New game mode!

War Thunder really needs to look at the game modes and start updating.

We have land, sea and air already, and now it looks like we are getting feet on the ground. This opens up a whole new use for IFV and helicopters. And maybe even ships.

What I would like to see is a rework of matchmaking to have brics vs. NATO or NATO vs East (or anything similar) to make vehicles fulfill their roles.

What could be done is to have battles be 3 parts, one in the air for air dominance, one on the sea and one on the ground. Where one side is the attacker and the other the defender.

Winning one part will give you a benefit in the next part of the battle. Say you win the air dominance part will give the other side a cooldown on air support and the winning side can start in the air with vehicles surviving the prior battle.

This could make historical matchmaking a thing and could introduce AI targets to defend/attack. It would also make teamwork and strategies a bigger part of the game.

Air battles could be patrol missions where the goal for the attackers is to bomb certain targets.

Sea battles could be taking a beachead or eliminating defending ships from the coastlines.

Ground battles could be the definitive battle for control over the area with helicopters and air support in massive maps.

Think Battlefield 1 battles.

I think if this type of play (at least for air and ground) would spice up the gameplay and make the game more interesting.

The sea part of the game would have to wait until all nations have some semblance of a navy.

This would also make insentives to grind out all trees and could make historical and fictional battles a thing.

If people don’t want to play one part (ground, sea or air) it could also be a solution to be able to opt out of one of these and only join I to a battle starting on the desired part.

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I love the idea in theory—it sounds awesome on paper. But after years of hoping for something like this, I’ve come to realize, especially from recent events like the WWI April Fools and even the old World War mode, that the biggest problem is player behavior. Most people just chase the meta and go for easy wins. I’m guilty of it too—I’ve been stomping with the A7V just like everyone else this event.

I think historical battles and multi-phase warfare like in Battlefield 1 or Battlefield V would be super cool. But when you start imagining how that would work in War Thunder, things get messy really fast. Take a 1943 Ostfront scenario, for example—Germany might have Panzer IVs, Tiger Es, maybe even early Panthers. The Soviets would be rolling in T-34s with the 76mm, KV-1s, and a few tank destroyers.

Now here’s the issue: balance. Sure, you could limit how many powerful tanks like Tiger Is are allowed in a match. But let’s be real—players would just leave and requeue until they get the vehicles they want. Everyone gravitates to the strongest stuff. That’s human nature, and it kills historical authenticity and fair gameplay.

Then there’s the whole problem of certain nations being hard to implement in historical settings. Sweden is a perfect example. Their vehicles don’t really fit cleanly into WW2 or early Cold War lineups. The Strv m/42 was in service from 1942 but wasn’t exactly top-tier even then. The Strv 74, which came later, wasn’t used until the 1970s. And the Strv m/40 with the 37mm gun only got APDS in the late '40s or early '50s—long after WW2 ended.

Same with France. The AMX-13 with the short 75mm would be completely outmatched in many WW2 battles, even though it looks the part.

Cold War Sweden, though? Whole different story. The J29, J32, and especially the J35 Draken would be terrifying in a historical setup. They were way ahead of their time in many ways.

And going back to the current April Fools event—have you seen how everyone queues for the German Empire? The A7V just flattens everything. It’s a perfect example of how players will always go where the power is. That kind of imbalance would show up constantly in historical matchmaking unless it was super tightly managed, and even then, it might not be enough.

So yeah—while I’d love to see Battlefield-style multi-stage battles and historical missions, in practice, it’s really hard to make them fair or fun without massive restrictions or AI to fill in the gaps. And War Thunder just isn’t built for infantry-focused scenarios, which most WW2 battles revolved around.

That said, I do like the idea of optional multi-role battles—letting people opt into air, ground, or sea based on preference. That kind of flexibility would help a lot and could work well with larger, dynamic objectives.

Also, something people often forget is how resource-intensive a system like this would be—not just for Gaijin, but for us players too. Imagine a massive map with air, sea, and ground components all happening at once, with persistent vehicle states between phases. That’s a lot of rendering, simulation, and networking. Say goodbye to your RAM and probably your FPS too, especially on mid-range rigs.

Even now, some ground maps tank performance when there’s too much going on. Add helicopters, planes, naval units, AI targets, and scripted objectives into the mix? You’d basically need a NASA PC to run it smoothly. And Gaijin would have to overhaul everything from matchmaking to map design to spawn logic—not to mention bug-test it all. A thing we know always goes to crap once it hits the live server…

So yeah, it’s a very cool vision. But the practical side of it, both in terms of player behavior and system requirements, makes it kind of a pipe dream unless it’s implemented in a much smaller, more controlled way.

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Maybe we could start by fixing the current game modes? Or core game systems like sound, rendering, volumetric, traction and so on?

