New Tactical gamemode "TARB"

Flinging NPC squad mates like missiles would be interesting, though not really flushed out as a gamemode that is actually fun to play.
The NPC prop missiles prioritize targeting the enemy NPCs. So they double as remaining decoys.
They should be able to return to the host player, “Don’t lower your speed below XXX” “Don’t lower your altitude more than XXXm” “Keep tail-chasing the enemy” “Return” “Separate our flying direction by XX degrees to the left/right”. Being able to make orders with the radio equipment is cool.
Do aircraft with no radios have to make the complete order before launching? They won’t be able to communicate without radios logically speaking. But it does not translate well into the game, all of this would be a good one-day event or something like that. Not really the “fun” gamemode. Though I’m sure players won’t be able to absorb and learn all its gimmicks in a day. When it comes to flying with NPC fighters in a combat, it would be tedious.

What if it was of an one-time use? What if they kept chasing the enemy forever? Only accepting the order to “chase the target”. If the squad is comprised of 1 leader player with 2 NPC fighters, it would be really nice. With no way to retrieve the spendable ammo, it is much easier to manage the situation. Maybe the “don’t drop your speed” option is fine to remain as is.

The NPC separated from the host should be capable of being targeted. For them to function as decoys, the player has to be in near proximity to the NPC. If the NPC and player crossed the flight paths even for a slightest amount of time, the chaser should switch the target to the NPC.
Being able to retrieve the NPCs seems important. When the first target is defeated, the NPC should auto return. It’s better be impossible to control 2 NPCs at the same time, except for “separate our ways” option.

Me 163 should be in TARB, with no fuel limitation. The throttle should be restricted to 2 or 3 stage control. The fuel efficiency should be reduced at lower throttle settings if available for the type.

Where did the unique tracer colors go. German guns should use green tracers.

The airfield barrier should reduce the speed of the incoming enemy by 30% if the target is forced to stay away. As the enemy can force a head-on like it’s a wrestling match.

If the starting BR is 5.0, the max BR range in the match should be 5.0~6.5. The 1.5 gap is the limit.

I held back, but I think water consumption rate should be 5 times higher just like the fuel.

Me 163 should be able to depart from the frontline airfield specifically. And the explorable area should be restricted to the 10x10km square with the factory in it. No climb skipping obviously. One issue with this is that, from the very high altitude the bombers will be dropping bombs way before reaching the factory area. It’s because of the momentum of the bombs. If the factory area is close to the border, this is exacerbated. The way to solve this issue would be to not use the 10kmx10km area, instead, a custom oval shaped area could be used to allow exploration of Me163s.

The frontline airfield should be a bit more closer to the ground-attacking area.

The altitude in which the bomb can be dropped accurately should be lower than 1000m, instead of 1500m. The bomb should move sideways. I first thought of delaying the drop-timing in a random interval. But the basic side-way motion does it the best.

Ground-effect should be added by scanning collisions with range finders located in the wings. Aircraft with higher induced drag should be benefited from flying near the ground. It settles down the unfavorable behavior of landing aircraft with higher fuel amount, though it is not much of a problem. The current stall speed is not accurate for landing.

I think this gamemode is best served in 20x20 players format. 10 bomber players show up in a formation of 50 bombers so it ends up putting more stress for PCs. I think there should be a limit for the amount of players that could be playing bombers at the same time. Maybe the game can just limit the max player who can own the entire formation instead of not letting them fly a bomber. I think a 5-player limit is alright. I think we just need a custom LOD for different PC specs.

Flying 1000m above the current teleportation exit for bombers should penalize the player with coins. Flying 1000m above the said altitude should reduce the coin over time. This is because the player might try to climb only to get targeted less from enemies, this is against the flow of the game. So the bombers better fly horizontally level. 1 coin is worth 100SL, 5 seconds of flying should reduce the coin by 1. If the player has no coin to compensate for it, the SL should be reduced instead. If the player’s game client crashes, the AI that took the control of the vehicle should not consume the SL.

