Improve Team-play by adding additional information to the spawn screen (vehicles types queued, vehicle types remaining)

Hello!

As we know, Warthunder is a team game. It is also a game that matches players across potentially significant language barriers and settings for all-chat. Finally, games are fairly fast-paced with little room for pre-game discussion and organization.

Certain ground vehicles excel when there is none of them on the team, adding significant value - but that value rapidly diminishes as more and more are added. For instance - SPAA. A single or two SPAA spawned early can make or break the ability to hold and capture points due to countering CAS. More however will hinder the team due to weak armour and (depending on vehicle - some can act as tank destroyers) lacklustre anti-armour capabilities. A similar issue can be had with CAP - air superiority means nothing without boots on the ground!

The above issue can be easily resolved with communication and coordination, but as presented in the first paragraph there are significant barriers to such.

As a consequence, I would like to propose the following changes to the spawning interface - applicable to both first spawn and later respawns:

  • A row of vehicle types using existing scoreboard icons acting as column headers.
    The location of this row could perhaps be placed over the map or somewhere under the munitions list.
    For planes, for simplicity’s sake it could be simply depicted as a fighter icon and a bomb icon, rather than list attackers/tactical/strategic/interceptor/fighter. Spawning a plane with bombs or ground attack rockets has them listed under the “bomb icon.”

  • A row of “Reserve” with numbers under each column corresponding to applicable vehicle that players that have not disconnected are yet to spawn.
    A complication may arise as consequence of backups. I am not certain how to handle them - perhaps they could simply be ignored or an additional column given indicating backups the team has as an aggregate?
    Players who have left the match have their vehicles removed from the list even if they have not yet spawned them.

  • A row of “Queued/Spawning” with numbers under each column corresponding to applicable vehicles that players have pressed the “spawn” button for
    It could alternatively simply show the vehicle the player has currently selected instead.

  • A row of “Active” with numbers under each column corresponding to applicable vehicles that are currently alive and in the game.

How does this suggestion improve the gameplay experience?

This suggestion should both bridge the gaps in communication introduced by a variety of factors, enhancing the teamplay aspect of Warthunder and improve a team’s ability to engage in counterplay against specialized enemies in a more intelligent, effective manner that leads to a more dynamic, engaging experience.

[Would you like to see this in-game?]
  • Yes
  • No
0 voters
1 Like

No, it is a plain shooter with a strong grinding component - wt pretends to be a team game, but it simply bundles players with individual goals in random teams. Actual team play is rather rare and works even without communication.

If it would be a team game anything which enforces team play would be rewarded adequately - like giving the same rewards for a kill assist than for a kill would be a start.

Some of your proposals looks fine for more experienced players but imho the added value is rather limited (Nvm +1). Strengthening communication and support informed decision making by adding some data require that the average player would be actually interested in team play or the match result. Based on my observations the majority of players play their own matches and follow the incentives / rewards given by gaijin. Full stop.

If you want to push actual team play you need to convince gaijin to change the reward structure - same as mission score. So if i watch my son playing Ground RB it is more than obvious that “help with repair” comes with a high risk to get killed whilst helping - but the reward does not reflect this risk. In Air RB you get nothing for defending own teammates, the “rescuer” reward requires that your friendly got critically damaged before you shoot him down…

it’s not.

War thunder is supposed to be a team game but people rarely coorperate
There are times that people do coorperate, for example saying which base they will bomb or marking targets for air attack
but overall the game will benefit from more coorperation.

If the team wasn’t composed of “bad players” the team work would worth, but since the bad communication system, the 3 business days of the chat delay makes the situation even worse,

Again, WoT seems to have a better QoL, but the entire argument of WoT being better is killed with “HuH uH iT hAs HeAlTh BaRs”,

The game has the best communication teammate-teammate between the two games (WoT x WT), also, minimal to non existant chat delay, making the communication easier, which makes a better team-based game.

The chat delay has definitely been painful trying to make call-outs/clarify map pings.

I wish it was like, based off of some sort of algorithm that tracks frequency and gives you “chat health.” It’s 5 am and I can’t sleep so prolly not making much sense but like…

If you write 2 messages quickly back to back, no biggie if you lay it off. If you however keep writing sth every 5 seconds without response from team, it clamps down on you to chill for 15 seconds or so.