'Focus Areas', Improved Tickets System, Improved Progression System (Devs Plz)

I’m sure there’s many players who can agree, over time Enlisted’s gameplay can get very boring and most games just seem like they all blend together, because all we get is the same Invasion map and unenjoyable Conquest games where there’s too many objectives, am I right? In my opinion, Enlisted’s gameplay would be much more enjoyable if there was more communication required in order to play the game, such as there being like a game-influenced battle where the “game” would mark areas to go to (for example, in Invasion Mode there would be ‘Focus Areas’ that would direct infantry movement and behavior), and in those areas there is an increased amount of rp earned per action (at least a 10% bonus, preferably 20%) therefore giving players an incentive to play as if it were an actual battle so they’re not just running around by themselves being Rambo (since in this state of the game it would be very difficult to add commanders to each of the teams to provide some sort of order, which is something this game needs). This rp incentive would also ease the grind for many players, allowing more players to get that “feel good” feeling after looking at how much progress they now have earned for playing the objective instead of sitting back and shooting far off or running around anywhere getting bot kills. An improved progression system is also something needed in Enlisted, such as something like a “web” tree that would allow direct progression to the next weapon/squad in a certain web instead of just general linear progression.

1. Focus Areas
As I was saying, attacking in Invasion mode there would be multiple optional ‘Assault Areas’ where, on the map, you would see something like a big arrow or parallel lines leading to the objective, marking the area where you can earn “bonus rp” for all actions committed. Alternatively, there would be “Defense Points” where defenders would see areas like boxes or lines where it would give them good defense positions against whatever ‘Assault Area’ is currently active. And to add even more immersion ‘Assault Areas’ should be something voted upon amongst attackers via something similar, if not even, the team chat default circle thing (where you open up a dial and there’s like 10 different preset communications, yeah that) giving you the option to “vote” on which ‘Assault Area’ you would like the team to attack from (but you don’t get to see which ‘Assault Area’ has the most votes, since this would make it harder for players to figure out which assault is the most difficult for defenders to defend, thus preventing players from abusing the game), and on Invasion maps where there’s multiple objectives it can just be like what I’m about to describe for Conquest…
_I do not play much Conquest, mostly because I dislike the way it is set up, but in Conquest you could be able to mark which zone you’re attacking and this can be seen by all teammates as a small number appearing above the base of every squad on your team focusing on whichever objectives (this could be a sword for when attacking and a shield for when defending). This would allow much more streamlined gameplay and much less random chaotic gameplay that is discouraging to new players.
_It would also be possible to apply this to the fake AI squads that are in every match and are just, well there, they don’t do a whole lot and this would give the stagnant AI squads more direction.

2. Improved Tickets System
Enlisted also needs a more complex Ticket System along with most other things that exist in the game. As is, Enlisted’s ticket system is based off of who maintains superiority over bases (obviously) and the amount of lives a team has. The current game allows players to do, really whatever they want. Adding increased ticket loss zones for squads that die out of their set effective fighting range could also increase player incentive to stay close to objectives/play the squad as intended. I have prepared a list of additional ticket loss % of deaths per distance from objective in combat (including my idea for Focus Areas).
Death Ticket Loss Increase per Distance from Objective when in Combat Table:
Assaulter Squad: 50m- None, 75m- 20% Increase, 100m- 50% Increase, +125m- 75% Inc.
Flamethrower Squad: As Assaulter.
Trooper Squad: 50m- None, 75m- None, 100m- 20% Increase, +125m- 50% Inc.
Bomber Squad: As Trooper.
Gunner Squad: As Trooper.
R.O. Squad: As Trooper.
Engineer Squad: No increase until +125m- 20% Increase.
Sniper Squad: As Engineer.
Mortar Squad: As Enginner.
_Implementing this table would encourage players even more to play their squad by intention and prevent them from sitting in the back of the map, which is too common. I also believe this table could be reversed and instead of ticket loss increasing at longer ranges, ticket loss could decrease when playing at closer ranges to objectives. This system would most definitely need frequent attention until all bumps are smoothed out. I also personally do not see Enlisted having the capacity to enact this idea, so do with this what you want.

