Overwhelming victory; a new way to end decisive ground matches

Overwhelming victory!

I propose introducing a new win condition to address matches in which one team gains such a decisive advantage that the losing side has no realistic way to come back, or as it’s also known as; “spawn-camping". In these situations, gameplay becomes boring for everyone. A new type of victory giving the winning team some extra achievements and rewards (to compensate for the otherwise potential loss in progression) is the solution.


The situation:

One team has pushed fast and secured the hills around the others spawn point. The losing team still holds over 1/3 of their tickets, yet has no capture points and all of your teammates have either left the match, are knocked out or gets shot in spawn as soon as they load in.

Examples of this situation from both teams point of view

Example1
Example 3


The issue:

This situation is not fun for either team, both teams essentially just have to wait out the ticket bleed. Everyone is slowly losing activity percentage as match length goes up but no one can really gain more score. It’s boring, it’s frustrating, it’s actively not fun.


Current options:

Losing team:

  • Remain at the respawn screen while your teammates gets repeatedly knocked out. It may take 3–4 minutes before the match ends.

  • Leave early and search for a new match.

  • Spawn, eliminate one or maybe two enemies during spawn protection, then get knocked out once it expires. You get some rewards, but it isn’t fun.

Winning team:

  • Camp the top of the hill, alternating between machine-gun fire and main-cannon shots as the enemies spawn protection ends hoping you’re faster than your teammates doing the same thing.

  • Push deeper into spawn, risking getting knocked out by invincible enemies.

  • Circle the map aimlessly, waiting for the match to end. Boring and lowers activity percentage.

  • Leave early taking the crew lock hit and playing a match with a different country and lineup.


The solution:

A new win-condition: Overwhelming victory!

The following conditions have to be met:

  1. 75% (Less? more?) of the losing team have left the match.

  2. All remaining players on the losing side are either knocked out or a few(2-3?) are within the spawn area (No stragglers left around the map, planes and helicopters don’t count as they can’t reasonably take capture-points).

  3. No capture points are being held by the losing team.

  4. Average time alive for each losing team spawn is less than 10 seconds from the point of spawn protection wearing off (unsure about this one and if its even possible to implement).

  5. The ratio of still active players must be in large favour of the winning team, at least two times more the amount of players spawned into the map than the losing team.

At this point a warning similar in style to the “Return to the battlefield” warning appears for the losing team:


! Overwhelmed, Match Lost in: 20s !

(Push back enemy to regain control)


While the winning team gets a similar message:


! Enemy overwhelmed, Match won in: 20s !

(Contain enemy in their spawn to win)


If conditions don’t improve for the losing team, the match ends when the time runs out.

The winning team gains some extra rewards and achievements.
Amount of victories of this type is tracked and can be displayed in the player profile.

Example of when these conditions are NOT met

Example 2

Any feedback and/or criticism is welcomed no matter your answer in the poll!

Would you like to see this in-game?
  • Yes.
  • Yes, but with adjustments.
  • No.
  • No, i have a different solution.
0 voters
3 Likes

Well ending the match earlier just prevents players from both sides to get more kills so rp/sl. Also you get more rp for playing time and dont trust to gaijin to compensate this when winning sooner.
With the 1 or 2 caps gamemode this feature will be very hard if imposible to implement.
Finally, there are many escenarios when even 1 person can make the team win, this also applies to the nuke, imagine you lost 3 caps and your team but you pulled a nuke plane, it is not fair to loose bc a counter (if you have enough time to make it into the drop zone). This last thing its more common than you think.

1 Like

I have touched upon this to some extent in my general idea for CAS overhaul - as a part of giving CAS better objectives, using those objectives to solve longstanding tank gripes about map size.

Naval EC style caps that double as spawns, and existing spawns double as caps. Add Naval EC AI-controlled defensive guns around any cap zone for the team controlling it, which must be killed off to decap the zone (AI-controlled 45mm 20-K or 75mm PaK40 cannons like we saw in PvE events for example, but also things like Pillboxes with working guns).

Then, because spawns are now cappable, if all 7 caps are taken over, the enemy has nowhere to spawn, and the game would end automatically.

The main gripe people have with large maps is in particular a very long drive back to action after dying once. Being able to spawn at a cap zone would greatly reduce the amount of driving needed, which then allows maps to be enlarged without necessarily coming at the expense of impatient players.

1 Like

I was unconvinced until you brought up the point about the nuke. That’s a fair point. So I like the idea that OP has but I’m not sure about the implementation

Nah
The end of the game is decent for bringing up activity (and thus rewards), also, there is always a chance for one player to absolutely lock in. This would also make the nuke harder to get.

