The new deathmatch gamemode is basically RBEC reworked specifically for props.

・The areas colored in lime are explorable. The green square is 30kmx30km in its full size. The square is separated into 9 sectors of 10x10 grids. Each area can be captured with the sole exception of the main airfields.
・Airfields are protected by 2 layers of magical barriers.
The area in which the airfield is present should not be entered by enemies. The collision between friendly players should be disabled. Any players should not be allowed to dispose any ordnance inside it. The protected players are allowed to use weapons inside the sandwiched area between layer 1 and layer 2. Enemy players can enter the second area. The enemies are warned to leave. If the enemy player tries to reach the first layer, the player is forced to face away from the airfield.
The second layer fends off any incoming projectiles. Though explosives are detonated upon impact.
・Fuel consumption rate is 5 times the original rate. The fuel weighs one third of the original mass. Mounting full fuel yields about 67% of the minimum fuel (30% of the max fuel load). The full fuel weight would be close to that of the minimum fuel load in terms of the performance loss.
The empty tanks should retain a dead weight equivalent to half of their original fuel weight.
So if the tanks should’ve weighed 500kg in total “originally” (that means the user adjusted the fuel amount to 166kg regardless of whether or not it is the maximum amount on the aircraft.) , 250kg of unusable weight should remain distributed among the tanks.
250kg (irremovable weight integrated to the tanks) + 166kg (usable fuel weight in the condition.) 416kg / 500kg (83% of the OG fuel weight)
But, if the user adjusted the amount of fuel to 50% of the maximum(in this case, 250kg).125kg of dead weight should be applied to the aircraft mass(or distributed among the tanks, like stated previously.).
・Bombing targets should be separated into 2 types of areas. Factory areas and small facilities. The bases are designed to allow negative health points, this is to promote a unite of bombers. The areas should regenerate health over time (even if the hp is below 0). If the HP of the area is below 1, the area should be considered “captured” by the enemy.
The map should tell players the remaining time it takes to recover from negative HP.
If the match is expected to end before the “captured” status is removed, the area should gray-out in the map. The grayed-out areas should be a dry well, the reward for a continued bombing run should be reduced as it does not contribute to the match.
The smaller bases should be treated as an accuracy test, like a dart board. The damage dealt to the base should be multiplied by the said accuracy bonus. The small bases have a max raw damage limit of 1000kg TNT-e before applying the multiplier. At above 1500m the bombs should tremble artificially when released from vehicles flying horizontally.
・Vehicles are teleported to a corresponding altitude 15 seconds after taking off the ground. The altitude should be based on the aircraft performance in general, though it should be in the range of 1~6 scale. The altitude should be what is possible after 3 minutes of climbing. For bombers, the exit should be (the currently allowed max BR x1000) + 1000. The BR of a vehicle itself should be ignored. This should take up 2 minutes’ worth of fuel in WEP. As the vehicle does not travel horizontally from taking this route.
This is completely optional. If selected as the spawn point, the vehicle is set airborne even if landed once.
・Any combat related rewards are multiplied by the “distance” from the main airfield.
Delayed damage taken from leaks and fire do not count. For a location to count as the last engagement location, direct means(bullets/bombs/rockets) must to be taken.
If the aircraft crashed long after a fight, the last location both players engaged in a fight should be referenced instead.
・The time it takes to repair a vehicle should be 20 times the current in-game time.
The vehicles undergoing a repair should be thrown into a yard visually. The player should be able to choose a different vehicle in a deck, and the repair-fee should be compensated if the match has ended before the completion.
・The match lasts 40 minutes unless ended by the objectives. The allowed BR for vehicles should be raised by 0.1 every 2 minutes. If the match starts at 4.0, the maximum BR would be 5.5 28 minutes after the match has started. There is no 5.5 vehicle. It’s a theoretical BR used for other applications.
・Mid map AAAs attack enemies above 3000m specifically. The areas affected by the AAAs are indicated in the map. The game warns a player for entering the area. Turning vehicles are less likely to be shot. The AAAs are indestructible in this mode. The AAAs should be weakened by having few enemy players flying nearby, not necessarily being attacked by one. It should be more effective if the player is flying inside the effective horizontal range of the AAAs at below 2000m. By actively getting attacked, the AAAs should be nerfed by one-stage if 2 players are present. AAAs should be permanently nerfed by 2 steps by simply dealing enough damage to them. This is to maintain the balance.
