Hi, I’m from the Russian forum. I’d like to share a thread about solving an endgame problem. I’m hoping for a good response.
Why is this necessary? The answer is simple - our game is critically lacking in endgame content. Literally, people who have upgraded everything have nothing to do. Endless and identical shootouts, lacking any ultimate goal, will eventually become boring because the player doesn’t have any coherent objective. This mode is designed to fix this nuance.
This is how it could look.
And this is how it could look in Russian.
What’s the point? This is a global map mode where players fight for victory in WWII itself, by capturing strategic points or completely destroying the enemy. I propose using the world borders as of 1941 as the starting positions, as the most balanced. The opposing sides are paired up. Germany-Japan, USSR-Allies. If one country from a pair is eliminated, the remaining one has to bear the burden alone and fight a two-front war by itself. However, if a situation where one of the pairs has
lost does not occur, then the results will be determined solely by the number of captured points as a percentage. If the difference is insignificant, it’s a draw, and if it’s large enough, it’s a defeat accordingly.
Spoiler
In a situation where one of the two countries is eliminated early, its non-captured territories do not go into the captured pool and remain with the pair.
Now, a bit about locations, points, strategic objects. One path to victory, besides destroying all reinforcements of one of the countries
Spoiler
In the discussed quantity
is capturing the 15 largest cities of a country, the selection of which is also up for discussion. The number of secondary points should be equal for fairness. The difference in distances should be compensated by their density. Regarding locations. USSR/Germany, USSR/Japan Hello Manchuria, Japan/Allies are all clear, but with the Allies/Germany theater, it’s not so simple. As a simplification, I propose having a bit of Tunisia, and the main theater of operations initially being Great Britain; in case of its capture, the war moves to the territory of the USA, as a simplification for balancing this whole thing. For maps: use maps from the corresponding front.
Spoiler
Probably, something neutral like Königsberg should be added to use this map for the aforementioned Britain, USA, and other European countries.
Sorted that out. Now let’s touch on the mode rules. To access this mode, you need to unlock the 5th Battle Rank for the faction you plan to participate in the war with. Changing factions during the process is prohibited. Also, to participate, the setup must consist of 80% Tier 5 weapons, otherwise, you won’t be allowed into battle. This mode has separate statistics, which are reset at the start of the next war. Leaving battles is prohibited; for this, access to the mode is blocked for 24 hours. To exclude the influence of internet crashes, etc. - a ‘reconnect to battle’ button should still be added. Battles are without bots and start only under the condition of the team being completely filled. To win the war, it is necessary to either completely deplete the reinforcements of one side, or for them to lose 15 strategic points. Each point has its own cost. For example, capturing a strategic point costs 10, a secondary one 2-5. For understanding: to capture strategic points, it is necessary to suppress the enemy’s defense 10 times. However, if a winning streak is interrupted and the enemy wins, they get +1 ‘life’ point for the objective. Furthermore, capturing the capital counts as capturing 5 strategic points. When the defenders lose, they lose the same amount of reinforcements as the attackers. Also, in the match itself, the defenders’ resources are unlimited.
Regarding the selection of battles, the occurrence of modes, and other matchmaking logic. At the start of the war, the mode is chosen at random from the entire pool of proposed ones. After the first points are captured, a strict rule comes into play: the team that captured the previous point plays on the attack on the next one, with a 50% chance that the next battle at the new point will be on defense due to a “counteroffensive”. However, this is not the most important thing. Who will choose which points will be fought over? I believe it’s better to have a hybrid system: the computer selects, creating and gradually filling lobbies for battles over points, and players can join lobbies already created by the computer before the match starts. Only 1 battle can take place for each point at a time. For even distribution of players across factions, I propose a simple system - coefficients inversely proportional to the number of players to increase rewards for sides with fewer people. With an extremely high imbalance in the number of participants - block entry for the faction. To increase online population, I propose that this mode be unified for all servers. Here, as in the normal mode, you can choose the servers you will play on. But the progress pool is common. Regarding the logic that the computer can use to determine the battle location:
A LOT OF TEXT, WRITTEN BASED ON MY CONCEPT WITH THE HELP OF AI FOR MAXIMUM CLARITY
The computer’s goal is to achieve victory by spending fewer reinforcements than the enemy or by inflicting unacceptable damage on them. Each attack direction is an investment, and the computer must evaluate its cost and potential return.
System for evaluating an attack direction:
For each possible attack direction, the computer calculates a Priority Coefficient (PC) using the formula:
PC = (Strategic Benefit) / (Estimated Cost)
Calculation of “Strategic Benefit” (Numerator)
This is the long-term value of capturing the direction. It includes:
Base point value: As before, strategic point = 10, secondary = 2-5.
