- Yes.
- No.
Finally after a long time of community begging for ARB EC, gaijin listened, somewhat. BVVD announced an “Aerial Warfare” mode in development
What I have here is a game mode with a collection of ideas gaijin can implement in their own development, in parts, or even as a whole.
I present you you, “Aerial Conquest”.
This mode focuses on making the game more dynamic, while also representing role of airforces in a start of a war IRL.
It provides a large map (for this post, 250x250 km, maybe scaled down a little in accordance to game limits(please not much))and multitudes of objectives. Also has aerial, naval and ground “assets” (discussed later in the post) directly or indirectly supporting a team. The game mode also allows players to do more than just A2A combat, with roles like BVR, SEAD, INFILTRATION, RECON., STRIKES etc. While still being a major help to the team, in a fun way. The well placed objectives also helps preventing major furballs at the center of map and allowing players to spread out making combat more strategic.
I have created a sample map, both sides will have symmetric assets, but there will be changes in geography, hence encouraging development of different strategies for different sides of different maps.
Before going further, there needs to be introduction of new mechanics, and changes to current nature of air battles for the game mode to be effective
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i) ECM, and Rehaul to fox 3 missile seekers (making them much more resistant to notching chaffing and multipathing, essentially change in way how fox 3 missiles are evaded)
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ii) introduction of AWACS and TANKERS (non-player controlled)
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iii) Anti Radiation missiles (Along with much better SAMs)
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iv) Nerf to aircraft carrier survivability (for naval versions of this mode)
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v) multiple TWS targets visible at once with filters to hide some personally
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vi) being able to create new loadouts while in the match lobby (already passed to the devs as of writing this)
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vii) oh and making the objectives actually well rewarding
We will be focusing on a modern standpoint of the mode (fox 3 era). However it will also be easily incorporated for lower BRs with the change in the nature of Assets and map sizes.
This game mode presents some peculiar mechanics and points which needs to to be explained in detail here. Which I have presented next.
1) Map analysis :-
(i made this map a while back ago, so till i find the main version back again, please use this image)
A 250x250km map, has 2 major landmass each belonging to a team, separated by a large sea.
The map is fictional and is representing a hilly-mediterranean nature.
The souther landmass comprises of large snowy mountains at southeast and forested hills elsewhere. Also is connected to a smaller island via bridge and 2 even smaller frontline islands via bridges.
The northern landmass has a plateau type geography. It has a river diverging from the center and merging into the sea. The river creates the canyon in the center. Also has somewhat tall hills in the northwest.
The hills, mountain and canyons give players a dynamic natural obstacle against fox 3 missiles for defending.
The ground assets and strategic targets position are very rough and will be randomized in that area, and is supposed to be found via RECON aircraft and player carried RECON.
2) Task points :-
(Name can be different) This is somewhat similar to spawn points, however it’s usage is different. They are obtained just like spawn points, doing any productive action. They are used to spawn aerial assets (discussed in next section) and nukes (discussed in a later section). Spawns will be infinite and costs T.P., but not limited by them. As in if you have 0 T.P. you can still spawn in any jet with any loadout (won’t go in negative). This is to prevent hogging of TP even if a player is performing very bad.
Cost of assets and nuke is upto gaijins balancing.
3) Assets :-
This is arguably the best thing in the whole game mode in my opinion. Assets are just AI/bot controlled military vehicles or just strategic bases, airfields etc.
These are not controlled by by the players, and are meant as team property as a whole, supporting the team as a whole.
There are 3 types of assets, Aerial, ground and naval. Out of this, Aerial assets are respectable by the players. (Yes these assets are destroyable by enemy team)
There will be different assets for different BRs, here we are focusing on post fox 3 era
3.A) Aerial assets :-
These are planes in the air, which supports the team and gives them perks as long as they are not destroyed.