Players inside the AAA zones should be required to turn a specified angle in 3 seconds. If the player changes its flight direction before reaching the 3-second limit, the timer should reset itself. So it’d be better to turn that much in just 3 seconds, not to quickly. The required change in the flight direction should be referencing the threat level. There should be 7stages. The number of stage + 2 should be the angle. By allowing the pursuing players to snake, it’d be possible to keep chasing a very slow opponent inside the imminent hazard. Even if the quota is not met, the probability of getting shot would be drastically reduced by turning. The damage should be directly taken from the probability of getting shot.
The AAAs represented by the purple ring can’t be nerfed. The AAAs are placed side by side for both teams, practically covering the same area. Though it’s actually a scripted area denial meant to be dodged by the players. It’s not in the figure, but both corners have the same AAAs to make it truly symmetrical.
・The fight between NPC ground targets is not physically simulated, they are deleted each time their timer reaches 0. The time it takes to destroy a random unit is entirely based on the number of units on the frontline. The area is not captured by any group initially. The area is captured by having an unbalanced ratio of available units in the area.
The losing side tends to lose harder. It’s like an avalanche caused by throwing one stone.
The players of the losing side need to plan a coordinated attack to “re-take” the area.
The transport vehicles should come with very weak anti-air supports. These weapons should be accurate against “straight-flying” airplanes specifically.
・Frontline units are refilled by transport vehicles. The tanks move on their own. But the tanks moving along the transport vehicles are completely separate entities. They do not inherit any damage when reaching their goal location. The moving tanks are simply deleted, at the same time generating a fixed tank unit on the frontline. Transport vehicles are soft targets. When the vehicle reaches the “goal” location, 2 non-tank units are generated on the frontline.
There should be at least one destructible infrastructure for the locations.
As you can see, the protruding mountainous terrain hugs the bomb tossed against it. Now the winding road is blocked by obstacles. The hill itself could be a part of the road if the asset is big enough. This would make it easier to destroy soft targets before they reach the pad. This is intended to be cinematic and epic. They should regenerate at some point.
・The winning team should be decided by holding a bingo line created with the captured areas. The first team to hold the bingo for 6 minutes total wins.
・The central area is captured by having players inside it.
The power to cap the area is given to a player by dividing one by the number of players of the team. If the match is 8 vs 16, the player from the 8-player team has a force of 0.125. This directly translates to the speed in which the point is captured.
The team with lesser total capturing force is applied with a drainage effect. This debuff casts negative 0.5 force to the current cap value. So having half the players from the same losing team equalizes the force.
Both teams have separate capture gauge. A team with a higher charge is considered the owner of the area. Though having more than 50% is a necessity. If both teams are below 50% in the charge, the area belongs to none.
If both teams reach 100%. A nuke falls from 10000m after a siren. The bomb is dropped after 50 seconds from the initial warning. The bomb has a constant velocity of 600km/h. When it reaches 2000m, the speed drops to 60km/h before reaching 1800m. The bomb detonates when it reaches 1500m. This massive bomb is equipped with a comically large parachute. And the bomb itself can be damaged before detonation. If the damage is exceeding the certain threshold, it fails to detonate. This failed detonation causes a blue flash just for a fancy visual. If the damage is significant, the bomb is disassembled mid-air. Causing similar blue fragments to clutter. Though unrealistic, it would be extremely fun to chase a falling bomb.
Instead of having a blast radius. The damage is limited to the square area. There is no in-between, it’s either complete destruction or no-damage.
Regardless of the outcome, the progress should be set to 30% for both teams. If the bomb is successfully disarmed, the last one to attack the bomb should be awarded. The successful team is given 50% of progress instead of 30% to commemorate the activity.
Also I’d love to have level-100 only lobby and fixed cloud seeds that are more stable for different clients. Though not included as the mandatory part of this mode.
・I also like to have a fuel price system. Fuel should be of a temporal ownership. The fuel should be purchased in quantities. And the losing team should provide the members with lower gas price. So that the players would hog the cheap gas. It ends up holding the team members even if the situation is worse. Though it’s hard to tell which one is losing. I’d say the central area is a good indication. The number of the captured areas should affect the price also. It’d be a good way to balance out low-power vehicles too. Bombers should be provided with the free fuel. All single engine bombers should be considered exceptions, the single engine bombers have to use its climb rate value to ascend. The line between attackers and single-engine bombers are defined by thin layers of Language that does not translate well in terms of flight performances. TIS MA is required to run the user-bought fuel because it is an attacker, Yer-2 does not take up the same resource because it is a bomber.
