Combined Arms Enduring Confrontation

Actually, you can already respawn at captured zones
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That’s pretty good, maybe im a bit blind of the scale.
Nevertheless thinking about quickly and conveniently moving around is gonna be a good contingency to present even if not strictly required.

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infantry?

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If i where to make a map for a Enduring Confrontation with infantry this is what the map would look like in the start of the match.

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it’s a bit small but once infantry is possible it can be done

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I have a post on WIP for this the mix of size / density makes the size ideal. If you add AI in bunkers and MG posts it would slow stuff down. You need to clear a chunk of a map and the other team wont allow that.

Infantry maps are detailed and for this location the Germans made lots of tunnels and the 18th century the British built forts and there own underground networks. Clearing a fortress may be harder then you think if players plus there AI goons have anything to say about it.

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Fair enough, but I really love bombers, and I think they fit in multiple roles rather than just long-range air strikes. Paratrooper drops would be interesting, and perhaps fallen teammates can even spectate or be useful, play as paratrooper, rescue helicopter pilot or ferry ship captain, ofc if the position is vacant it will be automatically guided by AI.

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I would play this ofc they can always expand. Goes hard!

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And I hate that we can only discuss the possibility of such a gameplay in this timeline… These improvements would lead to a more robust/refined version of combined battle gameplay for WT and might replace realistic altogether. I really look forward to this and the possibility of it becoming a permanent feature in the future. As it stands, I am growing weary of air and ground. I’ve already stopped venturing into RB because of how confined and predictable it is, frequenting SB more often. We need more combined battle modes for sure, strategic tasks like ferrying troops, supplies, leading tank companies through enemy lines, building redoubts and defence encampments, which is only possible with truly big maps.

Now you’re speaking the true-true.
We already have gameplay elements and vehicles systems that can mean the difference between getting stomped into oblivion, and holding an organized position despite being vastly outnumbered. A considerable portion of the ground vehicles in the highest tiers have dozer blades, SPGs and SPAA/SAMs have spare ammo boxes, wrecks can be towed and built up into barricades… We have the tools, we just need the space to not let them be gimmicks.

In fact, here’s @MOLLUSKO with more ground vehicles on normally-air only maps. Including the dreaded self-propelled artillery.

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This is certainly the best way they can bring quality of life improvements for tanks, air, and naval in one fell swoop. Phase out the legacy matches and gradually introduce the new “combined modes”!! And I understand why they’re careful, mistakes have been made with their 2nd most played game, Star Conflict. It had a comparable amount of community to WT, until the xenomorphs-tech introduction. A wave of premium and F2P attainable alien ships for players destroyed the balance of the game, and later a plethora of seemingly overpowered alien-tech vehicles were added further destabilising balance. Player count took a sudden nosedive, and recently they announced a date for server shutdown, ending the franchise.

I loved Star Conflict, but it ofc was a lesson for us all, including the studio.

This was approriately the height of Star Conflict experience. (PVE) Alien special ops was insanely fun! Ofc the alien destroyer in question is not playable but wao!

@CharAznable3 Hehe this gives The Expanse vibes, but with the protomolecule going nutss! GOSH DARNIT we could’ve RP’ed as belters if they still have the game up and running T-T

+1 War Thunder desperately needs this mode!

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if this gamemode ever be added i will only play this ( and one option with infantry one without), and i would like to suggest a map for this game mode, the Greek Island of Limnos i just have a feeling it would be good for tanks/helis and naval (not for aircraft because its kinda small but you can use some islands that are close to put airfields there)

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Island maps are ideal for such modes

Ironically the map of the island you’ve shown is just somewhat bigger than a GRID in the largest full size air maps already in Sim EC rotation. The total area occupied is what, roughly 22km by 18km depending on how you measure it? Maps like Vietnam, Spain, Afghanistan, Sinai, are made of grids just shy of 16.4km squared, and even M26s can sustainably cross a grid on those in under two minutes.
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(Pulled from the old-wiki.warthunder.com Enduring Confrontation page since it’s still the better version)

I will give a caveat though: for vehicle lineups that have a current max BR of 6.0 or below (excluding naval), maps should be to the 64x64km total ones in order to allow players to familiarize themselves with the vastly different gameplay, and to make it subtly more engaging. BR6.3 and above lineups of all types aren’t restricted to the smaller maps because of their substantially upgraded firepower, mobility, armor, and specialized equipment.

Let me clear: We don’t need detailed and constant buildings/rocks/static damaged structure to be set across the whole map. The maps already have static assets ground players can use as cover on approaches from every angle, and the massive spacing makes it easier for ground vehicles to avoid getting jumped by seven different hostiles, all waiting for someone to spawn back in on a securely blockaded point less than 1km from where they died. If there are indestructible assets to be placed, they should be placed as part of an operational objective that spawned.

I tried Star Conflict a long time ago. Dunno why I fell out of playing it, but it’s a shame to see it go.

Anyway, a considerable part of why companies don’t try different things is because they’re afraid to put the money into something without a way of knowing the financial result beforehand. It’s why you’ll see progressively more stuff behind paywalls or flat out removed to different editions for things that were already included in previous models (Looking at you Windows).
Straight up NEW things are dangerous to bean counters. But when done with active testing and after use in-system feedback forms, that dangerous initial idea regularly results in new developments that bring substantial amounts of community participation and financial gain.

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yes thats why the full map will be 128x128

Spoiler

Screenshot 2026-06-08 151715

the M-26 can move 1.6km in 2 min ( in road)
Also the Island its very rocky in some parts so a lot of players will go throw the roads and not just a straight line to their objective so i believe driving 30min-15min its not too much or too little.

thast why it would be best to add multiple caps that when you cap them you can spawn from them so you don’t have to drive 15km to go to action but only 5km

Multiple cap points is also part of this multi-vehicle EC. It allows for certain points to exclusively be claimed by air units, ground units, or naval units, or a mixture thereof. It’s also what the converted Bombing Targets from EC become in this, and why it’s critical to defend them for ground vehicles. Let the enemy hit your forward bases too much, and suddenly the only spawn options for ground you’ll have are at the main airfields.

And I think anyone who’s played the current Sim ECs knows how that goes.
I’m editing the main post to show the progress image of my WIP mixed battle EC.

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