Spawn Camping has become a mainstream attack method and needs to be addressed

Thing is the only awareness you’ll be promoting is moderator actions to close old threads, and suggest you use newer ones.

And the biggest point of all of these spawn camping threads is that if they are already on your spawn, it means you’ve already lost, and if the flanks are left unprotected, of course the enemy is going to waltz right in.

Here is what I think we need from a company, the same old format has gotten boring and too many bugs that are looped around and not actually fixed.

PROJECT: HISTORICAL COMBAT

Working concept — Tanks & Aircraft, WWI through Vietnam

“History. Armor. Air Power. Your Battle.”

The fundamental idea is a historically grounded multiplayer combat game featuring player-controlled tanks and aircraft only, covering the evolution of armored warfare and military aviation from World War I through the Vietnam era.

The game prioritizes historical accuracy, fair matchmaking, accessible hardware requirements, and enjoyable battles over cutting-edge graphics.


1. CORE DESIGN PHILOSOPHY

The game is built around eight principles.

1. Historical

Vehicles, weapons, ammunition, aircraft and battlefields should be based on historical equipment.

2. Fair

Matchmaking should prevent one team from becoming overwhelmingly stronger simply because players leave.

3. Accessible

The game should run on modest hardware.

4. Skill-based

Player knowledge and ability should matter more than artificial crew statistics.

5. Combined Arms

Tanks and aircraft work together.

6. No Infantry

The game is strictly:

Tanks + aircraft.

7. No forced grind

Progression should not require enormous amounts of repetitive gameplay.

8. Battle-focused

The objective is to fight a battle—not simply capture three circles and spawn-camp the other team.


2. TIME PERIOD

The game covers approximately:

1914–1975

Broken into six major eras.

ERA I — WORLD WAR I

1914–1918

ERA II — INTERWAR

1919–1938

ERA III — WORLD WAR II

1939–1945

ERA IV — KOREAN WAR / EARLY JET AGE

1946–1953

ERA V — EARLY COLD WAR

1954–1960s

ERA VI — VIETNAM

1960s–1975

The eras remain separate for normal matchmaking.


3. NATIONS

The initial nations could be:

🇺🇸 United States

WWI → Vietnam

🇩🇪 Germany

WWI → WWII

🇬🇧 United Kingdom

WWI → Vietnam

🇫🇷 France

WWI → WWII

🇷🇺 Soviet Union / USSR

WWI → Vietnam

🇯🇵 Japan

WWII

🇮🇹 Italy

WWI → WWII

🇨🇳 China

WWII → Korea

🇨🇦 Canada

WWI → WWII

🇦🇺 Australia

WWI → Vietnam

Additional nations could be added later.


4. VEHICLE CLASSES

Ground

Light Tanks

Fast reconnaissance vehicles.

Medium Tanks

General-purpose armored vehicles.

Heavy Tanks

Heavy armor and firepower.

Tank Destroyers

Anti-armor specialists.

Assault Guns

Direct-fire support vehicles.

Self-Propelled Anti-Aircraft

Dedicated anti-aircraft vehicles.

Armored Cars

Fast reconnaissance/combat vehicles.


5. AIRCRAFT CLASSES

Fighters

Air superiority.

Interceptors

Designed to destroy enemy aircraft.

Ground Attack

Anti-tank and close-support aircraft.

Dive Bombers

Precision attacks.

Level Bombers

Large-area bombing.

Naval Aircraft

Where historically appropriate.

Reconnaissance

Spotting and battlefield intelligence.

Helicopters

Introduced during the appropriate post-WWII period.


6. GAMEPLAY

A normal battle might look like this:

PRE-BATTLE

Players select:

Nation

↓

Era

↓

Battle

↓

Vehicle lineup

↓

Spawn


7. VEHICLE LINEUP

Rather than forcing players to unlock a huge ladder, players assemble a historically appropriate lineup.

Example:

US — Normandy 1944

Primary
M4 Sherman

Secondary
M4A1 Sherman

Tank Destroyer
M10

Fast vehicle
M18 Hellcat

Heavy
M26 where historically appropriate

Aircraft
P-47

Fighter
P-51

The battle determines which vehicles are actually available.