This situation is exactly fun, as you can spawn in with a fast reload vehicle and at least kill a few enemies that are squatting in your spawn, and thats the most you can do in this situation where your team has failed the game.

Also consider that players may have boosters on and they want to get the most out of the game. It would be unfair to them to end the game early just because their team was not good.

1 Like

@gfdsa_killer

This was included in my suggestion:

I think this is the case only if the activity percentage goes up with it, if you do not simultaneously gain score then i’m unsure if it’s a net positive. For the losing team this might be harder to compensate for, i have some more thoughts on this further down in this reply.


@gfdsa_killer @PrussianOwl @Terminated_800

Very valid points actually. The timer that counts down towards a win/loss should perhaps stop if a nuke is spawned on either team. You can even have an achievement for when the losing team manages to come back and eventually win the match. If the countdown has started at some point but the losing team manages to come back and win then there could be an “Against all odds” achievement as a counterpart to the “Overwhelming victory” one. This would also somewhat incentivise players in general to stay and not give up to early in a match.

Thanks for bringing this up! :)


@Ckasaron

Your idea sounds like a way bigger overhaul and more like a new type of battle along side the other battle types. I like the idea though. :)


@Terminated_800

How do you come to this conclusion?


@DrFlankySpanky

Fair point, i’m not sure how this would be solved within my suggestion. Do you have any ideas on how that might be solved if this were to be implemented?
My instinct says to have an increase in activity and rewards for those that still spawn in during those last 30 seconds of the countdown (also incentivises players to stay and not give up), if the losing team doesn’t manage to come back they likely aren’t going to do so after ~1-2 minutes either


Thanks for all the feedback guys, appreciated :)

I like it, it would work good if no player was out of there spawn zone, and there are 3 or more enemies within the spawn zone for more than a minute. Maybe once 3 enemies are in the spawn, the warning bar comes up to say that in a minute the game will end unless the enemies are removed from the spawn zone

Glad you like the idea - I have tried to submit my complete CAS overhaul as a suggestion before but it has been denied as “a bundle of suggestions.”

Yet most of the actual interlocking components would either not achieve all that much or would potentially break things further if implemented in the wrong order, so I am not sure how to get the full set of ideas up for discussion given that particularly annoying rule.

well as you wrote, there could be some award, could be called maybe “Extermination” for killing almost the whole enemy team. But I dont know what would be the fair way to calculate a reward. Maybe the equivalent reward of 1 kill for everyone still alive in the winning team would be fair I guess.

On second thought, regarding boosters, considering that if only a few (1-3) enemies are left, there is really not much to score there anyways, if you are in the winning team.

But I have to say that I encountered very few matches that I wished would end sooner.
Sometimes it happens that in a game with A-B team caps (called “Battle Mode”, I think ticket bleed is not so fast due to 2 team “base” cap structure), the enemy only has 1or 2 players left that are not even spawned in or are in a plane reloading, yet we have to wait some minutes for the game to actually finish. But this happens very rarely and it only really bothered me when I was grinding some event and did not want to sit idle for even <5 minutes.

Otherwise, I think spawn squatting games always end pretty fast, and it did not bother me being on either the loosing or winning side. I actually like to spawn in when basically the whole enemy team is in our spawn and take a few kills quickly. It makes the lost game a little less bitter :) .

Its not only a nuke thing, even 1 player can make a difference against an enemy team, either cap the zones or get the last kill in the 2 cap gamemode.

I remember doing a clutch with the aluette, last in my team, killed a couple of guys and got 2 caps. Finally winning.

1 Like

The spawnkillers get rp after killing 1 tank that spawned. The guy who is getting spawnkilled can get minimum 3 kills until the spawnprotection goes off.

That should already be covered within my suggestion.

If you manage to exit the spawn area the timer stops.

If you with a helicopter un-cap a point the timer stops.

Last one is a bit of an outlier, but it could mean that it’s enough for you to survive after spawn protection wears off for the timer to stop.

Edit;

I ment this suggestion as a very extreme and decisive victory, not something that would happen often. Imagine it like a collective team version of the nuke.

1 Like

This is one of the most infuriating ways to lose a match

Even when there’s no hope, even when the odds are completely against you, still being able to fight is what makes the game fun

Now if you just end the match like that, even if it is still a guaranteed loss, it will be really frustrating.

You can already leave a match without getting crew lock if the match is longer than 9 minutes or if there is even a single enemy near your spawn if you don’t want to fight

Not to mention how this will actively promote spawncamping. Whole team can rush the enemy spawn, with a couple tanks capturing the points, creating an extremely unfun gameplay loop

2 Likes

huge no from me