New gamemode

Overview

Total Realistic Front is a high-tier combined-arms game mode in realistic mode only integrating air, ground, and naval combat over a 100 km by 100 km map with diverse terrain, water, and urban areas. The frontlines are fluid and constantly evolving with infinite respawns at the cost of silver lions, reflecting continuous operational momentum. Nationality is unrestricted so teams can be entirely the same nation as long as vehicle BR limits are adhered to. The match duration is one hour. The winner is the team that controls the most overall front across air, ground, and naval sectors, with different weights assigned to each domain.

Ground fronts account for 40 percent of the total score, reflecting the central role of land combat.

Naval and air fronts each contribute 30 percent, emphasizing their importance while preventing domination by a single domain.

Player and Vehicle Composition

Each team fields 24 ground vehicles, 12 air vehicles, 8 coastal or medium naval ships, and 10 blue-water fleet ships. Helicopters are excluded. Air vehicles have a BR range of 12.0 to 15.0 including special exceptions for B-29, Tu-4, B-52, and Tu-95, and other bombers, which are also set at 10 to 14 BR to reflect historical overlap and long service lifespans. Ground vehicles range from 10.0 to 13.0 BR.
Coastal and medium naval ships have a BR range of 5.0 to 9.0. Blue-water fleet ships have a BR range of 5.0 to 9.0. Each team has 54 players, totaling 108 participants per match.

Vehicle Roles and Mechanics

Air vehicles include fighters for dogfighting, escort, and interception, attack planes for close air support and strikes, and bombers performing strategic strikes. Air superiority is measured at the end of the match by team K/D ratio. Bombers contribute to airfront K/D but also provide indirect support to ground and naval fronts. Ground vehicles include tanks, SPGs, and AFVs with planar meter-based front advancement. Naval vehicles include coastal and medium ships such as destroyers and cruisers, and blue-water fleets with large ships and carriers. Coastal ships influence ground sector advancement, while blue-water fleets control strategic lanes.

Map and Fronts

The map is 100 km by 100 km with mountains, hills, forests, rivers, urban areas, coastal zones, and open seas. Ground, naval, and air sectors are tracked in real-time. Ground fronts advancedynamically based on vehicle presence. Naval fronts depend on fleet activity and control. Air fronts are tallied at match end. High-value hard points include fuel depots, ammo caches, airfields, and harbors. They provide raw points if held at match end and operational benefits during control. Fuel depots enhance tank endurance. Ammo caches allow mid-battle refills. Airfields allow aircraft to land, repair, and rearm. Harbors allow naval ships to repair and resupply.

Scoring System

Ground front progress is measured in planar meters, converting 10 meters to 1 raw point, with multipliers from air and naval support. Naval front points are based on unit presence and lane control. Airfront scoring is end-of-match K/D ratio contributing 30 percent of total score. Weighted scoring is Ground 40 percent, Air 30 percent, Naval 30 percent. Hard points add raw points to the total. The team with the highest combined weighted front score at one hour wins. Tie-breakers are determined by total meters advanced and percentage of sector control across all domains.

Combined Arms Dynamics

Air, ground, and naval units interact dynamically. Air units provide reconnaissance, strikes, and support. Naval units open or secure coastal and sea lanes. Ground units hold territory and hard points, providing forward bases. Control of airfields and harbors allows units to sustain presence.

Frontlines are fluid, requiring coordination across domains. Operational benefits from hard points allow sustained combat and strategic depth.

Historical Considerations

The B-29, Tu-4, B-52, and Tu-95 had overlapping operational periods in the late 1940s to 1950s, validating their inclusion. Bombers are placed at high BR for continued strategic relevance. Ground vehicles include late WWII and early Cold War tanks. Naval units reflect historical medium and large ship operations. Map scale, vehicle counts, and weighted fronts replicate intense high-tier battles requiring tactical coordination.

Gameplay Notes

Infinite respawns simulate persistent high-intensity operations. High player counts allow large-scale combined-arms battles. Raw points from planar meters and hard points incentivize strategic play.

Weighted fronts ensure success across all domains determines victory. Preset vehicles are available for players without appropriate BR vehicles, maintaining accessibility while leaving national distribution to Gaijin.

This was summarized using ChatGPT because I’m lazy and unorganized in my idea so forgive the inorganic-ness, I just randomly had this idea and thought it’d be cool but was unsure if it’s already an idea so I thought to post it. Would love to see this as an actual mode though, maybe not open-to-all like Nuclear Thunder but to whoever has a vehicle qualifying for the minimum BR requirements.