In fact if you look at any other PVP MMO you will quickly realise that the standard distribution of players is not even across different game modes. Rather, what tends to happen is what you see in WT as well. Most players concentrate in a couple of very popular modes, while the others are left to fight for scraps.
If anything, WT has a way higher number of game modes than what is typical for MMOs. Air Assault, Air Arcade, Air Realistic, Air Sim, Ground Assault, Ground Arcade, Ground Realistic, Ground Sim, Naval Arcade, Naval Realistic… and I’m sure I’m forgetting something.
INB4 “most of these are not very populated with players” yeah that’s the point, welcome to MMOs. They all tend towards standardisation, not diversification, when it comes to game modes.
From a player perspective? No, it isn’t. But there are other factors they take into account which we wouldn’t, like impact on economy and progression, or how people will start to “meta” the map if (for example) AA density is halved and funnels now exist that can be easily exploited, etc.
This BTW is another reason why they make these into time-limited tests. By the second or third day of any such event, people have figured out the mode and start meta-gaming it.
Sim EC.
Sim ground.
Naval EC.
Random battles AB + RB x3 [6].
Assault x2.
Heli PVE.
Tournaments ground & air.
And soon Nuclear Escalation, Infantry game mode, bomber PVE game mode of some kind.
War Thunder easily has the most amount of game modes for PVP games.
And that’s not even talking about Domination [Conquest] & Battle [Elimination] of ground battles.
Arcade either has more players, or still a huge chunk of players.
The arcade game modes are wildly popular.
Simulator is still popular.
I dare you to name 50 PVP games that have >15 game modes.
The norm is ~4 - 7.
It is not normal for PVP games to have as many game modes as War Thunder does.
Naval tournaments also exist, and if we really want to break down the competitive aspect too, there are many different types of tournament. The actual esports league, then the “regular” tournaments, then the ranked mode, and finally realistic squadron battles too.
Tbh I think of them as mission types, not game modes.
Yep. RB is very over represented in the forums and among CCs but arcade actually has a good playerbase.
Arcade, air sim & Nuclear are the only “good” modes. Sim never gets updated or cared for though, most apparent in sim ground.
Realistic needs a huge overhaul to be anything good. Ground overall is terrible. The only time it was good was world war mode. (not accounting for the limited line-ups)
I’m saying arcade is good because it knows what it is. Realistic on the other hand is just arcade, but slightly slower. Same maps, same modes, ect.
…isn’t this essentially how it’s always worked, and part of/the whole problem to begin with?
If the SPAA/SAM’s radar is switched off, how does the AI determine that an aircraft has entered its detection range in order to know when to switch the radar back on?
Is this based purely on the aircraft’s distance from the SPAA/SAM, independent of whether the vehicle could actually detect it?
For example, if I’m within the specified range but masked by terrain, such as flying behind a hill or extremely low, does the SPAA/SAM still know that I’ve entered its range and activate its radar accordingly?
Or does the system use some other form of simulated detection to determine when the radar should be activated?
My headcannon is that all AI GBAD in NT basically have datalink, and the long range SAM search radars are always running, so theres no real reason to keep their radars active if there isnt a target in-range as it just increases the likelihood of them being found and targetted.