Tweak to the invasion mode, to separate attackers and defenders

Throwing a quick suggestion here from a discussion I had some days prior, about invasion mode.

The way this mode is made right now, it doesn’t look like there’s that much difference between the side who attacks from the side who defends in relation to the cap zone: Both factions will spawn mostly at the same time and rush the point… wich to me looks like the defender side is in fact also attacking.

A possible solution to reinforce the defensive role (hear me out before screaming murder) would be to implement a grace timer for the defender to prepare some form of defensive structures or merely adopt defensive positioning. Maybe even a mere 30 seconds would suffice.

To those (I see you guys coming from miles ahead) who think “nuuuuh it op defenders side unfair advantage blahblahblah” there could also be countermeasures to such an implementation, and it also would be real easy to make: make the defensive side having a timer BEFORE being able to field tanks, for example, same way it’s now implemented for CAS now, while leaving the attacking side with the option to spawn tanks at the same time as their main assault force.
An even easier, and perhaps lazy, way to counter this migh even simply to boost the offensive troop numbers a bit (example 1000 —> 1100)

My point in this is, the defensive side is supposed to KNOW it’s been attacked, and prepare accordingly.
The offensive side would ALSO know this, and attack with appropriate forces.

Tell me what you think, without screaming bloody murder, it’s juuuuuust a suggestion, nothing more.

Cheers!

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great idea this manages to put a patch on the little space put in defense, and even if the defenders would use AA, AT to slow down the attackers, the attacking team could use the artillery to sweep the fixed positions so no problem, in the end after the fall of the first CP things would go back as always, but at least we would give that illusion at the beginning of participating in a real military operation

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Agreed, this would be great for immersion and generally balancing the first capture points, which in some instances are just too quickly rolled over.

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at the beginning is as two squads of drunks are fighting each other with the participation of tanks and warplanes

Good idea. But maps have to be designed that defenders can´t get close enough or have clear line of sight to attackers starting points.

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Cannot agree more.

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Agreed, spawnkilling would only cause another problem. I only see it “acceptable” in the dday beach… this grace time would only be used to reinforce / position yourself defensively as a defender.

Its not a bad idea, and I think it goes a long way towards ensuring that players spawning in with engineer teams have their work cut out in the first lets say 30-60 seconds of the game.

You still have to be clever about how you set up your defences as the attacking team will tend to target their intended point of contact with arty and promptly smash up anything set up, but at least you have options to deploy some key obstacles on the most likely avenues of approach. So as you suggest any increase to the attackers points value should be relatively minor.

It might be worth while to also update a players squad spawn in screen with a view of the team and which squads, other player have already selected to spawn into the game with. Given that I’ve been jumping into a number of games which have already started lately - not a bad thing per se, but it would be good to understand what the broader team is missing in terms of capabilities.

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Would give defenders a chance set AT mines and AP mines also as well as some wire.

What exactly would the grace timer entail? 30 seconds of what? Invulnerability? I hope not. I guess you mean a delay in the shift of the battle zone and spawn points for the attackers, right? That I could get on baord with.

Simply the spawn timer. The defending side would have 30 seconds more or less to spawn first, whatever the devs would seem appropriate, while the attackers would wait in “aerial mode?” (The screen where you choose your spawnpoint) I’m trying to suggest things that would be reaaaaally easy for the devs to implement, without having to overhaul everything (trying to get in their shoes)

Oooohh, you mean only right at the beginning of the battle. I thought you meant at the beginning AND after every point is captured. Got it.

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There could be something done between points too, but not on the scope of the grace timer I suggested, as I believe it would be excessive. Maybe keep the next points in a gray zone for 10-15 seconds? If only to prevent scummy play of one attacker bypassing some points only to cap as soon as it opens, not allowing defenders to fall back… :thinking:

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This would be interesting. Another potential option would be to allow the defenders to retake the previous objective within a short period of time after it’s captured (Perhaps within the 30 seconds the next-point-spawn is active?) and move the respawns for defenders to the next-point spawn as if the current point were captured for as long as they manage to continue to hold it in that counter-attack lull?

Another thought is to just permanantly place the capture points on the map for defenders, so if you want to build up defenses on the next point you can, maybe have the next capture point just be an additional spawn point the defenders can choose to spawn in on at any time?

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Mmmh you reminded me something: another good option would simply be to allow the defenders TO RESET THE CAP “TIMER”. If the defenders somehow manage to push back the attackers from a cap zone, but the attackers managed to cap, say, 75% of the point, I don’t see why it would remain caped at 75% with only defenders on it… Devs could merely use the assault mode formula for this.

In my opinion, defenders should retake a point considerably more slowly than attackers can capture it, but it is a bit ridiculous that defenders can retake a point and hold it for 5+ minutes and it can still hang around mostly capped at the same level continually.

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I like the idea of a counter attack window.

Its very historically accurate. There are many books which recount constant counter attacks against recently taken positions.

Infact the Germans throughout WWII were renowned for their counter attacks, as you can read from many account from either the Eastern or Western fronts.

To that end, once an objective is taken they could implement a countdown window, where the defenders can re-capture their lost point (same rate for attack and defence capture rate) but once the counter attack fails then the point is lost permanently and the game moves on as per normal.

You’d have to playtest what that window should be but perhaps something along the lines of 3-5 min might be appropriate to start the cap timer, and once you start the timer your’re on the 60 second clock to get troops back in if you get pushed out as per the extant system?

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Well, that point was more for points that have not yet been lost but were partially capped, but yes, it would be nice if there was also a recapture window where if you can retake and hold a point, you should be able to keep it instead of being pushed back. Like the many times I’ve seen after a spawn beacon is destroyed by the enemy along with wiping everyone on the point beween the attackers bombing and/or artillery striking the site, then they just waltz in all at once, and before the defending team can get back on the point it’s already capped.

Kinda gives more use for engineers, Im down for that.

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