For preventing a visual lag, I think maximum allowed tracer composition should be added to each weapon. A belt only comprised of tracers should be inhibited. If not, a chance to hide tracers of non-big bore ammo should be there if the user is enabling the option. The chance could be of a fixed value. This can be fine tuned to utilize the “ratio of tracer rounds” in the belt, to change this chance of hiding the tracer.

Just because I have a beefy PC doesn’t mean I don’t care about performance issues. I think M2 in particular has 0 reason to have “tracer only” belt. Why not go for a “API-t, AP-I, API-t, AP-I” belt. It’d be more engaging.

Rwahhhhhhhhhhhhhhhhhhhhhhhhhhh

About the “specialty bonus” set for each vehicle’s intended playstyle. Yaks in particular should get slightly better bonus for every challenge.
Or else “Speeding : type ground” to enhance the “speeding” bonus only when flying below 3000m? All challenges are accessed by any vehicles, but this one can be specific for vehicles tuned for low alt operations.

“Tap fire” - Have accuracy higher than 60% in 10 seconds before defeating the opponent.

“Sniper” - Wait 0.8 seconds before firing the gun, hit the first shot. The enemy does not have to be defeated. This could be specific to a high caliber cannon.
I : 0.4km distance.
II : 0.5km distance.
III : 0.6km distance.
IIII : 0.7km distance.
The distance is “when” the gun is fired.

Heavy destroyer - Kill streak against bombers
Rank = number of kills, Rank IIIII is the cap. The rank IIIII reward is repeated past 5 kills.

Speeding - assigned to vehicles never meant to lose significant amount of speed during a combat.
P-51, F4U, P-47, Fw190, Yak, La, Mig-3, Late war spitfire, MB 157, MC205.

Boomerang - assigned to power-dense vehicles.
Me109, P-47, Ki-61, J2M, Yak.

Swapper - assigned to maneuverable vehicles
A6M, Spitfire, Ki-43, Fw 190, N1K, Yak, Hurricane

Dodger - typically assigned to high roll rate vehicles with high wing loading.
Fw190, La, Ki-100, Ki-44, Yak

Tap fire
Yak, MS406, Me 109F-1,

Sniper
P-63, P-39, Hurricane IV, Tempest, Yak-9T, Yak-9K, Ki-45.

Heavy destroyer - Almost all heavy fighters.
BF110, Mosquito, P-38? Ki-45, Mig-3, VB10.

Speeding : ground - planes for low alt
P-39, A-36, Ki-102 otsu(not really), Yak, Fw 190, La, F8F, low-alt tune spitfires.
/Speeding ground is only for the planes with the bonus multiplier.

Yeah these vehicles are the ones I play a lot, there are many vehicles to pick from. You just have to get the idea behind the choices.

French MAC1934 should freeze around -10 degree Celsius. Italian Breda 12.7mm HE rounds should fail to detonate around -12 degree by a chance. Instead of letting MAC1934 Jam after being briefly fired in the climate, it’s wise to inhibit them from being fired entirely. So that they can be used above the said temperature limit. Or else this could be set 5000m for MAC, and 6000m for the Breda fuse regardless of the map temperature.

Because it is a game, it can be cooked to exaggerate the symptoms. At 4500m, there should be 0% chance of failed detonation. It should be increased to the max chance of 70% at the altitude of 8000m. This is entirely made up. It’s because it’s funny.

Vehicles in this game seems to make the flatter visual effect above the 90% VNE threshold, for A6M2 this is 600 IAS in km.
A6M2’s aileron tabs are redesigned in the 129th A6M2, it improved the speed up to 532km/h because it made the flatter issue “better than before”. The roll rate graph shows a sudden drop in the roll rate around the speed regime.

Aileron effectiveness for A6M2 specifically, at least A6M2. It should be reduced based on the manual flatter speed override. The flatter should increase the drag for all aircraft. Better structural integrity = Better dive acceleration.

There should be 2 notions of drag, one should be added to the base fuselage drag. The second one should be added to the aircraft based on the AoA. There should be 0 lift AoA for wings, at that AoA, the drag should be the highest. If the AoA is , say, ±4. This type of wing drag increase should be made 0. Instead of adding the drag to the base profile, the drag should be added to the final values.

