so crazy idea for awesome mode that would go into a naval EC section a cold war gone south mode where it esclates into nuclear war this would be a permanent event
so inteceptors have to defend tanks on ground from incoming cas and nuke planes like B58 hustlers and B52s in mig 21 to mig 19s and this can be reversed with equal planes such as F101s, F106s,f104s F4s F15s etc going after Tu22s and SU-9 mig 19,21,29s and su27s
basically could be any br and would make fun mode making interceptors useful and could have playable tanks and planes with huge maps and designated drop zones
lots of players too like 30v30 maybe 40v40
and a naval version could be like F14S/F18s intercept cruise missiles from tu22 backfires etc while defending there fleet shooting down enemy fighters this would need adjusting
this hole mode is mostly to get big bombers and inteceptors a mode they can shine in it be very chaotic fun mode just think of it kinda like that one mission in project wing man with nukes and stuff it be awesome
some one can make a suggestion for this but i need more ideas for the mode as of now i may make one myself but they rarely work
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yall can discuss here if you want
It sounds like a lovely idea - I’d certainly play it, especially if you can get all three vehicle types in at once - but I think the biggest limiting factor is revenue vs cost and resource usage. CPU and RAM demand balloons as map size and projectile density increases, and Gaijin isn’t going to spend the money on better / more servers on a game mode if they don’t think it’ll net them a reasonable (or “reasonable”) profit.
Otherwise, I’ve been obsessing over an idea like this for a while.
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hmmm maybe a 2X ground map limit rendering outside of the viewable area as you dont have render as much in plane area as tanks
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well they would make pretty good money as even niche interceptors like F102 with no gun would be useful and big bombers would be amazing
add a whole interceptor tree to the game and finish the bomber tree off
Call me whatever for doing this, but I decided to throw this at ChatGPT 5 to see how we could make both ourselves and Gaijin happy (feel free to correct me if I/GPT made some wrong assumptions along the way):
CHAOS Mode — Combined Arms EC Blueprint
Design goals
- Player: constant purpose for interceptors and bombers; clear ground/naval impact; low travel dead-time; fair counterplay; meaningful win states.
- Gaijin: controllable server cost; high session length without queue spikes; monetizable roles; minimal new tech risk; rotatable event to protect concurrency.
Queue + BR bands
- Bands:
- Early Cold War: 8.7–10.0
- Late Cold War: 10.3–12.0
- Modern: 12.0–13.0
- Composition caps per side (example, 48v48): 14 fighters, 10 interceptors, 6 strike/CAS, 4 strategic bombers, 8 ground, 6 SPAA/SAM, 6 bluewater, 4 coastal. Dynamic fill converts “empty” naval/ground slots to fighters to avoid long queues.
Map topology (segmented but linked)
- Three AOs running in one match:
- Ground AO (50×50 km): frontline, SAM belts, supply nodes.
- Naval AO (200×200 km water): carrier group vs surface group, missile launch arcs.
- Air Corridor (100×300 km at altitude): bomber ingress/egress, tanker/AWACS tracks.
- Cross-AO linkage: only events and assets cross, not full physics. Example: a cruise-missile salvo is a small count of “track objects” over the Air Corridor, becomes a single “strike effect” in Ground AO on impact.
Objective network
- Logistics chain: Ports → railheads → depots → frontline.
- Kill chain hooks:
- Interceptors protect Corridor (tankers/AWACS/strat bombers).
- Strike/CAS hit depots/SAMs to open bomber lanes.
- Naval launches cruise missiles; air can intercept mid-course; ground can hard-kill with SAMs near targets.
- Escalation ladder: control of two of three chains (air superiority, logistics, naval dominance) unlocks a Tactical Strike Window.
Tactical Strike (the “nuke” analogue)
- Earned, not spawned at will.
- Spawns a strategic bomber package or SLBM surrogate event with a 4–6 minute warning.
- Defender objectives: shoot package, spoof guidance, or keep Target Integrity above threshold via repairs/SAM uptime.
- On detonation: a sector wipe (large AoE suppression, frontline reset, ticket swing). One strike per side per 20 minutes; no match-ending map wipe.
