Engineer 2.0 [Expanded Rally Points]


-III-'s RALLY OVERHAUL: STANDARD, TEMPORARY, & REINFORCED
:face_holding_back_tears: Adding depth, tactical choice, and squad personality to rally points :face_holding_back_tears:


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:



[Thanks Gemini xoxoxoxo]


  • 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 :point_up:)

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
0 voters

(i would usually make more polls but im tired boss)

2 Likes

I feel like the maps aren’t big enough and the games aren’t long enough to justify investing a significant amount of time reinforcing rally points. I double sandbag sometimes when I see call in ability close to my rally but that’s about it. It is fun in the big action mod to build a bunch of structures with the rally (bunkers, walls, medic tent, vehicle rally) But in the main game there is just no time for any of it if you want to play optimally. They need to slow the game down or add another game mode first.

In function I think the reinforced rally point idea would just basically be the natural spawn.

I like the temp rally idea though, Isonzo have something similar where the officer class has a charge ability that can reduce the team respawn timer to zero. It basically encourages the entire team to attack.

In lieu of adding a dedicated commander role that gives out actual orders I think some sort “team ability” might be the next best thing for team coordination.

please buff smoke, cough cough

1 Like

I’m not undecided, i’m no.

You mentioned having your rally AP mined and i’m assuming this will get rid of that and for that reason i’m out.

1 Like

Only on proposed “reinforced rallys” which take 30 seconds to build and cost 12 resources.
The standard ergo current rally would still be AP mine-able and so would the temporary.

Well, AP mining is the soul of enlisted, I just think having something that would act like a natural spawn would benefitial for larger maps & the occassional need for a strong spawn. Temporary raillies are simply to get the team up and running!

1 Like

Thats another rally type that can be AP mined and one that cannot, built exclusively by engineer squads as their method of differentiation.

1 Like

I agree with that for most situations, that’s kind of why I made it so that people can alternate between Standard Rally points as well as Reinforced, as a stronger alternative that is able to survive a artillery strike, fragmentation/impact grenade spam, and AP-mining; when something needs effort to destroy, it becomes a valuable secondary objective worth taking out on the enemy side.

I think there are valuable and creative ways to use this, for example, large scale confrontation maps, making a flank rally point that is able to help the team mass forces on a direction the enemy doesnt expect, and it is an incentive to push you to actually use your other engineers in the engineer squad to help build, rather than simply exist as another rifleman.

The double sandbag thing is pretty tech, but it is time consuming; and we all know time is money in Enlisted. So what if 4 engineers with 50% build speed cut down the entire 30 seconds that takes a unperked, single engineer? I would assume It would be cut down to roughly the time it takes a single perked engineer to build a standard rally. That itself makes the engineer squad worth bringing out, something that makes the different.

2 Likes