3.A.i) AWACS :-
They provide details of enemy Aerial targets (yes players too) with detection going a little bit further than frontiline for 4.5 gens. The data is given on the map, radar screen (as yellow targets) and on screen. For this, all TWS targets should be displayed on screen of the player, with filters available to prevent the screen being covered with irrelevant targets like multiple rockets or very far away targets. AWACS detected targets should display in yellow TWS boxes. Planes with known networking capabilities may use AWACS detection as fire control for their fox 3. (For balance reasons AWACS won’t provide DL once fox 3 locks I.e. if the target is notching, missile goes to iog, awacs wont support it) (for lower BRs with fox 1, fire control is not possible via AWACS). This makes AWACS an extremely high priority targets for the enemy team. Getting within the enemy airspace will allow players to shoot the awacs with their own missiles effectively, destroying them gives a lot of rewards. Their vulnerability to LRAAM is what balances its perks.
Only 1 AWACS can stay in air at a time.
Players can respawn AWACS if the original one is destroyed (this can be done as many times as long as the player has enough TP)
Player who respawned the AWACS will receive rewards for every target destroyed via AWACS guidance (kind of similar to scouting rewards)
AWACS follow a pre determined flight loop path and are immune to friendly aircraft collisions and friendly fire.
3.A.ii) Tankers :-
They provide the team an aerial point for refueling, rearming and repairing (the latter 2 for the sake of gameplay). They also allow airspace in friendly airspace as long as it is 3-4 airspace grids away from the frontline (first spawn of the match will be always from the main airfield)
2 of them exist per team at a time (yes it is respawnable)
Respawned tanker will give the player (who respawned it) some rewards per friendly aircraft rearmed/refueled/repaired.
Supposed to be cheaper than AWACS in terms of TP costs
It is immune to collisions with friendly aircraft and friendly fire. Planes connected to the tanker will be also immune to friendly collisions till they disconnect.
3.A.iii) RECON aircraft.
NOTE :- All positions of enemy ground assets will be unknown at the start of the match, RECON aircraft and player carried recon (like from TGP) are supposed to identify these targets, similar to scouting, gives rewards too.
Around 4 of them in the air spawn at the start of the match per team, they go in each others airspace trying to identify as many assets and targets as they can. They are supposed to be destroyed by enemy SAMs and players oftenly to prevent the information leaking. So at the start of the match, after identifying few frontline sams (discussed in ground assets section), they are expected to be shot down. Hence they would be comparatively cheaper to respawn by the players, and will have to do quite oftenly in fact. In current BRs we can have mig25 sr71 combos and in much higher BRs we can have geostationaty satellites, supposed to be targeted by ASAT missiles.
Each target destroyed, which was identified by a player respawned RECON aircraft, will give the player (who respawned it) some rewards (the reward is supposed to be less than the rewards player gets by doing RECON by themselves)
3.B) Ground assets :-
These assets are non respawnable and supposed to be protected by their team.
3.B.i) Airfields :-
There are 2 types of airfields, the smaller Frontline airfields and the larger main airfields at the back.
Total 3 airfields per team, 2 frontline ones in the front and a main one at the corner of the map.
i) Frontline airfield :- 2 of these, protected by type 1A Sam batteries (discussed as next asset), players can choose to spawn in any airfield. One of the main objectives is to destroy them and the main airfield.
ii) Main airfield :- 1 of this, at the corner of the map, protected by type 2A Sam batteries. For the first spawn of a player rin match, it is compulsory to spawn here. This airfield cannot by damaged by anything (even nukes) AS LONG as the 2 frontline airfields are not destroyed. Once main airfield is destroyed, players cannot respawn. Has more HP than the frontline ones
Airfield destruction as a objectives is discussed later in the “how to win” section
3.B.ii) SAMs :-
SAMs are one of the core part of the game mode, without destroying them, progression of match is not supposed to be efficient.
The engagement ranges would be dynamic, depending on no. of incoming threats. Plus it would also be at gaijins discretion that what ranges they must be for what BRs, too easy to defeat SAMs will cause furballs, too hard to defeat SAMs would prevent progression of the match, gaijin will have to find the balancing point where its challenging to defeat the SAMs.
Also to add, Once SAM runs out if missiles, it will take some time to reload. The time varying in the type of SAM.
