New Tactical gamemode "TARB"

The new deathmatch gamemode is basically RB air with EC mechanics.
To force attackers and bombers relevant in objective. Bingo style win-or-lose is used.

The map has 9 different areas for different objectives. the stars represent a singular indestructible bombing target. The importance of indestructible bombing target is that bombers don’t have to separate their way so that it’s more easier to initialize a formation. By making the bombing target just one or two, it’s likely for them to take the same route. By giving the bombing target regenerative HP, the area is captured as long as the damage exceeds the certain threshold. therefore the excess damage is stored infinitely. Think of it like a zombie base that goes negative value health. If enough time passes after the capping is done, the captured state is removed.
Ground targets are decided by the ratio. Ground targets actually fight each other automatically and the fight goes unexpectedly, unless the first few number difference is created by the players. The initial number difference will certainly define the winning side. As NPCs fight automatically and replenish, it’s almost impossible for one team to automatically capture without an user input. Reducing ground npcs on one side create an enough power difference to overwhelm the replenishment rate. The refill of the ground units is done by the transport vehicle in the other sectors of the map. Because the deployed ground targets have AAs in their area, it’s more safe to attack in the backline. There should be a bridge or something that can be destroyed. The bridges are also repaired by time but the point is, the retake should be possible. Because more and more transport vehicles are charge up behind the bridge, it’s better to disable all the enemy ground units in the frontline before the temporarily stuck TVs arrive. It’s also effective to simply damage the TVs. As it’s already stated, whether the area is captured or not is decided by the ratio of the number of the ground units present in the frontline. One of the 2nd area for both teams have High-alt AAs like 8.8cm cannon. But having any aircraft near 2000m below disable the AAs aimed at higher alt. So as long as attackers are present in the area, the bombers are safe trespassing above the location. The ground units don’t have to be destroyed to be ineffective. Attackers and fighters can contribute to the bombing without trying to do so.
If bombing targets exist 4 in the map instead of 2 (one for each team), the targets should be characterized by having smaller size or larger size in comparison to each other. So that the larger target is way easier and consistent to bomb from high altitude. The reward should be compensated for it.
The mid map air superiority should be achieved by having more fighters above the enemies. Just like in SBEC. But it’s more quick to the update. Instead of roaming in the air for a while for it to register, the captured or not state is updated dynamically. It’s instantaneous to cap.
The map is generally symmetric with the fair exception of the base terrain.
The Bingo has a timer after being activated. If the bingo line of the captured area is achieved by the team, they have to hold it. For 1 and half a minutes, or an adjusted length of time.

Minor improvements on the base game.
The fuel should be adjustable on 1 to 100 scale. Instead of having minimum fuel settings, players should be able to have the amount of fuel the players desire. A tank ammo like slider would be more user friendly. The game should be able to memorize the amount of fuel for each corresponding aircraft, with convergence and vertical syncs etc. This can be ultimately ignored. For not being the most requirement in this gamemode concept.

The room should be customizable by a player created the match, customizable parameters include. The max fuel cap, weather, day cycle, map, which countries to anticipate, whether it allows prototypes or not.

Fuel economy system would be a good way to balance the game, by having a separate fuel grade for fighters and bombers. Bomber-rated fuel should be dirt-cheap in comparison. I know a such thing don’t exist in real life, but for the balancing it could be a thing. A losing team should have lower price for the fuel so that more players stay in a losing team for the small yet a marginal profit. Japanese planes in particular are having low fuel consumption rate so it could be tweaked in a way so that certain nations have higher default fuel price. By adjusting them afterwards with a simple multiplier, there should be no problem. A bit pricy fuel is directly counteracted by the average usage of the fuel.
Not limited to Japan but, each country can get a different fuel price for adjusting purposes.

The max fuel might be better being capped at 1 third of the actual max fuel. Most fighters have around 45mins to 1hour 45 minutes worth of fuel. So least 15mins, at the greatest, 50 mins. It’s good enough imo. Giving the max fuel some kind of purposes, instead of just being able to be lighter by having lower max fuel, actually wanting to have higher max fuel load this time.

The reward should be compensated by how far the fight is happening from the originated base. So that the time spent on flying straight is not wasted in the sense. As long as players are for the fun experience, not doing anything just for the in-game reward is not the most enticing of all things. So It should be compensated in some way. The said area system can be the majoring point for this “Distance” but we sure can get the actual distance in the mechanism.