If the A6M2 is made “weaker” by limiting its high-speed controllability, just adjusting the BR works fine. So adjusting the vehicle performance based on the “logics” doesn’t mean the vehicle turns useless.

@Orangeblack_Box this thread has grown well beyond its original scope through your reply posts. What began as a single gamemode suggestion (“TARB”) now includes separate proposals for weapon jam mechanics, individual aircraft flight model changes, UI/reticle customization, gun belt composition, and more, added piecemeal over an extended period.

Per our suggestion guidelines, each thread should cover one self-contained idea. Please stop appending new, unrelated suggestions to this thread going forward.

* If something is a clarification or refinement of the original TARB concept, edit your original post directly.
* If it’s a separate idea (weapon mechanics, individual vehicle FM behavior, UI features, etc.), open a new suggestion thread for it and only make a brief mention of it in a reply.

Note also that suggestions targeting individual, system-calculated parameters (specific gun jam rates, specific aircraft speed/drag figures, etc.) aren’t eligible as standalone suggestions per our Matchmaking/Economy rules, those belong in the relevant feedback threads Machinery of War Discussion and bug reports (bug-report).

If this continues, further off-topic replies may be removed and this thread may be reviewed for closure. Thanks for understanding.

2 Likes

That really did escalate fast.

I wasn’t really on board with the airfield forced protection, but I really like the Flak towers. The method you’ve used to represent those assets is really awesome too.

That could go a long way in map and mission design to be able to lay out a large map with units like what the old WW2 plotters had. It could lead to a good method to plan missions with wider coordination.

I really am wondering, what did you use to make and set those up… It’s such a cool look as it is.

I understood. I abused this thread to ramble about different concepts never meant to be specific for this game mode. Though I had my hopes of having them specifically to this game mode instead of pushing these to the current RB, partially because not many people like sluggish and tedious controls. The concepts I want in the game is really the first post I made. Everything else is supposed to be interesting, but I see it’s not suited to continue adding more vague concepts in this post about a new gamemode. Most of them, especially the yapping about Homare21 model ko and aileron flatter had nothing to do with the first post. It made the thread hard to read for someone trying to see what this thread is about. My apologies. I promise there would be no further off-topic posts in this thread. I might add something, next time it should be for the “TARB”.

The amount of fuel removed from the stock pile should be divided by the number of engines. Twin’s cost is fair this way. Even then, bombers should be provided with free fuel.

Quest system. This is a temporary placeholder system, the details of this concept are subject to change.
A player given quest for other players.

Basically an order alternative.

Bomber escort [Hold] - The bomber player creates a 3km radius cylindrical field (+2500m and -1500m. Any fighter player inside the field is rewarded for the total length of time spent. As the player enters the field, small icon is shown in the left top icon tray. The map shows the cylindrical area as long as the player is inside it.
The quest host pays the reward.
The rewards given to players are temporarily logged. If the bomber is lost in action(defeated by an enemy player), the reward is reduced to 30% of the original. The bomber in this status is protected against team killers by penalizing the teamkiller with extreme negative SL based on the damage significance.
When the bomber drops bombs, the players inside the area is rewarded based on the payload when the bombs damage a base successfully. Bombers with bigger payload would be attractive. The bomber player does not compensate for the successful bomb drop reward for others.

Why this works only in this game mode
Air spawn for fighters make it possible to fly with a bomber realistically. In RB, the bombers head-start so even the teammates won’t reach them before the bombers finish dropping all bombs. As the 2 teams are facing each other, it is likely the first encounter would be interceptor vs bombers or bomber against a bomber.
Reason To force a flow otherwise not beneficial for one side.
There is no benefit for fighters to fly along with bombers as they restrict the speed and climb.
Most bomber players would be sad no fighter is protecting the bomber. I ask let the sad players pay, bomber crews deserve to be happy.

