Nuclear thunder (And eventual perm game mode) additions you'd like too see!

Basically, This topic will be about additions you’d like to see added to the event or eventual mode when it comes. This can range from anything such as maps, Objectives, Game mechanics, and unit’s.
(This isn’t for repeating the same bugs from day one like removing spaa tracking through the ground and such. Just new idea’s that we could talk about)

Like here’s a few examples that i’d like to see.
First: Construction bases, minor airfields and A.i. Airfields

Spoiler

As of now, we only have small 4-5 vehicle convoys that spawn from Small 3 building bases. Which while not exactly bad, doesn’t really serve a purpose other then taking other similar bases and being annoying for low flyers.
To add onto this idea however, I wanna add 3 other base types.

First with the repairing/construction base. This will focus on repairing and reviving damaged or destroyed airfields as well as creating static defenses.
Just like our normal small bases, This one will send out convoys of 6-20 units any time an airfield is lost or when a good portion of ground troops are lost.

Next is the minor airfield. basically a far smaller airfield that players can choose to take off from.
It’ll consist purely of vehicles and no buildings with minimal air defenses. (Think of basically making a highway a sudo airfield.) Players can spawn, re arm and repair there but if the vehicles are destroyed, the airfields can no longer spawn players. These will appear on the map after an enemy player has spotted the vehicles.

Third is a.i. airfields. Basically just like normal airfields except exclusively for a.i. use. Players cant spawn at these but can re arm and repair.
These airfields will generate a squad of aircraft every so often ranging from air to air, sead, Ground attack, air defense, and air recon. The airfield itself will choose what it sends out based on how the battle is going. (With a max of 3 squads at a time) Mainly just giving a few more options when choosing what you want to do such as assisting an sead squad with air cover or destroying enemy air recon planes.

(Mainly looking for a way to add fuel tankers and radome aircraft)

Second: More player influence on the ground map.

Spoiler

Specifically, I want the players to be able to control specific ground units and bases to influence the game.
In game right now, The players really have no say on what the ground units do. They just send convoys out willy nilly and with no real purpose or defend an area that’s already surrounded by the enemy.
But, if players were able to spend SP to spawn their own personal convoy, they could reinforce a strategic position far better then any a.i. could.

Pairing this with the first idea, Players would be able to control influence the map as well as make some decent strategies using a.i. as well as assist real players with them. (These player a.i. are separate from normal a.i. {So buying your own squad from an a.i. airfield doesn’t fill that airfields max squad limit})

Like heres just a few thoughts about players using this.

One of the forward airfields are down. You select a construction base and pay 800SP to send out a convoy to reconstruct it. You then spend 100SP on an air defense squad from an a.i. airfield to cover them and such. if it works, you can spawn at that base again. If not, that sp is just gone.
Another player spends 500 SP for a minor airfield near the middle of the map as well as spends 200 SP for a squad of sead aircraft. And if we eventually get ports and such. buying coastal and blue water ships would also be on the table.

Any kills from these specific a.i. give the players a very small portion of SP sense they are technically player made. (also depends on if they’re like the a.i. osa’s or like a player controled osa)

Anyhow those are just my idea’s. Sense were basically on the cusp of an Air RB EC, I think these would be another way for players and the game to be more interesting when it comes to these long matches.

What are some idea’s you guys have?

Very cool ideas. It would def take some balancing and such, but I think it would work out fine. The only problem that I have is that it’s just a bit too complicated. All this coordination on your part, and little from the people possibly trying to counter it might just lead to a never ending game. Maybe if the game gives callouts to the enemy team whenever you send out convoys, etc. it would work. Idk tho. I really like the ideas about the forward airfields and such.

The first thing I want to see them do is replace the current “HP based” bases with bases made up of actual buildings, as we have seen such buildings in both the Nuclear Thunder event and previous events such as the Deep Strike event.

These bases could vary in different sizes. Some made up of a dozen buildings, and others maybe closer to a hundred. I would suggest a small, medium and large size. Maybe even an XL size for an occasional base in ASB.

I would also vary the type of buildings used, to simulate different types of bases, from factories or oil refineries that were relatively weak and could be destroyed with a range of weapons to reinforced targets like Submarine pens or modern equivalents that require much larger weapons or AP bombs.

By making the bases out of buildings, this could also be used to give value to GBUs by having “weakspots” that could be targetted on some of these “stronger” buildings, so where a randomly placed 500lb would do nothing, a targetted 500lb GBU could destroy it. Adding real value to GBUs in a gamemode where they are usually a downgrade to just using regular bombs.

There is even the option of creating targetted strike objectives, the base is mostly neutral buildings that give a penalty if destroyed but located within the base is 1-3 “hostile” buildings that need to be destroyed carefully, could make an interesting and dynamic objective

Then, as a final point to all this, there should be many possible different types of bases the game can randomly pick from and whatever is picked could be procedurally generated to make it feel a little random.

To mitigate one of the issues seen in the Deep Strike event though, I would have the requirement to only destroy a certain % of the buildings to consider the base/target destroyed, something like 75% of all buildings.

These could then form the core of more extensive set of objectives, such as SAM sites and radar sites that protect said bases.