To prevent unfairness, same SAM systems would be on both side (as in for eg. Patriots on both side, but this can cycle, like for 1 match it can be patriot, for ther it can be s300)
There are 2 main types of SAM systems :-
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i) Type 1 SAMs :- these cover the frontline coast of the map, preventing players to go through without destroying them. It has 2 subtypes, 1A and 1B. 1A SAM battery defend the airfield, they have twice the vehicles of 1B type. 1B SAM battery is the one situated at frontlines, 7 of them. A type 1B SAM consists of 1 Medium range system and 3 supporting short range systems. The medium range one attacks farther players and incoming supersonic munitions. The short range system intercepts incoming subsonic munitions (not supersonic, to prevent exploitation of SDBs and missiles shot from very large distances) and very close players. 1A has twice the amount of 1B
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ii) Type 2 SAMs :- these defend the main airfield and the ICBMs (discussed later). Type 2A SAM battery defends the main airfield, consists of a long range system, which intercepts hypersonic munitions and players, a medium range system, which intercepts supersonic munitions and players, and supporting short range system, which intercepts subsonic munitions and closeby players.
Type 2B SAM battery defends the 2 ICBM sites, it lacks the medium range system and has half the quantity of other systems from 2A. Their engagement nature is similar.
No SAM system will intercept incoming nuclear warhead munitions(but will atrack the player carrying it), however enemy players may try to do so, this will be discussed later in the “nukes” section.
3.B.iii) MLRS :-
2 groups of (few) MLRS on either side of the map will start from a starting point traveling towards the coast. It will take around 45 minutes~. Once they reach their positions, they will launch all their rockets towards the enemy frontline airfield. If all rockets hit, 50% of the HP of the frontline airfields will be damaged. Airfield SAMs will attempt to intercept the incoming munitions. This is to create a forced pressure on both sides of the team to progress in the match and break through the frontline SAM barrier and destroy the MLRS convoy.
3.B.iv) ICBMs :-
similar to MLRS for their intent. They have a nuclear warhead, after 2 hours if match starting, they will launch their munitions towards the frontline airfields. 2 of them exist protected by type 2B SAM systems. It’s work is also to create a forced pressure on players to progress in the match and destroy them. They won’t target main airfield. SAMs won’t attempt to shoot down incoming ICBM from this site, but players may attempt to intercept it using A2A missiles.
3.B.v) Others :-
I don’t have much specific ideas for this, but it includes stuff like bases, oil refineries and other strategic targets. In future it can be made that they effects the efficiency and nature of other assets, for eg. more logistic routes and bases = faster SAM reload rate.
3.C) Naval assets
For this specific map, there will be no/limited naval assets. However in future maps (sea only) we can see a great variety of assets like aircraft carriers, destroyers, submarines etc.
4) matches and matchmaking :-
Matches will last around 3 - 4 hours, like in simulator.
Since the maps are quite large, more number of players will be required, around 24v24 to 32v32. Matchmaking will focus on putting players in already existing matches so that atleast both teams have minimum 16 players each. Squad sizes will be increased and players can join their friends matches anytime they want, however it won’t be open lobby like Sim EC because that may make matches getting 1 sided. Matchmaker will also focus on adding players on the team with lower player count.
5) Spawning:-
The first spawn of the match will always be from the main airfield, after that, if Tankers are in the air, players can spawn in the air as long as it is 4 grids away from the frontline. Players can also choose to takeoff from the frontline airfields if its not fully destroyed.
People can bring multiple vehicles, the vehicle with highest BR will be the matchmaking BR. Like simulator mode.
Once the main airfield is destroyed, players can no longer respawn, but if Tankers are in the air, the remaining players may use it to refuel rearm and repair.
People can’t change their vehicles from the Tankers. J ing out while connected to a tanker counts as death.
6) Nukes :-
Nukes are obtained via TP (cost upto gaijins discretion). They are meant as a great reward for doing exceptionally well.
A nuke will have a lethal blast radius, in which all planes, airfields and other assets will be destroyed instantly, and a less lethal one where it just damages it till some extent.
For this, devs would have to work with giving nuclear munition to as many aircrafts as they can give, or nuclear warhead to already capable weapons or upcoming capable weapons. A player will be able to create a loadout for his plane in the match lobby. In that he can also add a nuclear warhead munition, only 1 can be carried, and carrying it will increase the TP cost to whatever gaijin wanna put. This allows player to take other defensive weaponries with himself.