The second option would be to ditch this “price” system entirely. Instead, having to spend coins to purchase fuel (Spawn point alternative, or actual SP). This coin can be bought with SL, but it won’t be returned. The coins can be earned by completing the “style challenge”. Specialized style challenges are directly tied to the vehicle. All vehicle has access to all style challenges. Certain vehicles are applied with “special bonus” for multiple challenges if not one. If it’s designed to be a speed star, there is a fitting style challenge called “speeding”. If so, defeating an opponent while staying fast rewards the player with coins, but in a higher magnitude.
The challenges I can think of are as follows.
“Speeding” Hitting an enemy at above the speed specified for ranks.
I : 500km/h +
II : 600km/h +
III : 700km/h +
(The ranks are not vehicle ranks, it’s a rank system for the same vehicle)
(And I know this has more fluidity if the speed is used for a calculation directly, like 650 x 0.07 giving the rank 2.5 45 coins instead of rounding it to 42)
“Boomerang” Hitting an enemy right after descending for 1000m, then regaining the altitude in a specified period of time.
I : 25 seconds
II : 20 seconds
III : 15 seconds.
First, all vehicles should be given 35 degree angle cone in-front of the vehicle. This detection area should be used for a lot of things. This cone is fixed to the flight direction thus omitting the AoA. A small cylinder should be added around the tip of the cone, as the area gets really small near the vehicle.
“Swapper” Hitting an enemy after getting attacked. But there is another way of detecting the enemy. If the player was inside the 35 degree field of cone, the counting starts the moment the player leaves the registration area.
I : Under 25 seconds.
II : Under 15 seconds.
III : Under 7 seconds.
IIII : Under 4.5 seconds.
“Dodger” After entering the enemy’s cone, fly in the same-ish direction by staying in the enemy’s cone. If the flight path angle is higher than ±45 vertically, it does not count. (The player is expected to fly horizontally). The reward is given every second as long as obeying the rules.
This rewards the player for simply getting an enemy behind until getting shot down. The max distance is set for 1.2km. The main source of coins.
“Sky diver” After hitting an enemy, lose more altitude. (5 seconds after the “hit”)
Fixed threshold of 300m minimal. The reward is fixed too.
(This should be easy to achieve)
This is to promote players to play vehicles in an intended way.
You could abuse this system by simply dealing a tip damage with 8mm cowl machine guns, I think this type of sandbagging is okey as it nerfs the side doing it.
・Bomber extraction gate behind the airfield.
It’d be mandatory. Bombers should be able to “land” without landing. Unless the wings are gone. A severe damage makes it impossible to phase through the gate. Although, there should be an allowed lowest altitude for it. Bombers should land normally below 2000m.
・ Buying a formation of bombers that follow the player.
It’d be good if they released bombs automatically when they detect the factory area underneath. The bombers including the player’s should be dealing 1/5 of original bomb damage against bases. If the player vehicle fails, the player should be given a chance to possess the the rest of the AI bombers. It’d be nice if the new player controlled vehicle became the leader of the formation. They should be the clone of player vehicle down to bombload and modifications. The AI in mission editor is already capable of doing this. The part about possessing a vehicle, it can be done by swapping the ai vehicle with new player controlled vehicle with all damages and fuel condition copied over it. If the player stopped possessing a bomber, the entire formation should try to retreat back to the bomber’s extraction transit.
This increases the value of heavy fighters as they tend to carry more ammunition. And bombers would be less frustrated for trying to reach the destination. It’s also more cinematic for both sides.
The reward for defeating the AI bombers should stay the same as defeating the player controlled one. If it’s decided wise to reduce the reward for intercepting the bombers in a formation, then it should be reduced the same amount for player controlled vehicle in a formation.
Flying bombers 1000m higher than the teleport exit better punish the player by losing coins over time.
Few issues I think of are as follows.
The lack of drop tanks.
It’s easy to achieve the doomsday event by rushing to the mid. Having a mushroom cloud for the rest of the match would be a bit lame after a while. It would be better if the central capture point took about 5 minutes to charge 100% with all team members inside.
- Yes
- No