I mean sure new game modes are all well and good, but lets look at what we have for just ground right now.

Domination.
The base game mode unchanged in how it works since its inception a over decade ago. Sure 4 caps used to exist and variations of it, but largely left alone.
It is probably the best mode we have for ground and clearly what RP gains and maps are designed around.
It also has massive shortcomings since we left the Korean era. Big maps are not making use of their space, instead the mode forces you to play it exactly the same as if it were a small map, especially below 9.3/9.7 where vehicles are without LRF/RF and generally rather slow. A simple increase in the rangefinding base from 800m stock to say 1500m stock could fix some of that but a redesign of the mode for the maps is still needed.

Battle.
A simple concept and present in most PvP shooter games, somehow mad bad by the devs by giving it zero care, thought or planning with the biggest update it ever got being the change from the standard “Points counter” to the introduction of the “Kill counter” last year(or was it the year before?). Almost no map saw changes(which only apply when you get the mode) for this mode no matter how unuseable the map is for the concept. Leading to a mostly boring spawncamp fest after the first few minutes with 1 death leaving being the norm and RP rewards being untouched despite the absence of the biggest source of RP in the game, namely caps.

Conquest.
Another classic mode (Capture the hill/flag) poorly implemented into the game in the laziest way possible by simply using the base caps from domination regardless of sense, map or useability. A mode that took no more than 5 minutes to implement and totally without changes since it got first introduced. Some maps got special treatment to work in the mode, but that should be the case for every map as a baseline and not as an exception.

In short, while I agree that new or improved game modes are needed, Gaijin has shown that they are either incapable of making that happen or unwilling to make it happen. So any new game mode is almost certain to follow the patern established by the current game modes as I can not imagine Gaijin ever dedicating more resources to such a project until they decide to dedicate the same resources to the existing modes.

Or in other words, any question or proposal for a new game mode is whishful thinking at this point in time and the community would first need to convince Gaijin to focus on game modes in general over making MORE! money(which is the current goal).

What i’d like to see for ARB:
Dogfight- Air Superiority mode. Very easy to create . Air starts. Big map (relative to the BRs ex. in top tier let’s say 300km x300km) , but very easy to make those maps since you don’t need ground units.
3-4-5 areas (big circle in the air thing) that you need to gain air superiority and they bleed points. Kills- bleed points as well.
SIM Air spawn system - pay the vehicle / go play.
Enforced Air-Air ordinance -all A-Gblocked as an option.
No markers . For Props the maps will be smaller /like the normal maps , but you get a big hint where the enemies will go. And for jets…we have radars/ sensors .
Also, air exits in case you want to rearm/refuel .

And because someone will tell me they want to play bombers/ strike fighters etc. and i support you. I got you covered!

Again you won’t need ^new maps^ or change many things.
A PvEvP mode , whoever depletes the ticket bar wins first , that’s the PvP aspect. It can work in the maps we already got, with minor adjustments , mostly for the ticket count- more points to bleed.
The AI targets will be bases/infrastructure , ground units, air units (interceptors) and AAA/SHORAD and why not SAM systems , so we can play SEAD. And they could be maps against ships as well.

They don’t have to replace current ARB, but they could always add it to the event tab.

You see i’m talking for ARB because i don’t know if SIM/Arcade players want that kind of play.

you mean battles with all vehicles in it?

I take it as the same people forced to fight 3 consecutive battles with each one giving an advantage/disadvantage for the following.

I dont think this is a great idea because most people are only interested in 1-2 of those areas and naval doesnt even extend to higher br. but i would be a way gaijin could force people to play naval if the rewards were very high.

Id love to see new or updated game modes but from Gaijin’s latest comments, it just seems like it’s low priority. For Air specifically, the game modes have been out of date for years. Sim barely gets touched. Air RB is a quick match mode and Air Arcade falls apart above tier 6.

They even indicated recently that theyre not going to add a permanent Air RB EC mode despite a HUGE portion of the playerbase begging for it for years. Maybe this will be a weekend only mode but who knows…

Maybe we get some minor updates to modes but anything drastic is likely not going to happen. Gaijin is very nervous about anything disruptive, especially when it comes to the matchmaker.

WWM is supposed to return so maybe there will be something new there but i wouldnt hold my breath.

AI overhaul is necessary.

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A rework of game modes is at least necessary. I would like to have battles being more than death matches.

A three match setup in game modes would make it more fun to win a part of the battle. One defender and one attacker.

For air RB this could be a match about air dominance, a match protecting strategic bombers and last a CAS focused mode, thereby utilizing all aspects of the air tree.

For naval it could be open sea battles, into coast skirmisher into defending a beach landing.

Ground could be the most straightforward with a moving frontline that gives the winning team a little more SP at the start of each round.