After the take-off we should be able to climb higher with a teleporter, or there should be a setting at the “choose your plane” menu that says “you can teleport to the certain altitude after the takeoff.” I think 15 seconds after the take-off fit well into the game.
The altitude in the question should be corresponding to the aircraft or atleast to the aircraft type. The stat card climb rate need to be ignored. Community players should be able to submit the climb record under the certain regulations, if the conditions are met, devs would be able to recreate the renewed “time until the altitude” and substract the much needed “altitude at time”. In this way, planes should be able to skip the whole “3 minutes just climbing up”. This is just beneficial in every single way. If everyone is up high, it’s balanced. Because planes don’t have to climb more than necessity, the flight performance only deteriorates. Getting any higher is not that beneficial when everyone is already on the optimal altitude. This also renders near-ground groups and high-alt superiority groups in different scenes, they don’t interfere. So many planes designed with high alt in mind exist in War thunder, yet their wasted potential is evident in all game modes as of now. So there should be a room for easier high alt objectives naturally occurring due to the game mechanics. Yet separating the fight by the different objectives so that players can stay in the place they want to be in.

Repairing aircraft should remain on the airfield as long as 10 minutes. Instead the players should be able to fly different aircraft while the repair is undergoing. The stationary half-broken aircraft should be a vulnerable target that count as a kill when destroyed. Only bombers are supposed to be able to reach area 4. Because maps are designed in a way that each area is defined with how far away the areas are from the base, area 4 is the furthest and most rewarding for the bomber. But fighters would be to easy to strafe there, and AA definitely take care of them afterward, so it’s not fun to allow fighters enter the area 4. Bombers in the other hand, they should be able to bypass AAs by just flying high so it makes more sense for them to bomb the airfield.

Benefits of this supposed game mode. Bombers and attackers are crucial for winning. High alt fighters are beneficial in the combat, because everyone can climb high without spending too much time just to get there. Ground targets dynamically fight eachother and the player is only required to change the course of the war by creating a small difference in the power. All targets replenish themselves so that the NPC targets are virtually infinite. If the amount of the ground target is low, the players don’t have the targets, so that player do other things, or play fighters instead. But the transport vehicles spawn without a limit so that ground pounders can just go to the backline. In the end, the middle of the map is a mandatory for a bingo, yet it’s an air superiority contest. This is basically an improvement over the deathmatch. Because it’s RBEC, players can spawn in the same vehicle or choice a different vehicle based on the tide of the war, certain vehicles are situational. Players can be more efficient at picking a fight because retreating to airfield and respawning gives a height advantage. This solves a furball. A speed centered fight should take a common place.

Please read all of this before commenting so that the opinions on this subject should be more accurate and a true reflection of the user’s favor regarding this concept.

[Would you like to see this in-game?]
  • Yes
  • No
0 voters
3 Likes

I can’t decide on that, it’s such a complicated topic for me to handle. I want to appreciate what you think first. I rarely play on ground, and I don’t see myself playing an attacker in Air RB so. I’m definitely onboard with what you think on this matter.

Update to my concepts

・Small bombing targets should detect the accuracy of the dropped bombs.
Hitting near the center results in a higher reward.

・ NPCs fighting each other should not be simulated physically. A countdown timer should be casted for the amount of NPCs available for one team. So that 1 or 2 NPCs won’t benefit from terrain.
The target should be randomly chosen.

・ Instead of denying access of area 4 for non-bombers. Having 2 layers of spawn protection would be adequate.

・ destructive infrastructure should follow this figure.

・AAAs should be placed mid map to keep ground attackers relatively more comfortable staying near the ground.


And the change in angle should be measured by using the flight direction, not the nose angle. After the initial 5-second safety margin, the delay for AAAs to be effective should be 2 seconds.
The threat level defines how much an angle change there should be in an interval of 3 seconds. If the flight direction is required to change by about 10 degrees, completing the flight direction change resets the 3-second timer. So it’s wise to change the direction in just 3 seconds but not too quickly. If the player wishes to pursue an enemy aircraft while snaking that is.
As long as the quota is met, the AAAs are harmless. Although they shoot at the player visually.

AAAs should be nerfed by flying near them down below. If a player is under 2000m inside the ring, one player can reduce the threat level by one.
If 2 players fly inside the AAA range, one threat-level is reduced. Meaning if 8 players fly inside the AAA range, the threat level drops by 3.

The probability of the AAAs hitting a player should be based around the change in flight angle, even if the quota is not met. And the damage itself should reference the chance directly.

Although the maximum ceiling (height) of AAAs should be extended for very high BR of 5.0~7.0 (this mode is for props).

