New game mode for Mixed Realistic Battles - Frontline

I’ve been following this topic for a while and would like to say that this is one of the more refined and, more importantly, realistic implementations of a new gamemode concept I’ve seen for War Thunder.

A lot of proposals seem to fall short with ambitious/extreme reworks, personal biases or unintended gameplay consequences. However, this concept makes good use of existing mechanics to offer a refreshing gameplay experience, all the while your statements reflect that you’ve got a solid vision of what this gamemode aims to accomplish.

I feel like the one biggest obstacle to this gamemode’s realisation would be the redesigning of maps to accommodate for new play zones and the optimisation issues that could arise from that. Recently reworked maps haven’t been very stable in terms of performance, and I think I’ve heard from the modding side of the community that there are certain engine limitations like a limit on collision surfaces and such. Unfortunately, I do not have the know-how to personally verify such claims.

Regardless, I wholeheartedly hope the developers will adopt this idea at some point, this is just the thing this game desperately needs!

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Love the idea, I also would like new maps with lot of water, so amphibius tanks can shine (or a rework of port so we have ramps to get in and out of the water). And well the coastal boats can travel.

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True, I hate that small maps don’t allow for the use of amphibious vehicles, whereas with a larger map you can develop a whole strategy based on using rivers and lakes to gain an unexpected position.

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i love this but more obstacles would be nice, actual trenches,bunkers,minefields to clear for infantry if they get added, itd also give more reasons to add specialized vehicules.
either way +1 from me.

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i played a something similar in a community event last week to this on a custom CDK mission with 32 vs 32 based on the pyrenees map, was one of the most fun 2 hour ive had in a ground battle in game. hoping gaijin will put this in the game

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I very much like the idea for this mode, especially the map size increase, because as soon as we start getting long guns such as the Russian 57mm ZiS-2/4/4M, the German 75mm KwK/StuK/PaK40 L/43-48, the Russian 76mm ZiS-5/F-34, the American 75mm M3, the UK 57mm 6-pdr Mk.V, the Italian 75mm 75/34, etc., maps start to feel VERY SMALL. And we then use guns far stronger than that such as 20-pdrs, long 88s, long 90s, nevermind more modern tech like L7s on the same maps.

However, I massively disagree with Spawn Point limitations of any sort. One of the biggest reasons for the CAS debacle in Ground RB today is the fact that it is barred by SP, as its best counter is other aircraft.

In your proposed mode, if one team had a player get enough points to spawn a Battleship, and nobody else could manage to do so, how would anyone kill it? With how the game pits single planes against a BB’s full compliment of AAA, even the likes of a Pe-8 might at best trade with the BB. Which is fun for neither, IMHO.

Instead of trying to limit people to specific vehicles and treating others as “powerups,” what this mode idea needs is more diverse objectives that are intentionally important enough to draw the attention of the potentially “abusive” vehicle types.

CAS is a large issue in Ground RB today partly because it has nothing better to do but dunk on tanks directly, a minority of its real-world usage. CAS has no artillery platoons to strafe out that are preventing friendly land forces from advancing. CAS has no Pillboxes to bomb out that are preventing friendly fleets from landing troops safely. CAS has no Supply Lines to disrupt to starve enemy defenses of fuel and ammo. CAS has no airfields to strafe and wreck stuff on without being obliterated by overkill AI AAA. CAS has no trains to explode to cut off supplies en masse. CAS has no supply bases or train stations to bomb to smithereens. Big Bombers have no factories to strike.

A Battleship in your mode, earned by Spawn Points as a “powerup,” would likewise have similar problems - tanks obviously would not perform well against even larger coastal monitors, nevermind BBs which can shrug off even MBT rounds with some angling and range, and if those rounds pen, taking minimal damage due to their sheer size. Infinitely-spawning coastal boats trying to spam torpedoes is not a solution here due to Naval AI gunner mechanics ensuring that most BB players can literally never be surprised unless they’re botting or in a vegetative state. CAS would most likely trade with BBs due to AI AAA gunners being overkill-strong.