Roles and tasks
- Interceptors: intercept cruise missiles, escorts, and HVAs in Corridor; bonuses for missile kills and HVA defense uptime.
- Fighters: air superiority over Ground AO and Corridor; CAP rings grant passive score.
- Strategic bombers: pre-strike SEAD runners, depot/port busting, and the Tactical Strike package.
- Strike/CAS: SAM suppression, rail/road interdiction, frontline support during Strike Windows.
- Ground: capture nodes, protect SAM sites, escort logistics convoys; call limited fire missions using Naval/Air support credits.
- Naval: protect carriers/arsenals, launch cruise salvos during authorized windows; provide radar picture to Air via shared UI.
Spawn economy
- Three currencies (team-level, UI-visible):
- Air Supremacy: earned by CAP dominance, HVA survival.
- Logistics: earned by convoy survival, depot uptime.
- Sea Control: earned by fleet integrity, ASuW wins.
- Spending gates capabilities: cruise salvos, bomber packages, frontline resupply, extra SAM batteries. Prevents spam, steers team behavior.
Scoring and payouts
- Role multipliers tied to objective proximity: interceptor gets +X vs missiles/HVAs; CAS gets +X vs SAMs/logistics; naval gets +X for defended launch windows.
- Streak insurance: objective participation grants base income even with low K/D.
- End-of-phase bonus for teams that deny an enemy Strike Window.
Performance budget
- Projectile culling: despawn AA/CIWS rounds >8 km from any entity; aggregate naval flak into “volume traces.”
- Missile abstraction: represent cruise salvos as ≤8 server objects with sub-munitions resolved at terminal phase only.
- AI sparsity: convoys/fleets tick at low frequency unless within 15 km of players; wake on player proximity.
- Physics sharding: each AO simulates locally; inter-AO effects pass as events, not ballistics.
Flow control and anti-snowball
- Strike Windows run on a fixed cadence (e.g., every 12 minutes) with eligibility gates; losing side gains temporary Ops Surge (+spawn points, faster SAM rebuild) after suffering a strike.
- No spawn camping: protected airfields/carriers; frontline spawns shift away from enemy radar dominance.
UX
- Single operations HUD: three bars for Air Supremacy, Logistics, Sea Control; next window timer; current package indicators.
- Package joiner: auto-spawns escorts into bomber/naval packages with shared rally and rewards.
- Briefing cards per role listing two primary, one secondary task.
Monetization without P2W
- Operations Pass: +10–15% earnings in CHAOS, unique skins, decals, crew voices.
- Thematic premiums: historically correct interceptors/strike types with cosmetic liveries tied to this mode.
- Rotational spotlight: weekly BR band rotation to drive FOMO and queue health.
- Task chains: “Defend 2 Strike Windows,” “Interdict 3 convoys,” etc., feeding Battle Pass progression.
Live-ops / risk control
- Event-first deployment: weekend rotations; hard player cap per region; telemetry on server cost per player-minute.
- Phased rollout:
- P1: Air–Naval only (Corridor + Naval AO), cruise interception proves missile abstraction.
- P2: Add Ground AO with logistics and SAMs; no Tactical Strike yet.
- P3: Enable Tactical Strike; expand to second BR band.
- Kill switches: disable salvos or reduce AI density mid-event if tick rate degrades.
Exploit and griefing safeguards
- Package-only access for strategic strike airframes during windows to prevent base-rush abuse.
- Friendly-fire reduced on package assets; TK penalties amplified inside packages.
- SAM spam cap per sector with rebuild cooldowns tied to Logistics currency.
Acceptance metrics
- ≥25% higher average session length vs. Air RB;
- Queue time ≤20% over Air RB median;
- Server cost/player-minute within ±15% of Naval EC baseline;
- Interceptor/strat bomber pick rates ≥15% each during CHAOS;
- Retention uplift during rotation weeks sustained into standard modes post-event.
2 Likes
Oh God - this is the perfect mode to introduce the B-36, the TU-95, etc.!
Put this in suggestions forum
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I would, but I don’t want them to discard it off the bat because I didn’t write it.
I mean, I thought about it, and tuned it, but I didn’t write it.