8. HISTORICAL BATTLE SYSTEM

This is the centerpiece.

Instead of generic maps only, the game contains Historical Operations.

Examples:

WWI

  • Somme
  • Cambrai
  • Amiens

WWII

  • Poland
  • France
  • North Africa
  • Kursk
  • Normandy
  • Ardennes
  • Berlin
  • Pacific

Korea

  • Pusan
  • Chosin Reservoir
  • Seoul

Vietnam

  • Ia Drang
  • Khe Sanh
  • Hue
  • Tet-era operations

The exact scenarios would be researched carefully so that vehicle availability matches the historical period represented.


9. BATTLE OBJECTIVES

Not every battle is:

Capture A, B and C.

Instead:

Breakthrough

Attackers must penetrate defensive lines.

Defense

Defenders must hold positions for a specific period.

Encirclement

One team attempts to surround the other.

Territory

Control key areas.

Convoy/Logistics

Protect or destroy AI-controlled supply vehicles.

Air Superiority

Control the skies while ground forces fight.

Assault

Attack heavily defended positions.

Retreat

One side must withdraw while delaying the enemy.

This gives historical battles different personalities.


10. MATCHMAKING

This is where we directly address your biggest complaint about War Thunder.

The system does not only consider vehicle rating.

It considers:

  • Era
  • Nation
  • Vehicle capability
  • Player count
  • Vehicle class
  • Available aircraft
  • Team strength
  • Remaining reinforcements
  • Active players

11. NO TRADITIONAL BR

Instead:

Historical Match Group

Example:

WWII Late War — 1944–45

The system selects appropriate vehicles from that period.

Specific historical operations can be even more restrictive.

This prevents absurd historical combinations.


12. TEAM BALANCING

The matchmaker attempts to distribute:

  • Heavy tanks
  • Tank destroyers
  • Medium tanks
  • Light tanks
  • Aircraft
  • Experienced players
  • Squads

reasonably between teams.

Not perfectly.

Reasonably.


13. DYNAMIC PLAYER REPLACEMENT

This is one of the most important systems.

Suppose:

16 vs 16

Five players leave.

Now:

11 vs 16

The game opens:

REINFORCEMENT SLOT

Players waiting for a battle can join.

The goal is:

11 → 12 → 13 → 14 → 15 → 16

when possible.


14. DYNAMIC SPAWN SYSTEM

Each team has:

Main Spawn

Normal starting position.

Secondary Spawn

Fallback position.

Emergency Spawn

Activated if the enemy pushes too far.

This means:

Enemy reaches main spawn

doesn’t automatically mean:

Game over.


15. SPAWN OVERRUN PROTECTION

The game continuously monitors spawn areas.

If enemy vehicles enter the protected area:

  • Enemy positions become visible.
  • Their movement is monitored.
  • Spawn locations can relocate.
  • Excessive enemy presence triggers an emergency fallback.

The purpose is not to prevent a winning team from advancing.

It’s to prevent:

“Everyone is trapped in spawn and can’t play.”


16. BATTLE MOMENTUM SYSTEM

The game tracks:

Team Strength

Based on:

  • Active players
  • Vehicles remaining
  • Vehicle types
  • Objectives
  • Aircraft
  • Spawn availability

If one side begins collapsing dramatically, the game can activate fallback mechanics.

This isn’t rubber-banding.

It is battlefield stabilization.


17. AIR POWER

Aircraft should be powerful but not overwhelming.

Ground players earn aircraft availability through battlefield participation.

For example:

Destroy enemy tank:

+ points

Assist:

+ points

Capture objective:

+ points

Defend objective:

+ points

Then aircraft cost:

Fighter — low

Ground attack — medium

Bomber — high

Heavy bomber — very high

This discourages immediate CAS spam.


18. AIRCRAFT LIMITS

A team shouldn’t normally have:

8 aircraft

versus:

1 aircraft

unless the historical scenario intentionally creates that imbalance.

The game monitors air participation.


19. DAMAGE MODEL

No traditional health bars.

