Combined Arms Enduring Confrontation

For modern infantry they could mirror arma,with gaijin vast number of vehicles it can be very fun…tho it looks wt infantry is going towards a more CoD/BF gameplay…for me at least will be just as dead a naval…

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The game would be like 200+GB if they even did this, also BMS mention!!!

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Yea the entire Korean Peninsula is a bit too much but maps 512x512km would be feasible I hope


Well this looks promising now.

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What’s this?

Got annoyed with the Advance game mode Gaijin presented, made one that’s large scale and actually allows for people to flank worth a damn.

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How large is this one?

Yea for ww2 stuff it was okay but for top tier it sucked

Big. As in helicopters and jets can’t just lift up, ripple fire AGMs at a spawn, and clip 2-5 players big. Plus the various slopes, frozen river defilades, forests, and cities provide lots of cover. I’m testing it right now.

Just realized what was stalling the captures. DERP.

This would take at least 3 hours to complete (I love it)

Just did a test run with a friend, it took just over 35 minutes for the Attacker team to secure victory with us messing around to see what kind of BS could go on, and exposing some issues that were rectified quickly.

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This is a brilliant idea, and something that I myself was hoping to write on here soon in a very similar way. A combined arms on these large air sim maps is exactly what is needed and would (I think anyway) provide a much needed purpose behind playing the game.

I don’t see how Gaijin doesn’t see the potential in battles that could go on for a week in some cases. People will be emotionally invested in an ongoing battle and more likely to throw their time and money in to get their side to win.

One thing I will say though, is that to bypass the server size issue, is that these large air maps could be partitioned into separate servers or hexes.

To make things easy to understand, lets say a map has a west, central and eastern front. Each of these hexes get pushed north or south, depending on how the battle is going in that front, with additional calculations on frontline movement calculated by how the line in the other server is doing.

So for instance, if you’re in the central hex and your team is losing in the other hexes, your progress might get a debuff.

In addition this though you could also have a fourth server, which is strategic air/naval, whereby bombers are trying to destroy supply hubs. If a section’s supply hub is destroyed, it lowers the SP generation and spawn speed in that zone. This could also work in naval engagements. So for instance, for a map like English Channel, in order for Axis to spawn in England, they need a naval victory. But whilst a ground battle in either Normandy or England is ongoing, the defending side can reduce their effectiveness by destroying supply ships.

If World of Warcraft could have thousands of players in one zone in 2004, I don’t some level of server meshing like this isn’t achievable in 2026.

Gaijin probably wont’ do this because they’ll see it as too much work. But the moment a competitor makes something like this (essentially a modern version of WWII Online), Warthunder will likely die anyway.

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Doesn’t really need separation as these missions are fully playable in one instance. Take Dover as it currently is for example, that would be a largely naval and aircraft map due to the incredible distances between both landmasses, BUT competent players with spotting assistance from others could use artillery vehicles to shell across the map or support their outgoing vessels in naval bombardment of hostile ships. Also once a fleet has secured a port or landing location on the opposite land, ground vehicles can be spawned and begin to disseminate further inland under the initial cover of the fleet.

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I’m thinking more that the entire game (apart from arcade matches) becomes like this. To be totally honest, when Warthunder was first advertised nearly a decade ago as a combined arms MMO, this is basically what I thought we would eventually get.

I think server size caps out a 100 atm, doesn’t it?

Gaijin claims that each server can only handle at most 64 players per match, (which I find debatable since custom matches can have up to 128 with custom setups) but even having it as a 32 vs 32 mixed vehicle match in a 64km2 map for lower tiers (>8.3BR), 128km2 for the higher ones would be a completely different type of battlefield than what most players have seen so far.

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Has anyone actually confirmed that the large air maps are ok to drive tanks on?

I assumed they would probably need some work to stop areas of the map where you sink through the floor or whatever.

On the ones I’ve worked on, namely Spain/Moresby/Bulge, the entire surface area is traversable by ground vehicles. Doesn’t mean that the vehicles have speed on any of the greater than 20 degree slopes, but you can drive on functionally any of it. Even most of the inland waterways are deep enough for the shallower draft depth corvettes, destroyers, and light cruisers to easily sail into along with most of the coastal vessel vehicles.

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I think the general wording may be reliably. (not having major issues that does not mean they cannot cram more in)

ground EC got passed to the devs in this most recent wave, truly a wonderful day

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Now we just have to wait for the death of our sun only then gaijin will start working on it…