In case a player does not have a nuclear capable plane in match, there will be set vehicles for each br range with nuclear munitions, with pre set defensive weaponries.
But what would be these nuclear munition? For lower BRs it would be just nuclear bombs, as we go higher we can get nuclear warhead cruise missiles, subsonic ones, later supersonic ones, and at highest brs hypersonic ones.
The cost of the flagship munitions will be same across all brs, but the technologically less advanced ones at higher brs will be cheaper
For eg. Low br :- nuclear bomb = 2500 tp
Higher br :- nuclear bomb = 2000 tp, nuclear missile = 2500tp
The main use of nukes is to destroy airfield
(DO NOT use them against main airfields if front ones are not destroyed) they won’t be intercepted by SAMs for gameplay sakes (the sams will still target you even if you are carrying it). Enemy players may also attempt to intercept your nuke using air to air munitions.
Players can switch to the nuclear munition aircraft midair without the aircraft they were in destroying (it will harmlessly glide towards the corner of the map, similar to the nuke system in ground battles)
7 ) how to win? :-
There are 3 main ways to win as a team in this mode
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i) Airfield destruction :- for this, first the 2 frontline airfields must be destroyed, then the main one. Once the main airfield is destroyed, players can’t respawn. Then the team has to destroy the remaining players in the match to wins. However for funny comebacks, the team (whatever is left of it) which lost the airfields can depend on Tankers for refueling rearming and repairing, but still cannot respawn/change loadouts or planes using it.
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ii) Air superiority :- this is done via capturing a majority airspace grids (70-80% in the map). It takes around 5 minutes to capture a airspace grid. If a enemy is In the grid, or if there is nobody in the grid, the progress pauses. If there are no friendlies and enemy(ies) in the grid, the progress reverses at the same rate. Capturing is not permanent. Capturing a grid causes the frontline to push forward.
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iii) Tickets :- don’t worry, there are barely any Bot - Bot interactions in game so there won’t be any passive ticket bleed. Plus the ticket pool will also be massive. If a team runs out of tickets, they lose. Or if the timer ends (which would be much more often then full bleeds), the team with more tickets will win.
8) What does it bring to the table?
As said before, it it allows players to have more interactions and more roles like BVR, SEAD, RECON etc while still being rewarding, fun to play, and contributing to the team
Not only this, but the new enviroment provided in the mode makes teamwork and communication more effective in game, making teamwork tactics actually have results.
For eg. In order to break through the frontline, a team has to defeat the frontline SAM systems. A creative way to do so as a team is to “bait” the SAMs to launch their missiles one by one, by just touching the edge of the engagement zone and going cold. With multiple players doing so with well coordination, the SAM will run out of missiles and will start to reload, then the players may close in and launch their SEAD weapons.
Even if a player may not be able to communicate with their team well, he can still be helpfull via RECON, SEAD etc. while also using his TP to respawn the destroyed aerial assets.
The gamemode also offers 2 main events forcing both the teams to advance into the match and stop being passive, that being the MLRS strikes and ICBM launches at specific times. Players would have to destroy the sams or infilitrate the airspace and destroy those targets in time to defend their airfields.
Along with this, the gamemode forces BVR and SEAD at the start of the match, hence giving the LRAAM (Which currently feel mediocre in ARB) a great use, and even more targets like tankers and AWACS. In future when we get 5th gen aircrafts, their stealth will actually be usefull in BVR and SEAD unlike in the ARB furball meta right now
Is this it?
No, What i have here is more of a template considering modern era vehicles right now, with well thought plans by the Devs, this can be expanded even further! naval maps will allow naval assets as talked earlier, Each different maps provides different tactics, i just presented one here. Different asset enviroments can be set up for lower BRs and upcoming future BRs too. Not only this in the future, Gaijin can also implement better strategic targets which also helps the team. For eg. we can have strategic roads and warehouses, having more of them not destroyed will allow faster SAM reload rates. We can even get more dynamic targets in future! like targeting nuclear centrifuges, allowing even more submodes for this gamemode