Damage is calculated from:

  • Armor thickness
  • Armor angle
  • Projectile type
  • Projectile velocity
  • Impact angle
  • Penetration
  • Spalling
  • Internal components

Possible results:

Ricochet

Penetration

Partial penetration

Spalling

Crew injury

Engine damage

Transmission damage

Gun damage

Turret damage

Ammunition fire

Vehicle destruction


20. CREW

Crew members exist for realism.

Examples:

  • Commander
  • Gunner
  • Loader
  • Driver
  • Radio operator

But there is no massive RPG grind.

A player’s effectiveness should primarily come from:

their skill

rather than:

Level 150 crew vs Level 12 crew.


21. AMMUNITION

Ammunition is historically appropriate.

Players select their loadout before battle.

Different ammunition types have different characteristics.

The game should explain:

What it is

When it was introduced

What it was designed for

This makes the game educational as well as entertaining.


22. PHYSICS

Vehicles should have meaningful physics.

Tanks

  • Weight
  • Engine power
  • Track width
  • Ground pressure
  • Suspension
  • Terrain
  • Mud
  • Hills
  • Turning characteristics

Aircraft

  • Weight
  • Engine power
  • Drag
  • Lift
  • Fuel
  • Damage
  • Control surfaces
  • Altitude

The physics don’t need to be perfect simulations of reality, but they should be credible and historically grounded.


23. MAP DESIGN

Maps should be designed around actual military problems.

Not just:

Three capture circles.

Maps contain:

  • Multiple routes
  • Chokepoints
  • Defensive positions
  • Hills
  • Villages
  • Bridges
  • Forest
  • Open terrain
  • Roads
  • Rivers
  • Natural cover
  • Alternate approaches

And importantly:

Multiple spawn locations.


24. MAP SIZE

I’d target maps that support:

16v16

initially.

Then eventually:

24v24

and potentially:

32v32

if server performance allows.

Don’t start with massive player counts.

Make 16v16 excellent first.


25. GRAPHICS

The game deliberately avoids requiring high-end hardware.

Low

Older PCs.

Medium

Mainstream PCs.

High

Modern PCs.

Ultra

Optional.

The visual quality comes from:

  • Good lighting
  • Good textures
  • Good models
  • Good sound
  • Good animation

rather than enormous hardware requirements.


26. PERFORMANCE TARGET

A development target could be:

Minimum

720p / ~30 FPS

Recommended

1080p / 60 FPS

High-end

1440p / 60–120 FPS

These are targets, not final specifications.

Optimization would be part of development from day one.


27. SOUND

This deserves serious attention.

A tank game can feel incredible with good sound.

Every vehicle gets historically appropriate:

  • Engine sound
  • Transmission
  • Tracks
  • Gun
  • Reload
  • Ricochet
  • Armor impact
  • Explosion

Aircraft receive:

  • Engine
  • Guns
  • Bombs
  • Rockets
  • Structural damage
  • Wind
  • Cockpit sounds

28. COCKPIT MODE

Aircraft can have:

Third Person

Virtual cockpit

Full cockpit

Historical aircraft should have recognizable cockpit layouts.


29. TANK VIEW

Players get:

Third Person

Gunner sight

Driver view

Commander view

Binoculars

depending on the vehicle.


30. PROGRESSION

I’d avoid the traditional:

Grind 200,000 RP → unlock tank → grind another 400,000 → unlock next tank.

Instead:

Campaign progression

Complete historical battles.

Unlock:

  • Vehicles
  • Variants
  • Camouflage
  • Historical markings
  • Ammunition
  • Aircraft

Players can progress without feeling forced to buy premium content.


31. MONETIZATION

The developer still needs revenue.

I’d use:

Base game

Free or relatively inexpensive.

Premium

Optional.

Premium could provide:

  • Faster progression
  • Cosmetic customization
  • Historical campaigns
  • Extra slots
  • Premium account benefits

But:

No pay-to-win vehicles.

A paid vehicle shouldn’t simply outperform everything around it.


