Idk if these ideas are good, but here goes:
- Map, matchmaking and reward redesign
Currently, each team is just an equal number of players playing against each other and can be in whatever vehicle. I propose that, to encourage CAP and SPAA usage, there should be a number of seperate SPAA and CAP slots whose amount is proportional to players in the “standard” team slots. The proportionality would need to be figured out in a test server or April Fools mode, but 1 SAM per 4 to 6 tanks/IFVs etc. and 1 CAP aircraft per 5 to 8 ground units could be a starting point.
For example: If there are 15 players in ground vehicles in each team, there would be three SPAA and three CAP slots, but the exact number of SPAA/CAP slots per number of ground vehicles should be determined in a test or special gamemode.
In addition, there should be an option to enter the ground RB queue in aircraft when carrying air to air missiles so that CAP is encouraged and Air mode players in fighters/multirole aircraft can experience something different from the usual Air mode match. Rewards for shooting down an aircraft should also be increased, since each aircraft is a valuable asset in terms of control of the skies, and it encourages players to research counters to CAS.
For multi-vehicle SPAA and maybe even SPAA that only have SAMs, there should also be one or two spawns behind the frontline where they can operate without being restricted by the necessity of hiding from enemy tanks. Additionally, these points could have multiple resupplies of missiles for the SPAA, somewhat equalizing the unbalanced dynamic of planes having essentially endless resupply. These points could be 3 to 5 km behind the team spawns and could also facilitate the addition of strategic SAM systems such as the Patriot, HQ-9, S-300P/V and/or even older systems such as the 2K12/2K11, MIM-23 HAWK and many of its variants, or even stationary/semi-stationary systems such as Bloodhound, S-200 and MIM-14, although the distance from friendly spawns would have to be evaluated on a case by case basis.
I would place these spawn about as far away as the helipad near the battlefield, although i am open to other suggestions.
- Reworking Radar
Currently, helicopters can fool all missile radars by simply drifting to the side and deploying chaff, which allows helis with LDIRCM to be essentially immune to ARH and IR missiles, while being able to simply hide behind cover. This should not be the case. Modern radars and radar seekers should be able to reject chaff due to the immense doppler shift created by the rotor blades. Modern imaging infrared SAMs such as IRIS-T and FB-10A should recieve a home-on-jam (HOJ) mode that makes them able to home onto the LDIRCM laser emitter. To counter this, helis would need to use flares and maneuvering, since the guidance of an IRIS-T should not be easily fooled. This way, the more time a heli spends in range of the SAMs, the more its countermeasures are depleted, limiting how long it can affect the ground battle. ARH SPAA systems also suffer from multipathing, which makes “lawnmowering” planes essentially invulnerable to ARH missiles. Many modern ARH missiles can track targets below 60 m altitude, for example, the SAMP/T managed to intercept a drone flying 2 meters above the water. The BUK-M3 is claimed to be able to intercept targets flying 15 meters above ground, and the Type 03 uses an AESA seeker, which should be much more resistant to clutter than a standard parabolic or planar array antenna. If i am not mistaken, the Sky Sabre should also have a lower multipath altitude than 60 meters.