3. Improved Progression System
Finally, my idea for an Improved Progression System would be one of a much more web-like table instead of the current linear progression we have. Also, If you have read this far I greatly appreciate you taking the time to do so as this has taken me the better part of a morning to write this up and I would greatly appreciate knowledgeable comments and not just whatever throw up likes to come out of the mouths of most Gaijin players. Anyway, a much more individualistic progression system that would look much like a spider web and have a ‘Master Level’ that requires you to be a certain level before you can get game revolutionizing weapons such as a new tank or plane much like the current system (which would be very unique as most games have tables with linear progression) . On the web you would start out with your basic squads such as Trooper, Assaulter, Sniper, and Tanker. Trooper would lead to basic rifle-based squads like Engineer, Bomber, and all the ‘Trooper Weapons’ acquired between the squads as you level up in the Rifleman Web. Assaulter would lead to basic full-auto assault squads such as Flamethrower, Gunner, and all applicable weapons within those classes as you level up in the Assault Web. Sniper would lead to basic support squads such as Radio Operator, Mortar, and everything you can get along the Support Web (which would have all of the mines and excess gear like backpacks). Tanker would lead to obvious vehicle squads which would take significantly longer to level up as it should require more rp and a certain ‘Master Level’ before being able to acquire the vehicle which would force you to play more than just a plane or tank. The ‘Master Level’ is just the total amount of progression points you have acquired playing Enlisted. Also, no individual progression webs should interfere with other webs preventing the player from acquiring their desired weapon/squad, all research should be smooth and comfortable for when the player leaves they will want to come back to play again. This Progression Web should reduce the amount of time required to acquire an individual’s desired squad. Progressing towards squads should be as it is generally and you can only go for one squad/weapon at a time, allowing all player squads being able to acquire any squad, preventing the annoying “you can only acquire this squad with the previous squad/weapon”.

If you have read this entire Topic I greatly appreciate it, as I said it has taken me an entire morning to write this up and I wouldn’t have done it if I think it wouldn’t positively impact the game. All of this together does make it seem like it would be an entirely different game, but most good games don’t finish in the same spot they started (unless it’s a racing game of course), yet their final product is no where near similar to what they started with and I hope the devs will read this and understand. If you do read this and decide that I have good ideas, please change the progression system first, it is driving me away from this game faster than my parents driving from each other’s in-law’s houses and I don’t know how many times I can come back and actually enjoy the game.

Fellow players, if you read this and have your own opinions, please tell me what you think in a knowledgeable way, reading Gaijin players throw up comments makes me feel superior and if you throw up on this topic I will automatically assume you are of lower IQ status and will treat you as if you still need someone to tie your shoes. As always keep it civil and I can’t wait to see what those of you who have put thought into this as I have to say.

3 Likes

I tell you without sweetening the pill no one will read the whole text so I answer you
enlisted is still in development

1 Like

It’s multiple topics all in the same one, so I wouldn’t be suprised if people just see a lot of words then back out. I’ll probably just copy each section and post them individually. I just don’t want this game to end up like BFV where devs only listen if everyone hates it.

edit: If nobody gives any ideas for improvements, it must be a perfect game.

Better and no one want this game become 1.0 BFV trust me

im not reading all that lmao

1 Like

I split it up

edit: read which section you want

I suggest you make separate topics maybe one a day

will do, people will sit on the forum for hours probably but will get scared when they see big text

1 Like

we are all scared by the big text it reminds us of “SCHOOL!” and we’re really lazy, really lazy

1 Like

still sounds like a lot of work.

Some good ideas, maybe a bit much to ask for at this stage but I agree with the general idea of having battles being more involved and directed instead of the current battles that, as you say, “blend together”.

Also, Conquest just needs to go. Period.

1 Like

I read all that and I definitely agree with most of the points. Linear progression doesn’t really make sense in this game, and I’m sick of these simplistic ticket and tiny capture point game modes, especially since we have AI following us.

3 Likes

This. Capture zones should be MUCH larger and encompass an actual strategic position rather than 1 random house of zero value.

4 Likes

like artillery CAP one single unusable flack88 mmmm so much strategi and tactics here

1 Like

didnt read. ffs its like a bible in here…

then don’t fucking waste your time commenting on it

1 Like