32. CUSTOMIZATION

Players can customize:

  • Historical camouflage
  • Unit markings
  • Numbers
  • Kill markings
  • National markings
  • Weathering

But historical battles can enforce:

Historical Appearance Mode

so a 1944 battle doesn’t become covered in neon anime tanks.


33. AI

AI isn’t just for target practice.

AI can control:

  • Artillery
  • Support aircraft
  • Supply vehicles
  • Recon aircraft
  • Defensive positions
  • Background battlefield activity

This can make a 16v16 battle feel much larger.


34. GAME MODES

Historical Battles

Strict historical rules.

Era Battles

Broader vehicle selection.

Operations

Longer multi-stage battles.

Campaigns

Connected historical battles.

Custom Battles

Players create their own scenarios.

Training

Test vehicles.

Cooperative

Players fight AI.


35. CAMPAIGN MODE

Imagine:

US CAMPAIGN

1942 — North Africa

↓

1943 — Sicily

↓

1943 — Italy

↓

1944 — Normandy

↓

1944 — France

↓

1944 — Ardennes

↓

1945 — Germany

You aren’t just unlocking vehicles.

You’re following history.


36. HISTORICAL DATABASE

Every vehicle has a page.

For example:

M4 Sherman

Country: United States
Introduced: 1942
Crew: 5
Main gun: 75 mm
Engine: Various
Production: Historical figure
Combat history: Historical summary

Players can learn about what they’re driving.


37. DEVELOPMENT PLAN

This is where we make the project realistic.

Phase 1 — Prototype

One map

Two tanks

One aircraft

Basic multiplayer

Goal:

Is the combat fun?


Phase 2 — WWII Prototype

Add:

  • US
  • Germany
  • 10–15 vehicles
  • 3 maps
  • aircraft
  • damage model

Phase 3 — Multiplayer

Build:

  • matchmaking
  • servers
  • dynamic spawns
  • player replacement
  • team balancing

Phase 4 — Historical Operations

Build:

  • Normandy
  • Kursk
  • North Africa

Phase 5 — Public Alpha

Let players test it.

Collect:

  • crash reports
  • matchmaking data
  • performance data
  • player feedback

Phase 6 — Early Access

Expand:

WWI → WWII


Phase 7

Add:

Korea


Phase 8

Add:

Vietnam


38. TECHNOLOGY

For a modern development project, I’d investigate:

Unreal Engine

for:

  • multiplayer
  • physics
  • graphics scalability
  • vehicle systems
  • development tools

But the engine should be configured around performance first, not graphical spectacle.


39. TEAM

A serious commercial version eventually needs people in areas such as:

Programming

  • Gameplay
  • Networking
  • Physics
  • AI
  • Backend

Art

  • Vehicle modeling
  • Aircraft modeling
  • Environment
  • Animation
  • UI

Design

  • Gameplay
  • Historical research
  • Maps
  • Balance

Audio

  • Engines
  • Weapons
  • Environment
  • Music

QA

  • Multiplayer testing
  • Vehicle testing
  • Performance

Infrastructure

  • Servers
  • Matchmaking
  • Security
  • Anti-cheat

You wouldn’t need all of these people on day one.


40. THE FIRST PLAYABLE VERSION

I would not start with WWI.

I’d actually start with:

1944 WWII

United States vs Germany

Why?

Because it gives you:

  • Mature tank technology
  • Lots of historically documented vehicles
  • Propeller aircraft
  • Tank destroyers
  • Medium/heavy tanks
  • Good variety
  • Well-known battles

First vehicles

USA

M4 Sherman
M10
M18
M4A3
P-47

Germany

Panzer IV
StuG III
Panther
Tiger I
Fw 190

Then:

One Normandy map.

16v16.

If that is fun, you’ve proven the core concept.


41. THE FIRST MAJOR TEST

I’d want the first test to answer five questions:

1.

Are the tanks fun to drive?

2.

Does armor/damage feel believable?

3.

Are aircraft useful without dominating?

4.

Can a losing team recover?

5.

Can a player with an older PC get a good experience?

If the answer to those five questions is yes, then you have something worth expanding.