・Allowed BR of the vehicles should go up as the match goes on. The match lasts 40 minutes if not ended by the objectives. If the starting BR is 4.0, it should take 28 mins to reach the “theoretical” BR of 5.5. The theoretical BR is used for other applications, there is no actual 4.5 vehicle. Every 2 mins the allowed BR increases by 0.1

・ 15 seconds after the take off, bombers should be teleported to an altitude based on the currently allowed max BR.
(Current max BR x 1000) + 1000
If the BR is 5.0
(5.0 x 1000) + 1000 = 6000
So the bomber teleports to 6000m after taking-off. Regardless of the BR of the vehicle.

・ Teleport-climbing a non-bomber aircraft should consume 2 mins worth of fuel.
Though it skips 3 mins of climbing, the horizontal movement is ignored completely.

・ Repairing a vehicle should take 20 times longer. And the vehicle being repaired should be thrown into a yard. A player should be able to use other vehicles in the deck during the process. If there is no usable vehicle in the deck, a common placeholder attacker should be handed to the user like in an event. If the match ends during the repair, it should be made free.

・ The reward should be the distance from the AF in km x 10, unless it’s under 10km.
If the distance is under 10km from the AF, the added reward multiplier is fixed at 100%. (100% means it stays original.)
For bomber engagements only, height in km x 0.2 should be added to the multiplier. And the increased multiplier from horizontal movement should be 2/3.
If the height is at 3000m, 60% should be added. If the horizontal distance is at 15km. It would be 150% against a fighter, and it would be 160% against a bomber.

・ The location of the fight should be considered by the “distance between players” instead of allowing a crash-site to take priority. “The last location of the surviving player when both players engaged in prox” should be used. The distance should be 1.2km from each other. If not, the highest priority should be when the last gun/bomb/rocket damage occured. Following a damaged enemy to the base would be really annoying for a docile side. Though this is not advised, as it’s not really effective to cross the enemy border. Since it’s well expected for this mode to play out like AB.

・ When a transport vehicle enters the pad, it should be transformed into 2 separate units of a different type. If a tank moves to the pad, a new tank is constructed on the frontline as a fixed NPC. The unit does not carry over the damages dealt previously.

2 Likes

Fuel should weigh one third of its original mass. The fuel consumption rate should be 5 times the original.
If 24 mins at min fuel(30%) originally, it’d be 16 mins at max fuel.
24 x 0.3 x 10 to get the original max flight time (at 100% throttle), it’s 80 mins. The 80 mins worth of fuel is consumed 5 times faster, so it lasts 16 mins to fly with fully filled tanks.
If the fuel weight is originally 120kg for the 24 minutes, it’d be 400kg in the full fuel setting.
If it’s 1/3 the original, 80 mins worth of fuel would be 133kg. So as a result, 133kg of fuel is translated to 16 mins of flying in this gamemode. This is obviously for props.
60kg for 8 mins of flying originally, 67kg for 8 mins of flying in this mode.

As a side effect, this would aid in resisting the fuel leak. The flow rate would be the same, the player carries more fuel.
These filled up tanks slightly adjust the center of gravity if the FM is compatible with the moving center of mass.

・ To capture the central area
A variable capping strength should be given to the players by dividing one by the number of players on the team. If the match is 8 vs 16, players get either 0.125 cap power or 0.0625 cap power. This directly translates to the speed at which the point is captured.
The gauge for capping the area is separated for both teams. If the capping is completed by more than 50%, a team with a higher cap % is considered the owner.
The team with lower total capping power in the area loses the charge at an alarming rate.
But this could be negated by having more than 0.5 capping power. If both teams reach 100%, a siren is cast. The nuke is dropped from 10000m 50 seconds after that. The nuke is unrealistically large for its destructive capability. It’s equipped with a comically large parachute. It’s marked as a target in the HUD. It has a constant descending velocity of 600km/h. When it reaches 2000m, it decelerates quickly. At 1800m, its speed is reduced to 60km/h. It explodes in the air at 1500m. It can be physically damaged. If successful, the bomb fails to detonate, causing a blue flash (unrealistic visual effect for fun). If the HP is reduced to 0 in the air, it does the same visual thing and resets.
If detonated, it causes a massive murky cloud to stay for the rest of the match. Near the center, the air is extremely hot. The cloud itself causes damage to the aircraft.
Though it’s unrealistic for ground units to survive, let alone the cockpit glass remaining intact. It’s a game. It’s designed to be fun.
Bombers have a 0.7 multiplier applied to their cap power.
The area in which the player takes damage from the explosion is limited to the capturing area. It makes a non-cylindrical kill-zone, directly corresponding to the square shape of the capture point.
Regardless of the outcome, right after the bomb ceases to exist, the capture point’s charges are set to 30% : 30%. But the team that managed to disarm the bomb starts with 50% instead.

1 Like

Well put together and interesting concept I think the overall idea has parts that would work in revamped word war mode or Ground/ Infantry enduring confrontation event.