Bomber escort [active]
The receiving side of the players need to accept the quest from quest menu. The menu is basically the same for the current order, the menu to make a new quest has a receiver.
The player needs to stay near the same spherical area, when an enemy is defeated by the fighter, the player is rewarded extra for the length of time spent inside the area. The enemy and player does not have to be inside the area when one of them is defeated. This waiting extra reward is discarded if the bomber is defeated earlier. Leaving the bomber continuously reduces the extra reward. The extra reward is of a fixed value, not a multiplier.
The bomber can set a max-player count for the declared quest. Only a player accepting the quest can benefit out of it. Joining a quest reduces 40% of rewards for non-quest-related actions. As long as the fighter player accepting the quest is not reaching the radius, the player does not count to the max player count for the quest. A quest system like this necessitates frequent respawns, this only works in TARB or in Air AB. But the latter devolves into a giant furball and quite messy.

Why this only works in TARB : Air spawn allows fighters and bombers to fly together from the very early stage in the run. Fighters are faster than most bombers so they can catch up.

Target the guy *anyone to anyone
If a player A gets defeated by a player, the one can specifically target the player from a list containing the names of the players who defeated the player A in the match.
You can set Silver lions or Coin in the amount of your likings. The receiving side of the player gets it. You can set the max player count for the quest, 10% of the reward is required per player as a fee. The payment is done when the target is defeated. Accepting the quest shows you the area the enemy is in. The first one to defeat the target is granted the 100% of the reward. You can share the quest with your in-game squad mates specifically, although it halves the reward from completing or joining the quest. The reward is shared. This does not take up more quest slot on the original quest.
When a player gets targeted as a quest objective, the player is notified. The player is asked if he wants to show his location or not. Showing the location gives the equal amount of reward instantaneously. The exposed location is open to both quest owner and the players who signed to join the quest.

Why this works only for “TARB” There is no respawn in an air RB match.

Strike order *anyone to anyone"
Select a potential ground strike target and call for a strike. The reward is based on “completion (%)”. That means if the quest owner is willing to send 1000 coins for reducing 20000HP from the large bombing target, a bomber player signed a contrac… quest is rewarded with 500 coins for dealing 10000HP. Multiple players can have a part of the reward based on the contribution factor. It’s just so the 1000 coins are distributed but the total rewards given to players from the quest won’t exceed the initial 1000 coins spent. Though the payment is never done until the quest is completed. Also the quest can’t be hosted until the player reaches 30 level. So that spamming a max possible debt on a new account won’t be an issue, though I hardly see it bearing any meanings from just playing normally and getting rewarded.

Why this works only in TARB
Because bombing bases is pretty futile in air RB.

A “duel space”. A small explorable area in the outer reach of the same map. When 2 players agree on having a duel fight mid-match, the 2 players are teleported to the said location from the airfields. After one of the 2 is down, both players are sent back to the vehicle selection menu. The way this duel is declared is based on the quest menu, and the coin or SL can be bet.
The host can simply pay another to join a duel. The quest owner can set the mode to “double” when hosting the quest. If selected, the defeated player pays the amount to the winner. The host can allow “Raise” with a checkbox enabled. The opponent can add SL or coins. There is a checkbox to allow “betting”. The other players with irrelevant notifications enabled will see the message saying they started doing a duel, the players can bet money on the winning side regardless of whether or not it is a teammate. The reward is redistributed to the ones made a correct answer, with the same proportion (the proportion group is strictly limited to the players who won the gamble.

Why this works only in “TARB” The likely scenario is a revenge. In-which case, the revenge does not happen in Air RB because no respawn. Though it’s hard to meet the same target, let alone doing 1 vs 1 in a match with unrestricted respawn with air spawn is unlikely to naturally occur. As the match is more adaptive (no escalation for losing teammates), just 2 players not existing there does not affect the gameplay for others. The match has more time. It’s kind of applicable to AB but this order has a good positive synergy with the quest system. The current order does not work in TARB for many reasons. It has to be redone specific to this game mode.