42. THE GAME’S IDENTITY

And this is the part I think is most important.

Don’t advertise it as:

“The War Thunder killer.”

Build its own identity.

Something like:

IRON FRONT

History in Motion

Tanks. Aircraft. History.

Or:

STEEL & SKY

From the trenches to Vietnam.

Or:

BATTLEFRONT: 1914–1975

Armored warfare. Air power. History.

Those are just working names—we could develop the actual name separately.


43. THE THREE THINGS THAT MAKE IT DIFFERENT

If I were pitching this to a developer, I’d put these on the first page:

1. HISTORICAL

Fight battles using historically appropriate vehicles and aircraft.

2. FAIR

Dynamic matchmaking and reinforcement systems prevent a five-minute collapse from becoming an unwinnable spawn massacre.

3. ACCESSIBLE

The game is deliberately optimized so players don’t need an expensive gaming PC.


And I’d add a fourth:

4. RESPECT THE PLAYER

No artificial grind designed to make the player miserable.

No requirement to buy a premium tank to enjoy the game.

No deliberately frustrating progression.

No endless “play 100 hours to unlock the vehicle you actually wanted.”

The player should be thinking:

“I want to play another battle.”

—not—

“I guess I need to buy something.”

What you mean cant shoot back- is this new?

I didnt mind if being spawn camped as you can usually get 1- 2 easy kills. Its just a trade for some rp. Dont care about deaths so whats the issue (unless u cant shoot back now)

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That comment is over 2 years old so chances are it’s a flash-in-the-pan of hot rage and isn’t accurate.

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I have been guess I need to start teaming up with some players because trying it alone it is always the same thing, I take my time watch the flanks scout out but my team just ignores scouting rushes cap die then leave.


yeah something needs to change I only screen shot this part but another 10 in a row before this.

Even just viewing that replay of that match is horrific…

What are you claiming was the reason you lost?

I wouldn’t say just increase the radius, I would say more precisely place it. It might sound like the same thing, but possibly instead of removing positions where you can see the enemy spawn, make it visible to them that you’re there. You’re smart enough to dodge, or they’re dumb enough to not see you, you’ve earned a couple kills. On the other hand, you play it wrong, or there’s somebody who knows how to snipe on their team? You’re cooked.

I take my time I do not rush, I also watch the flanks which my teams ignore and most of the time my team rushes cap dies fly’s then leaves so not really one thing why I am on the losing side you have to ask gaijin why that happens. my last 13 I have played 3 wins the rest same ole thing. Even the other team didn’t have a single player quit and we only had 5 left so that is another question for gaijin.

There are other solutions, including ones this game has the component tools for already.

  1. Make caps double as spawns for the team controlling them. Naval EC has this.
  2. Make current spawns into additional caps. Naval EC shows there can be as many cap zones of given letters as is necessary, three is not a limit of any sort.
  3. Remove all red-zoning and nearly all spawn invulnerability. The game originally had next to none of this, so removing features added later on is hardly impossible.
  4. Use the Naval and Nuclear Escalation mechanic of “you cannot spawn here for 8 minutes” after you die so you cannot fend off an enemy advance with a wall of your own dead bodies and spawn immunity. A slight tweaking of the Naval mechanic counting from after you spawn at a given zone, where it would start counting upon death instead from that spawn zone only - but you can instantly spawn anywhere else.

This solves the majority of the intentional spawn camping, while giving flanking parties the ability to shut down reinforcement flow to protect their own rear ends from being shot when they try to flank around the enemy front line. Many maps unfortunately are so cramped that they basically demand you spawn camp to keep the caps secure.

I have already tried Suggesting this in the past and it never got approved.

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That is absolutely not what you were doing…

I’d actually be concerned that the ‘tactics’ you used in that match I refer to, that you seem to know EXACTLY what I mean, are your common go-to.

That was genuinely worse than passive behaviour… You literally did nothing, played an SPAA and didn’t look up once, other than when a bomb landed near you.

You hid behind a building, huddled in a corner, after having rushed to the point to cap.

And then every time you died after, you were calling people hackers, when you weren’t even looking at the enemy.

