iirc, the old “frontline” mode had a few problems that basically could have been fixed in a day or 2. Instead, they didn’t and instead threw the idea away after people voted against it’s current implementation.
The main problems were the map and spawns. (Map was 2 small and spawn points had no spawn protection)
(Found it, old game mode was called “break”)
U know that GAJIN does not have its own servers, right? This game use rented Amazon AWS servers, you can see that when you use task manager and you play games.
It’s a very cool idea though I see some potential issues
Map size: this would require much larger maps than we have now, and the portions of the map outside of the ground battle area isn’t modelled as well as the area in it
Balancing: with the battle going on so long and with hot joining one team will end up with a lot more players and just win
Though realistically a three-segment version of this on existing maps and without moving spawns could be a simple and enjoyable alternative to Domination (or whatever that 2 cap mode is called)
Also obligatory historical lineups with EC RP system shoein
It should be like sim not like grb cuz its a long match
Or another option is if gaijin can add that u can unlock mods in the middle of the match like when u respawn
This looks like fun, and I’d really love to give it a go.
My only suggestion would be wider segments, we’re already funnelled into corridors in the present game modes so a bit of room to maneuver would be nice.
Another suggestion would be additional spawn points that open up adjacent to the frontline segments. This way players can remain close to the front if they’re knocked out, or retreat back to a safer spawn and regroup if their forward position is being overrun.
I’m not going to argue about the width of the maps, but in the examples shown, the maps appear to have approximately the same width as current layouts, just stretched more in depth.
I think the current map width is fine. The real issue right now is that maps are typically square, which makes them feel small, especially at top tier. Spawn points are often too close to each other, sometimes even within direct line of fire from one to another.
Adding more spawns closer to the frontline than those shown in the images would likely create stalemate situations, where both teams just sit at the frontline and quickly respawn nearby if killed.
The currently suggested spawn layout provides enough space and time for the attacking team to eliminate remaining defenders at the frontline and push forward to capture the sector. It also allows the defending team enough time to return to the point, attempt to hold it, and potentially push the attackers back.