Proposing and refining the large-scale tactical game mode 'Total Front' for War Thunder, including rules, rewards, and historical elements, ready for submission to the official forum

Title: [Suggestion] “TOTAL FRONT” – A Scalable Combined Arms Enduring Conflict Mode

Author: Rayan Uziel
Category: New Game Mode / Seasonal Event / Ground Forces Enduring Confrontation

  1. Executive Summary

“Total Front” is a large-scale tactical mode (10–15 km²) designed to simulate modern combined arms warfare while remaining scalable for performance and accessibility.

The core philosophy is to prioritize:

  • Squad coordination
  • Logistical warfare
  • Dynamic frontline evolution

This mode bridges the gap between Realistic and Simulator Battles through long-form matches with structured objectives, while remaining accessible through flexible match duration and entry systems.

  1. Core Gameplay Mechanics

Central Command (Adaptive Tactical AI)

A non-physical Command AI dynamically assigns objectives based on battlefield conditions (e.g., “Urgent: Secure bridge at Sector D4”).

Objectives are divided into:

  • Critical (high reward / high impact)
  • Priority (medium reward)
  • Optional (support tasks)

Following orders grants Command Points, used for:

  • Recon UAV scans
  • Smoke/artillery support
  • Temporary reward multipliers

New players joining mid-match receive a quick tactical briefing summarizing frontline status.

Refined IFF System (Immersive but Playable)

To increase realism while reducing frustration:

  • No permanent name tags
  • Target identification reduced to ~1 second aiming time
  • Automatic identification within close range (~500 m)
  • Subtle visual cues (thermal/silhouette distinction)

Intentional team-killing results in:

  • Immediate removal
  • Loss of match rewards

FOB & Logistics System

Capturing Forward Operating Bases (FOBs) provides:

  • Forward spawn points
  • Repair/rearm zones
  • Tactical map control

Dynamic Convoy Warfare (Expanded)

AI-controlled supply convoys move dynamically across the map.

  • Destroying enemy convoys:

    • Reduces repair/rearm speed (~50%)
    • Weakens frontline sustainability
  • New layer added:

    • Convoys require recon/scouting before being fully revealed
    • Enables ambush gameplay and interception roles

This creates meaningful roles beyond direct combat:

  • Escort
  • Interceptor
  • Recon
  1. Match Structure & Flow

Duration Options (Scalable)

To balance realism and accessibility:

  • Full Match: 60 minutes (complete experience)
  • Condensed Match: 30 minutes (faster version with scaled rewards)

Each match is divided into 3 phases:

  1. Deployment
  2. Attrition
  3. Final Assault

Join-in-Progress System

Players can enter ongoing matches to maintain balance.

  • Includes automatic briefing
  • Reinforces continuous action

Dynamic Frontline & Spawning

  • Spawn zones shift with frontline movement
  • Strongly reduces spawn camping
  • Encourages territorial gameplay
  1. Access & Participation

BR Range

  • Focused on Top Tier (10.0+)

Open Access with Incentives

Instead of entry tickets:

  • Mode is openly accessible
  • Experienced players receive:
    • Small reward bonuses
    • Increased Command Point gain

This ensures:

  • Healthy player population
  • Lower entry barrier

Premium Vehicle Trials (Balanced)

During the event:

  • Selected premium vehicles are temporarily available
  • Equipped with cosmetic tactical camouflage

Restrictions:

  • Rotating selection
  • Balanced performance (no dominant meta vehicles)

Purpose:

  • Enhance variety
  • Allow players to test vehicles before purchase
  1. Reward System (Performance & Commitment Based)

Dynamic Reward Scaling

  • Rewards increase based on:
    • Objective participation
    • Command order completion
    • Tactical contribution (not just kills)

Loyalty Bonus

  • Completing the full match grants:
    • Flat reward boost
    • Increased chance for rare rewards

Encourages:

  • Persistence
  • Team commitment
  1. Technical & Design Scalability

To ensure feasibility:

  • Adjustable player count
  • Scalable AI complexity
  • Optimized convoy frequency
  • Map size adaptable (initially smaller if needed)

Dynamic Environment

  • Day/Night cycle
  • Weather affecting:
    • Visibility
    • Thermals
    • Radar performance
  1. Historical & Coalition-Based Matchmaking

To increase immersion and team identity, “Total Front” can feature historically inspired matchmaking based on real-world alliances and geopolitical contexts.

Instead of strict historical accuracy, the system follows a “historical-inspired” model to preserve balance while maintaining realism.

Examples include:

  • NATO vs Eastern Bloc
  • Coalition forces vs regional powers
  • Fictional but plausible modern conflicts

Rotating Conflict Scenarios

Battles take place across rotating theaters such as:

  • Europe
  • Middle East
  • Asia-Pacific

Each scenario introduces different terrain, visibility conditions, and national compositions.

Dynamic Balance Adjustments

To ensure fair gameplay between asymmetrical nations:

  • Slight logistical advantages may be granted to weaker teams
  • Adjustments to convoy frequency or respawn efficiency
  • Objective weighting based on real-time performance

This maintains competitive balance without sacrificing immersion.

  1. Conclusion

“Total Front” is designed as a deeper, more strategic alternative to standard battles, focusing on coordination, logistics, and evolving frontline combat.

It offers:

  • Meaningful teamplay
  • Reduced chaos at top tier
  • New tactical roles beyond kill-focused gameplay

This mode could be introduced as a monthly or weekend event, with potential to evolve into a permanent Enduring Confrontation mode based on player feedback and performance.

[COMMUNITY POLL]

  1. Would you like to see “Total Front” implemented?
    [ ] Yes, as a monthly event
    [ ] Yes, with balance adjustments
    [ ] No, I prefer shorter matches

  2. Most interesting feature?
    [ ] Logistics & Convoy system
    [ ] Large-scale maps
    [ ] Reward scaling & progression
    [ ] Realistic IFF system

1 Like

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1 Like

Make this a suggestion draft on the title.

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Es mi primer foro y lo hize mal xd

You have to speak English, or else the mods are going to kick you out of here with no mercy.