And there are many other potential examples of problems by adhering to Spawn Point mechanics.

Now what kind of objectives could be added into this idea?

  • Pillboxes
  • Coastal Artillery
  • Artillery Platoons
  • Railway Artillery
  • Supply Convoys
  • Supply Bases
  • Destructible extra airfields
  • Aircraft Carriers
  • Transport fleets
  • Many more possibilities I cannot think of right now.

And in order for these objectives to work - they need to matter more to match victory than Team Deathmatch. There were in fact once bombing targets on Ground RB maps, but they mattered so little to game outcome that nobody bothered going after them, and eventually they got removed entirely because the CAS only bothered to PvP, as that is what paid the bills.

TL:DR - Great idea, just ditch the Spawn Point mechanics, add diverse objectives to draw the attention of specific vehicle classes (CAS, Bombers, Battleships, etc.) instead.

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The objectives should encourage moving up within defined areas. Ya you can go anywhere but that wont provide engagement also what happens when you run out of ammo.

There should be areas that are biased toward defenses like a bridge. To encourage moving forward the advancing team though scrips would get a paratrooper event where you have to support the drop the defending side would need to squash that. But to bail out your paratroopers you might need to pass hostile bridges or even things like Tobruk bunkers.

Bridge battle

Dont let em fall!
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Some bunker Ideas

MG (will mark your tank also snipe at planes. mg may very 7.7, 50cal, 20mm, AT rife)
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Tank turret light (weak stuff but should not be left to its self will mop up friendly AI infantry) Varying tank turrets in game can be used for lore reasons Also can be hidden using bushes and camo nets


Large Tank turret (Varying tank turrets in game can be used for lore reasons) Also can be hidden using bushes and camo nets
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Naval Cannon

Glider assault event

Like Paratrooper but bigger, if your lucky a fighter plane can stop it in its tracks

Heli Assault (Cold War to modern)

Do the Vietnam stuff it could work

Sea assault

Capture a light house or something
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Armored train assault

A well armored train will attempt to make a brake for a settlement stop it. Lots of cannons and a warship worth of AA. Good news is its a train. Protect/Attack stuff

Capture the Flag

There is a flag go there and take it down

Overall these assaults would cause a group of AI with some anti-tank capabilities to make a point that would become a re-arm point if captured. But also a place that would need to be squashed by the other team. If one tank attempts to stop them the AI can easily overwhelm that one poor tank but 3 tanks would be enough to stop it in around 10 minutes of destroying occupied buildings.

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Where is Sadam Hussein?

Cool ideas btw

I think that this idea should be implemented with the proposed game mode: Ground Battles - Dynamic Spawn Zone

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Good ideas, but all of them add unnecessary complexity to the gameplay and more importantly, these mechanics would drastically dilute PvP teamplay, which is one of the key points of this game mode: big maps with dynamic progression + concentrated team fights on capture points that include all (or most) vehicle types.

Removing the spawn points mechanic would create chaos, allowing players to use OP vehicles nonstop, which would make the game unplayable. OP vehicles should have value, must be earned and can be lost quickly if used carelessly. The only vehicles without SP requirements should be the core vehicles — tanks and coastal boats (if naval gameplay is present).
The whole idea behind the SP system is to simplify the core gameplay and make other vehicle types achievable if players put in effort and perform well.

Battleships may be powerful, but their impact can be moderated if maps are reworked properly with enough obstacles and cover, reducing their ability to harass players. On top of that, their spawn cost would be higher than anything else, and by the time anyone manages to spawn one, the opposing team would likely already have players with access to planes, as those would be cheaper to spawn. BBs shouldn’t be easy to get.

I think the ideas described here, as well as previously suggested ideas about AI infantry, are better suited for some kind of PvE co-op mode, which War Thunder currently lacks. PvE co-op is a much better testing ground for such unpredictable mechanics, as it doesn’t affect PvP matches and only enhances the PvE experience. Over time, these mechanics could be considered for PvP and potentially implemented later, after thorough testing in PvE.

