The defenders in the invasion mode require more points.
In the current invasion mode, the attacking side can obtain a large number of points by capturing positions. However, conversely, the defending side does not have these benefits.
If in a battle situation where the attacking side is very weak
The defenders would be in great pain, feeling as if they were in prison.
The attacking side will not rush forward with 10 people all staying idle in the black area and using sniper guns. The defending side needs to focus their attention on defending for about 20 minutes before they can achieve a difficult victory.
But there was no gain at all. All I got was a pitiful 2,000 points.
At present, I have two ideas to solve this problem.
The first method: Set up a position near the starting point of the attacking side.
For the defending side, if the counterattack captures the position, they will win. [Of course, for the attacking side’s own starting position, the capture time can be doubled.] This can quickly end the battle if there is a one-sided situation.
The second method: Give the defending side additional rewards. For example, give about 100 points for every minute of defense. If the defending side holds out until the end, each person can also receive an additional about 2000 points. This can be considered as obtaining some gains. Of course, these scores can be adjusted - more or less is fine. It can be discussed.
I hope the developers can pay attention to these contents.
I see where you’re coming from, and I think the core problem you’ve identified is real — defending just isn’t rewarding enough right now. But I also think this mechanic could be designed with a bit more depth than either of your two options.
What about introducing a kind of “satellite point” or forward position in front of the defenders’ line? Here’s the idea: whoever captures it doesn’t necessarily get reinforcements, but holding it significantly shortens the attacker’s approach distance — and in Invasion mode, the attacker’s march distance is a huge deal. It takes forever to run back from spawn every time.
At the same time, this satellite point would act as a buffer zone. It spreads out the defenders’ pressure, because attackers have an intermediate objective to fight over instead of just endlessly throwing themselves at the main point. And depending on how it’s tuned, it can also naturally lengthen the match — which, for players who want more score at the end, is a good thing.
So instead of “defenders get more points” or “counterattack their spawn to win,” you’d get a mid-tier objective that makes the whole match flow better for both sides. It rewards good positioning on both ends, gives defenders something proactive to do, and gives attackers a reason not to just camp the grey zone all game.
Definitely +1 on the spirit of your suggestion — defending needs help. I just think a buffer objective would solve more of the underlying problems than a flat points buff.
Honestly, I think Invasion mode is exhausting no matter which side you’re on — not because it’s hard, but because it’s just not fun. The enjoyment you get out of it is mostly accidental, the byproduct of player-vs-player competition, not anything the devs actually designed. There’s no real map-specific mechanic that makes each Invasion feel distinct, and the few attempts they’ve made were either half-baked or completely pointless.
Take the old Normandy airfield Invasion, for example. They placed those barrage balloons near the defenders’ hangars — terrain that’s already stupidly hard to assault — and made them destructible objectives that supposedly give the attackers reinforcements. Nice idea on paper, but in practice it was laughably useless. And here’s the thing: they never even explained why blowing up a balloon gives you troops. What, were the invaders hiding inside the barrage balloons like Trojan horses or something?
On top of that, you’re in the middle of a brutal, drawn-out meat grinder where nobody has a single second to spare. Those “strategic resources” floating in the sky? Nobody looks at them. Nobody has time. It was a mechanic designed for a calm, tactical match that never actually exists in this game.
So yeah, Invasion needs more than points tweaks. It needs actual map-specific mechanics that are worth engaging with — not forgettable props floating in the sky that everyone ignores.
To be fair, the fact that they even tried with the barrage balloon thing shows they’re at least open to this kind of map-specific mechanic — they just can’t seem to spare the production capacity to actually do it properly. I genuinely believe someone on the team is reading these suggestions; it’s just a matter of time and priorities.
Otherwise, let’s be real, this game would still feel like a perpetual beta five years in… oh wait. It kind of does.
I would like to say
Perhaps you haven’t understood my meaning
In the invasion mode
If the attacking side succeeds and the opponent has no defenders, then it will end within ten minutes and will take away 5 zones’ points. No matter how you calculate it, there will be around 3,000 or 5,000 points.
This can also be considered a decent gain
If the defensive side is the one operating, then the situation changes
Because if the attacking side has 0 people
The defensive side will waste a lot of real-time time. There is nothing to do and they can only stare blankly. They won’t get any points
They have to wait for the game world to end and get no gain at all
This is unfair. The defensive side should get more points.