | 10 sec | 5 | 3 | Any Engineer | 20 spawns (Unchanged) | 15m disabler range |
| Reinforced | 30 sec | 12 | 250 | Engineer Squads | Unlimited | 360° spawn, AP mine immune, 15m disabler range |
SQUAD SPECIALIZATION & UNLOCK SYSTEM
To ensure players aren’t forced into a single playstyle, every squad retains access to the Standard Rally as their default option. Upon reaching near the final upgrade tier of a squad (replaces the level that increases reserve, an old feature of old enlisted), that squad unlocks a specialised rally variant:
- Squads Listed Above: Unlock the Temporary Rally.
- Engineer Squads: Unlock the Reinforced Rally.
When building, players choose between the Standard version or their unlocked specialised version using a tap/hold mechanic of the construction wheel. Only one rally can be active per player at any time, so this just lets you pick which type you want to build.
UI, PERK & ECONOMY
- Map Icons (Before Spawning): Temporary displays as a pulsing hollow blue triangle w/ flag with a spawn/time counter; Standard retains the default square w/ flag icon; Reinforced uses a solid blue pentagon w/ flag. (use your imagination pls)
- Perk Value: Makes Build Speed (+50%) vital for shaving off the 30-second commitment.
- Builder & Attacker Rewards: As much XP per squadmate spawn on Reinforced/Temporary Rallies as Standard Rallies for the builder, and +55 XP for destroying a built utility for Temporaries/Standards.
HOW THE SPAWN LIMITS SHAPE STRATEGY
| Situation | Recommended Rally | Why |
|---|---|---|
| Desperate flank / breaking a stalemate | Temporary | Setup fast enough enough for one decisive push. |
| General map control / standard play | Standard | 20 spawns, familiar and reliable. Your average Joe. |
| Anchoring a captured objective or flank | Reinforced | Unlimited spawns, 250 HP, 360° spawn to prevent AP mining squads, can stay up the entire match. (greyzone breaks it) |
The spawn limits become a conscious trade-off:
- Temporary → trade longevity for speed and cost.
- Standard → the balanced middle ground.
- Reinforced → invest heavily in both build time and resources for stronger map control.
ADDRESSING THE “STEAMROLL” CONCERN
A common worry: “Won’t the winning team just build Reinforced Rallies everywhere and make comebacks impossible?”
Here’s why this system actually helps comebacks:
- Temporary Rally is the comeback tool. Only 3 seconds with a fully perked engineer, a losing team pinned in spawn can drop one on a flank instantly and have other people work on their own rallies to support an offensive.
- Reinforced Rallies require map control. You can’t stand still for 30 seconds while being suppressed. If you’re losing, you won’t have the time to build one anyway. (250 damage is exactly how much an explosive pack deals btw
)
SUMMARY
By giving every squad access to the Standard Rally while unlocking specialised variants at max level, we do this while respecting player’s creative freedom and their 3-squad slot limitation. The choice between Standard and your squad’s specialised rally becomes a meaningful tactical decision rather than a hard restriction.
The Reinforced Rally finally gives Engineer Squads a unique, game-changing role, by anchoring a flank for the entire match with a spawn that can’t be griefed by a single AP mine. The Temporary Rally gives Assault squads a desperate, cheap push tool.
This system respects the game’s current mechanics, gives each squad type a distinct identity, and turns flanks into active battlegrounds fit for Enlisted’s chaos.
The tinkeresque -iii-
COMMUNITY POLL
- Support -iii-'s Overhaul as Proposed
- Support, but tweak values (comment below)
- Prefer keeping the current single Rally system
- Undecided / Need to see testing