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Agree, it’s a good idea.

I agree. It should be kept simple to start out and focus on PvP. Maybe add other objectives later on. If any would be added, I personally think a D Point might be a good idea. Once a team captures it, it could even become a resupply base with extra crew, fast ammo replenishment, and, of course, repair for stock tanks. The D Point could also be destroyed by enemy planes through bombing or by enemy artillery. This could give the bombers and howitzers something to do.

The spawn system would have to be worked out carefully. As it is right now, the average player might have trouble staying in the game for much more than 20-30 minutes. I think a cool-down time ranging from 2-10 minutes could be included to avoid using the same vehicle over and over. A player could receive 1 free spawn per crew; the vehicles would then start costing SP. The free spawn could also be limited to light and medium tanks. You would start with a total of 0 SP and accumulate them through the free spawns. This might be overly complicated though. The other option might be give a slightly higher SP multiplier for all actions. A player could accumulate more SP faster, allowing for more spawning in. This could include increasing the cost of Naval (if included) and CAS even more, while leaving tank SP alone.

True overall events to pull players in a direction are needed. AI infantry would be connected to paratrooper events. AKA a bridge too far go back em up before the other team destroys them. The AI is to provide a small amount of resistance. AI defenses would be there to slow down assaults and prevent extreme flanks. Extra large maps can result in extreme gray zone where no one runs into each other AI targets/infantry would provide locates of where you are and provide markers.

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To kinda relate to what char is saying. How would Player made ai infantry and/or Playable infantry work with this? (Hypothetically)

For a.i., im mainly talking about vehicle dropped infantry. {Most likely to come to wt} (Like APC’s Utility Helo’s, IFV’s)

But if playable infantry comes, Would these be like bare bones 0 sp cost or would that be the ifv type tanks?

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My idea for the AI for this is to basically be scouts outside of paratrooper stuff. Hope this is what you mean. Some soldiers on foot will be the most common I could see it being possible if you stop next to a group they will clamber onto your tank sit down. Then you can drag them to an area of interest and once you take fire or stop near a capturable building they will set up a position with a MG or Anti Tank set up. Make your own back up. You can request AI trooper squads like Calvary to follow you if you want.

Primitive {6 - 12 troopers} (Run around mark stuff fire for effect run away)

On foot simple slow big flag (will radio in spotted enemies AI or Player for support)
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Rifles, MG, grenades, AT grenades, sometimes anti tank weapon
mounted cavalry (You know a little faster)


Rifles, MG, grenades, AT grenades, sometimes anti tank weapon
Motorbike Soldiers
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Rifles, MG, grenades, AT grenades, sometimes anti tank weapon
Civilian Cars
Rifles, MG, grenades, AT grenades, sometimes anti tank weapon

Developed {6 - 24 troopers} (will try to hold there own)

Heavy Truck squad (+50cal) patrols roads can acquire troopers from
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Rifles, MG, grenades, AT grenades, will have anti tank weapon RPG or AT rife
Dedicated Tracked Troop carrier (+50cal)


Rifles, MG, grenades, AT grenades, will have anti tank weapon RPG or AT rife
Proper armored car (+50cal

Rifles, MG, grenades, AT grenades, will have anti tank weapon RPG or AT rife

Elite {12 - 24}

APC
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Dedicated anti-armor squad or AA squad
Heavy APC
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Dedicated anti-armor squad or AA squad

SPECIAL
Flame thrower squads
Engineer Squad (will build defenses)
Anti tank gun squad
flak squad

Overall these AI would just run around and fill in gaps. There main use would be to prevent loner behavior as these troopers will be equipped just enough to take out a lone tank but they will radio your location for a fighter or tank to handle. Some will mainly be on roads others will find them selves in the field. But concerning the frontline game mode this would be needed plus the ability for new players to re stock leaving players everything in the game mode should last a long time. People should feel free to enter and leave when they want and AI infantry would help prevent a team implosion because it took 10 minutes for someone to fill in your teams ranks.