1 Like

I’m sooooo happy to hear that. This becoming ground compatible would be the ultimate game mode.
I think it’s more like AB in that it’s a small map with clamped objectives and air spawns. Vehicles are a bit spammy I’d say.

For tanks and infantry spawns. What about making a captured small city itself a spawn point. A spawn point that resists enemies from entering. If capturing a city makes the next city uncapped, there would be no issue trying to advance the location. 30x30 grid map I proposed has two groups of ground targets laid out. I think swapping one with Ground match would be no issue, the map can be symmetrical even then.

This with ground map, that’d be fun.
If you have something different in your mind, I’d like to hear that. Please share your thoughts. That makes me very happy.

I’m more glad that someone actually read what I came up with, to be honest.

1 Like

sounds like a concept but infantry cant be suggested anywhere right now so write it in the WIP section under Discussion or the mods will nuke it.

Ouch, I have to declare that my previous post is for “a discussion not intended to be implemented.” Specifically the part about infantry. They might scan any topics with the mention of word “infantry”, a scary stuff.

Well no but if you make a infantry based concept they wont accept it. You can also Edit your Post near the💘emblem to place your graphics in. Just write a edits post once your done.

1 Like

Thanks, I think it was alright then.
I personally prefer not to edit my stuff, because it makes it harder for others to tell what was in the original post. I guess that’s just my personality. I’ll add a few things later. I might as well show this to other folks online to gain attention. For helping this suggestion take off, of course!

1 Like

About the zombie base with potential negative HP, the time it takes to recover from being captured should be indicated in the menu. If it’s expected for the match to end before the base recovers to 1 hp, the base should be greyed out in the map menu. In that case, the reward for bombing the base should be reduced to 70% of the original.
The rate of recover for bases should be adjusted by the lowest BR of the match.

・ The time it takes to win by holding a bingo line should either be “3 continuous minutes” or “a total of 6 mins”.

・ The teleportation exit should be located behind the airfield to minimize the visual disorientation.

・ Instead of actually measuring the climb performance of aircraft, categorizing the low-alt climb performance in the grade of A+++ to C would be adequate. It’s a lot easier to control.
With the average climb rate of 20m/s, 3600m would be the exit. Though the climb rate at ground level would be greater than at 3600m, what we look at is “average” climb rate.
The grade classification does not care about the performance at altitude higher than the exit.
A+++ for 4900
A++ for 4600
A+ for 4300
A for 4000
B for 3600
C for 3200
D for 2800
E for 2400

I measured the results of 3 minutes of climbing for various aircraft in war thunder at 30% fuel.

Hornet Mk.III 5100m 28.3m/s. P-51H 5000m 27.7m/s. BF109 K-4 4900m 27.2m/s. F8F-1 4900m. Yak-3 VK-107 4900m. I-225 4900m.
J2M2 4800m 26.6m/s. Ki-44 4600m 25.5m/s.
Spitfire XIVe 4500m 25m/s. Bf109G-6 4450m 24.7m/s. Ki-84 4400m 24.4m/s. Pyorremyrsky 4400m. N1K1-Ja 4400m.
Bf109F-4 4200m 23.3m/s. Spitfire mk.I 4200m. MC205 serie 1 4200m. Fw190 D-9 4200m. Ki-43-III 4200m. Yak-3 4100m 22.7m/s. La-7 4100m 22.7m/s. P-39n 4100m. P-38L 4000m 22.2m/s. Spitfire Mk Vb 4000m. Ki-43-I 4000m. Yak-9P 4000m. J7W1 3900m 21.6m/s. La-5FN 3850m. P-51c 3800m 21.1m/s. P-51D-30 3750m. Do 335A-1 3700m 20.5m/s. f4u-4 3700m. Yak-1B 3700m. A6M5 3700m. P-63C-5 3700m. P-47D-28 3700m. MB.157 3600m 20m/s. A6M2 3600m. A6M3 mod 22 3600m. Ki-61 Hei 3600m. Ki-100 3600m. La-5 3600m.
Fw190A-4 3500m 19.4m/s. P-38G 3500m. P-36G 3500m. Ki-61-ii 3500m. Ki-102 3400m 18.9m/s. Fw190A-8 3300m 18.3m/s. B7A2 homare 23 3300m. F6F-5 3300m. J21A-1 3200m/s 17.7m/s.
P-61C 3000m 16.6m/s. Ki-61 tei 2800m 15.5m/s. Sakeen 2800m. F4F-4 2200m 12m/s.

It’s my hobby, this might not be very relevant for the suggestion itself, but this might be easy to see how high fighters climb in just 3 minutes.