“Join us” Anyone to anyone
You can just switch teams as long as many players sign it.
Players can pay you to join a different team.
Initially, a host can offer SL or coin for joining the opposing team. If 40% of the teammates sign the quest, now it is up to the player in an opposing team. The teammates can add SL to the host’s initial offer, and the teammates of the player getting drafted can try to stop it by donating offerings.

A potential balancing method : The losing team has a higher effective price-to-reward multiplier when converted from either SL To SL or Coins to Coins. Losing team can buy a better player at a relatively more reasonable price.

This team swapping mechanism works only because it is in EC. An arcade match does not last long for one user to matter. The significance of one skilled player is more present in slow-paced RB gameplay than in AB. For a potentially 40-minute match, a balanced team composition in terms of player skills is important.
Instead of forcing with an autobalance system, the player should be left as the one to decide. It’s important that the players themselves are welcoming the skilled one and it’s not the system compensating the fee.
Quest system is just a framework for filling the void of RBEC. One reason is to bond the bombers with fighters, otherwise there is no reason for fighters to help bombers. Another reason is to keep the long 40-minute match balanced throughout the match. Even though there is no “We are losing teammates because the enemy is overwhelming us with the sheer player number” loop. Skill unbalance could be left as an issue. Frequent match resets neutralizes this problem because it is essentially shaffling the team. You might be in a team with less skilled teammates but you might be with better ones next time. The span is shorter the better. Though it is a good thing player skill is reflected in a victory. The changing dynamics in a single match can be interesting.

Extra 3000m for 3-minute wait time.
Additional tele-spawn option.
You have to wait in the menu for 3 minutes total to use this feature. As long as player is not in a vehicle, it is added up. The resting phase does not have to be continuous, the timer is saved.

extra 3 mins worth of fuel consumed in wep rate.

It promotes doing real life stuff for short period of time.

Frontline spawn option specifically for Soviet vehicles to compensate the lack of drop tanks. no tele spawn option.
Ability to observe the landscape and the sky from the one of the airfield watch tower, accessible from the menu.

When deployed in the frontline airfield, 50 seconds of immunity against K/D records. Players are either rewarded or paying the cost, but the K/D is never logged in the statistics as it does not take vehicle performance and player performance into account.
The count starts ticking after leaving the ground. The effect is applied on ground sequence too.

Drop tanks have dead weight like the internal tanks.
Drop tanks are consumed first except for the P-51D’s fuselage tank behind the seat.

Arcade style unrealistic fuel mix override settings.
Mixture setting is dead. It has no functionality in the game yet it is left behind. Literally no vehicles implement mixture physics. So a simple replacement applicable for all vehicles might add a good arcady flavor instead of realism.

0% mixture 5% power loss. - 15% less fuel consumption. 10% higher heat generation
100% mixture 3% power loss. -10% higher fuel consumption. 15% less heat generation.

P-38 used auto lean to extend the range.
Bf109 ran engine with rich fuel to compensate the low octane grade, trading the fuel economy. It was tartgeted automatically with a device.
Not sure with me 109 and fw 190.

WEP time limit.
All engines won’t break irl from using WEP for long, let’s say, reduce power gradually? For fun but not realism.

5-minute wep limit → 1/5 x 2 x "5"→ 2 minutes of safe wep. 2 x 1.5 → the endpoint of gradual decline. Past 3-minute is the zone with no performance change.

The final HP is reduced to 93% of the original hp regardless of the pressure&throttle position.
The heat generation should be increased by 5%.

Japanese props had 3 minutes of wep time
3 / 5 x 2.5 = 1.5
It’s 1:30 of safe WEP with 45 seconds of declining zone.

Vehicle equipped with water injection should have its wep time restored over time. Water consumption rate is increased 5 times along with the fuel.

Repairing the vehicle should double as an engine overhaul. 20 times repair time with raw repair speed adjusted to that of an aced crew. Engine overhaul should take about a second as a repair.

Yaks and La-5/La-7 are interesting with this.
Most Yaks with vk-105 does not have an acess to WEP. Skipping on La background. I think La-5FN’s wep time limit should be 10 minutes.