Port Novorossiysk would be the only place where airplanes would have actual skill requirement to play with least good naval player in the match. I found funny that mostly the AI gunners are so overpowered in my opinion that with a few coastal vessels this would create a essentially “No fly zone” with HE-VT and perhaps Gaijin, if this game mode is added and people uses Coastal fleet vessels, would “nerfe” or fix this feature.
At this point rather banning the guy out of the face of earth: “Let me play an terrible match where I have no way to winning and if I want to leave and find another one where I could get some gain from get locked for one hour out my line-up.”
This is a great idea that I assume many others have imagined countless times before, but good on you for taking the time to put it into suggestion form. Not sure if it would be an effective idea, but seeing as how this would likely be a sidegrade to the traditional domination matches, I think it would be fair enough to add limiting factors on the types of vehicles you could expect to see.
For one, I think that it would be a good idea to divide this mode into BR brackets, similar to how other modes like AI Assault do it so that locating matches is easier. I also think each vehicle should have a numerical limit at any one time per team. The more common tanks would have many slots, but some of the rarer heavy tanks and TDs would only appear in small numbers (but since this is a sidegrade to the traditional modes this isn’t really “unfair”).
Likewise prototype and experimental vehicles should also still appear in these historical battles, however only one or two (of each) will be allowed on the playing field at any given time for obvious reasons. This will ensure that the battles feel largely historical while still allowing casual players to try out their low production or prototype tech tree vehicles at some point as well as veteran players who may bring out an old event or removed vehicle.
All in all I really dig this idea, my only gripe being that a thin, Battlefield 1-style slice of land could be an issue on some of the more empty maps, as with so many players per team it could very easily turn into a rather boring slugfest. With some proper tank-sized cover and engaging terrain/structures to fight through, however, I think this can be negated.
Highlighted the area that should be opened up. Similar-ish issue with Normandy. Reminder. The suggestion has twice the player size.
Twice the players on the same map funnels as we have now! The length is there, but the width I suggested would be justified for that many players.
Coastal should also have the same spawn point requirements as planes should as they act a mostly similar role. Being outside the main tank fighting area and pummeling you from afar.
I like your idea of spawning a blue fleet as a nuke alternative, though most might leave the match if they see you getting it, so maybe it would have to be a game end condition like destroying the enemy zones with battery?
These engagement sizes are still fairly in-line with what we have now rather than what’s aproppriate for top tier because you’re spawning people right at the front after capping a zone and these maps aren’t exactly made for them either in the first place (except a select few.)
Generally top tier needs their own maps and gaijin needs to hire someone who can do it and make them good. Thematically these are also terrible for modern day vehicles. That’s something I haven’t been able to brush off at all when I get Rhine and driving a KF41.
For WW2 vehicles, easy +1, the naval addition also kind of supports only ww2 too because there’s no modern naval (yet)
For modern. No. (Though I’m mainly saying this because there just aren’t good maps excpt a few like holland you showed.)
Also I can just imagine how mouth watering of an experience this would be with infantry & indirect arty.
Always more! That kind of guy in abusing and extrapolating other people’s writings. What a crazy world… Anyway:
Leaving a game prematurely because player X believes, from his sole 10 sec made point of view, that the game is over is viable in your opinion?
Going this way this game mode is dead in the bud, because X will jump into a game, thinks it is going badly, and therefore leave immediately.
The problem is far from being solved, and you’re the one proving it. By clearly explaining that it’s a reaction of greed with impunity.
pn: In all properly functioning systems, there are rewards and punishments, rights and responsibilities; order is essential for everything to work. IT, industry, society, family, country, etc… Nothing, not even a game, is exempt from this rule, especially not just because a small group of frustrated people who make a lot of noise want to be able to do what they want to the detriment of the majority who keep the machine running and say nothing.
To avoid this, two things would be needed:
A calculation of rewards based on in-game activity (something we already calculate) to give those who played the entire game a nice reward, those who did a little less a proportional reward, those who did little, etc., so everyone would receive a fair reward.
As for the really frustrated ones who won’t accept defeat even before trying to fight, and leave while having done nothing, a much reduced reward and a variable crew-lock based on in-game activity, I gave an exaggerated 60 minutes, but it could reasonably range from 5 minutes for a guy who’s arrive halfway through the game to 25 minutes for someone who’s be right here at the start. I don’t think it’s an exaggeration, given the length of the games, and the few players who will really want to join games in progress, heh yes, we shouldn’t fool ourselves.
A choice to choose whether or not to join a game that’s already started. That in itself is already a solution for the frustrated, or at least for the self-consciously frustrated.
So imo all of this is still entirely up for debate, because a game mode that engages you for a duration that can go beyond an hour must be properly adjusted.
That’s not a problem at all bro, we have what to make BR(X)-0.3/-0.4 lineups in all nations, the matchmaker know how to deal with it, and will throw you where it’s feasible with your said br lineup.
As for the unlimited respawn in the same vehicle, I didn’t really understand given that it’s not written like that:
In my opinion, it would be wiser to have unlimited respawns, in different vehicles. Or by reusing the existing ticket system.
Otherwise, this opens the door to matches exclusively between the meta and cancer vehicles. for those who have them eh, because the others will suffer, I think of those who do not have a thick wallet, of young players, of minors, and of those who just want to remain FTP.
One solution is to have three different respawn rules between arcade, realistic, and simulation modes:
In arcade, unlimited respawns, including multiple respawns in the same vehicle for the LT, MT, HT, TD, and coastal fleet classes throughout the entire game. For the other classes, we apply what @OzzRedNose described.
In realistic, two spawns per vehicle & per terrain section: one free spawn per class: 1 LT, 1 MT, 1 HT, 1 TD, and 1 coastal boat, then a second respawn, using a ticket + SP-free spawn. And resetting the counters for each terrain section won or lost. (This would make a full lineup available twice per terrain section.) For the other classes, we apply what @OzzRedNose described, adding the use of a ticket for a second use, and the counter resetting for each terrain section won or lost.
In sim, one free spawn per class: 1 LT, 1 MT, 1 HT, 1 TD and 1 coastal boat, then one paid respawn per class: 1 LT, 1 MT, 1 HT, 1 TD: use of ticket + standard cost in SP for each. For the other classes we apply what @OzzRedNose described, with use of a ticket plus the increased cost in SP for a second use, without resetting the usage counters of each vehicle at each section of terrain won or lost.
The marked area is roughly 1/3rds larger and for twice the players that isn’t enough to acommodate. The map even currently has cramping issues. Also go figure the point of those tanks is to flank, not go through where the combat is concentrated. Maybe the area I marked was a little large, but still should be larger.
Firstly, well done. I can see you’ve put quite a bit of thought and effort into this. Would like to play a battle that actually encourages teamwork and something that would last longer than the current 10 minute battles. Seems to me this would help mitigate the ODL problem in the current modes.
Large maps with varying spawn points, yes please! This would allow us to actually use various play styles suited to our chosen vehicles. Some will flank and scout, others will snipe and still other players can brawl. This would allow players to switch up their styles during the battle.
This mode would actually encourage me to play the realistic battles but I could see this being available to arcade as well with some minor tweaks.
While it looks like this can prevent spawn camping from ground units, how would you prevent aircraft from attacking original spawn locations?
Most of which are prototype or historically low production vehicles no? In that case you could simply set limits for the amount of each that could be on the field at any given time. Anyone who would complain about such a thing should simply go back to regular matches instead.