The number and value of points opening up for attack after capture: Capturing point A might open the way to 3 high-value targets, while point B leads to a dead end.
Encirclement effect: If capturing a point allows cutting off a group of enemy points from their main forces, its value is multiplied by a coefficient (e.g., x3). Encirclement is the most effective way to destroy enemy forces. Points cut off from their main forces are considered lost, and their cost is subtracted from the total reinforcement pool.
Morale factor: A direction leading to the enemy’s capital always has increased priority.
The computer tries to even out the front line.
Calculation of “Estimated Cost” (Denominator)
Cost is an estimate of how many reinforcements will have to be spent to capture this direction.
Cost = (Number of victories needed for capture) * (Projected losses per battle)
Number of victories needed for capture: A known parameter (e.g., 4).
Projected losses per battle: The most complex parameter. It can be estimated as follows:
Based on history: the computer remembers how many reinforcements the coalition lost on average in battles on this specific sector of the front over the last N battles.
Based on terrain type: Battles in a city (defense) might be estimated as more costly for attackers than in an open field.
Based on the current force balance: If the enemy has a historically high win rate on this direction, the cost of attack increases.
Example:
Direction A: Value = 80. Requires 2 victories. Historical losses from past battles ≈ 500.
PC = 80 / (2 * 500) = 0.08
Direction B: Value = 60. Requires 1 victory. Historical losses from past battles ≈ 1200 (the enemy is heavily fortified).
PC = 60 / (1 * 1200) = 0.05
Conclusion: Even though direction B is easier to capture (1 victory), attacking direction A is more profitable (0.08 > 0.05) because the cost per unit of strategic benefit is lower.
Dynamic adaptation of logic depending on the state of the pool
The computer’s logic should change depending on whether the coalition is winning or losing.
Scenario 1: Reinforcement superiority (Offensive strategy)
Tactics: The computer selects directions with the highest PC, even if they require a lot of time and effort. The goal is to use the advantage to the fullest to achieve a decisive breakthrough.
Focus on: Encirclement of large enemy groups, assault on key cities.
Scenario 2: Parity or Slight Advantage (Positional strategy)
Tactics: The computer looks for “weak spots” - directions with the best price-to-quality ratio. The goal is to gradually wear down the enemy by capturing points where the enemy defense is least effective.
Focus on: Attacking sectors where the enemy has a low win rate or where a player contingent was recently withdrawn.
Scenario 3: Shortage of Reinforcements (Defensive strategy)
Tactics: Minimizing losses. The computer switches to a “scorched earth” strategy.
Priority #1: Protecting directions leading to the capital and key points. Here, the computer will direct all available lobbies.
Priority #2: Counteroffensive. The computer will search for attack directions with the very lowest Estimated Cost, even if their strategic value is low. The goal is to inflict maximum losses on the enemy with minimal cost to oneself to balance the scales.
“Trap” Tactics: The AI may intentionally “weaken” the defense on a less important direction to lure the enemy into an attack, and then launch a counterattack on the flanks where the enemy least expects it.
Practical example of the algorithm working:
Real-time calculation: Every few minutes (or after each battle) the computer recalculates the PC for all directions.
Lobby formation: Players enter a common queue. The computer looks at the top 3 directions by PC.
Battle assignment: The next lobby of 20 players is assigned to the direction with the highest PC.
Adaptation: After the battle, the system updates the “Historical losses” for this direction. If the breakthrough attack proved too costly, its PC will drop, and the computer will switch to another, “cheaper” direction.
Now for the sweet part, the rewards. For active participation in it, I propose giving out copies of real orders and medals to the profile, displaying them next to the statistics, and also awarding Silver for the awarded medals, as a bonus, however. Naturally, awards should be issued according to the faction you played on. I also propose rewarding the most active players with rare weapons from old Battle Passes and events.
Spoiler
Gambling enthusiasts can be given crates in substantial quantities, which will attract many back to the game
And so the question of rewards is debatable, I know you love that)
Now a bit about the real possibility of implementing all this. At the end of 2024, the developers published statistics. On average, 11 million battles take place per month and 46.3 million in-game kills are made. It seems like such a mode would fit perfectly into the current online population and free the initial BRs from not-so-nice people who love killing the weak, and this would bring more fresh blood to the project, who won’t be demoralized by getting killed in their first battle by such people. That’s all, I will be glad to hear constructive criticism on the matter. I tried to think through as many points as possible, I do not exclude that I forgot to write some of them, don’t throw slippers at me, the topic is very extensive after all))