Like, that was absolutely abysmal, so much so I’ve not seen anyone play that horrifically, whilst complaining about the game itself being the issue.

Like, hell, at one point I was considering you were using some special controller considering there seems to be a full ‘lock’ at just under the horizon… It was that questionable.

That won’t work for ground battles, what would come close is the advance gamemodes methods, where the spawn moves up as you cap.

I have mentioned though that those who are being pushed into their spawn should have another spawn turn up behind that so they can be put back a bit so they’re not as camped as what they have ended up being.

Or they could just reset the spawn protection countdown when you getting shot during protection period

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Naval EC has caps that double as spawns. Literally copy that and change the vehicle spawns from ships to tanks. Done.

The purpose is not to push people back, but to enable flanking parties to complete their flank and encircle the opposing team who was not paying attention.

That does not change how maps operate. That does not change the current inability to shut down reinforcement flow to keep caps secure without spawn camping. So no, that fixes nothing.

Spawn camping is a symptom of bigger problems.

The angle you’re looking at is the trouble. People complaining of being spawncamped don’t want it to be such an objective.

If they’re being spawncamped and the spawns moved further back into roads and accessways into the map, then that’s another barrier to be behind for the team who needs to get out of spawn.

Dynamic and changing spawn points could be a good thing in wider application.

I mean literally I took direct inspiration from OG Star Wars Battlefront II on PS2 with their Command Posts. Years later I realized Naval EC already has the same concept with how its cap zones are linked to spawns placed basically on top of them.

Correct, that is why when a flanking party captures the rear spawns of the opposing team, it does not affect any mid-map forward objectives that team may have still under their control, other than now having to be concerned with opponents spawning both in front of and behind them precisely because they got careless.

The people doing the complaining are intentionally left only to answer for their own actions and those of their team under such a system. It effectively operates under a “Make. Their. Whining. Their. Fault.” philosophy. Instead of trying to argue with perpetual complainers, the complaints are directly reflected back on their source with intelligent game design.

It is undoubtedly one, because it allows maps to get much larger and more varied without adding 5+ minutes of meaningless driving time only to be one-shot and then asked to spend another 10 minutes driving carefully back to action. It solves the game’s large-map paradox where large maps get simultaneously asked for constantly yet universally get downvoted and thus rarely appear in the matchmaker.

I was camping because I had my daughter whom called.

This is a very good point. Especially as people dislike sniping, the natural evolution of large maps in WT is that long sight lines are removed, so the time elapsing between spawn and first contact gets much longer because now you have to drive for a long time in order to have the same 400m-distance engagement you would have on a smaller map anyway.

The next step once this inefficiency settles in is that people get understandably bored of the driving heavy map, so it either disappears or is downvoted to all hell.

European Province is a great (terrible) example of this paradox.

I have noticed, since I started playing it’s gradually turned from “20 minute battle with 5 clutches and a close win” to “5 minute steamroll where one team gets absolutely destroyed”, and I HATE it. I like playing long winded games where you actually have to do something to stay in the battle, and it doesn’t fit that anymore because one M18 starts spawn camping, takes out half the team, and when the rest of the enemy breaks through that same guy holds all the friendlies in spawn until the rest of the enemy shows up. Watching near or at a spawn exit is a valid tactic, and I consider it different from spawn camping because it’s more plausible that you escape and break past them. And I have wanted for AGES for caps to be a respawn point, it allows for better teamwork and defence and also emphasizes playing the objective much more effectively, and makes it matter more if you don’t. Also, rather than just having a giant circle of spawn detection, make it precise. let somebody be able to hide behind a hill, ambush once, and reveal their position and have to run, and instead of making certain map spots off limits, make them detection spots. You can be up there, but the entire lobby will know you are, significantly weakening motivation to take those positions. It would take balancing, but it needs that already. We don’t need more maps, we need them to be better.

And that is precisely what the OG SWBF2 Command-Post-style objectives replacing spawns and caps aims to solve. Map remains large, but has lots more objectives spaced throughout it, so there isn’t excessively long distance between engagements to frustrate the goldfish-brained average player.