[Suggestion / Revival] Bringing Back Forgotten Solutions: Why We Need "4-Zone Domination" and "Frontline Assault" Modes More Than Ever

This proposal suggests the introduction of two distinct game modes to standard Ground Battles matchmaking: **4-Zone Domination** and **Frontline Assault**. Versions of these concepts have been discussed in the past, but current top-tier matchmaking and vehicle capabilities make their implementation highly relevant.

It is important to note that simply increasing physical map sizes does not improve gameplay; it often results in prolonged transit times and spawn-to-spawn sniping. Instead, these modes alter objective placement and match structure using existing map boundaries to encourage tactical diversity.


Mode 1: "4-Zone Domination" (Territorial Distribution)

This mode expands the standard 3-zone layout to 4 active capture zones (A, B, C, and D) operating simultaneously.

  • Objective Placement: The D Point is positioned on extreme flanks or deep within neutral sectors, away from the standard central clusters.
  • Gameplay Impact:
    • Symmetrical 3-cap maps often lead both teams to concentrate their forces at a single central chokepoint or urban center.
    • A 4th zone requires teams to distribute their forces across the horizontal width of the map. Committing the majority of a team to one sector allows the opposing team to secure the remaining zones and win via ticket bleed.
    • This rewards mid-match rotation and team distribution without expanding the physical grid of the map.

Mode 2: "Frontline Assault" (Progressive Attack/Defend)

This mode replaces symmetrical ticket bleeding with an asymmetrical, multi-staged objective layout divided into progressive sectors.

  • Phase 1: The Initial Sector Siege
    • The match opens with a single, central Capture Point contested by designated Attackers and Defenders.
    • Win/Loss Condition: The Attackers operate with a limited pool of total spawns/vehicles. If the Attackers lose all their vehicles before securing this single point, the Defenders win the match. There is no passive ticket timer forcing premature rushes.
  • Phase 2: Advancing the Frontline
    • Once the Attackers capture the point, the objective area instantly shifts deeper into defender territory, opening a new zone.
    • Dynamic Spawning: Upon capture, the initial spawn points are deactivated, and new forward spawn locations appear for both teams. Defenders retreat to fortify the new sector, while Attackers receive a forward staging position with a partially refreshed vehicle pool.

Structural Benefits for the Matchmaking Meta
  1. Addressing Early Match Attrition: Symmetrical ticket bleeding encourages players to leave after one death if the initial cap rush fails. In “Frontline Assault,” defenders maintain a tactical incentive to remain in the match, as losing a point simply shifts the engagement to a new sector with fresh defensive layouts and secure spawns.
  2. Mitigating Chokepoint Dependence: Standard brawls over tiny 10x10 meter capture zones often reduce engagements to micro-brawling behind concrete obstacles. By shifting the objective to progressive sector control, the gameplay naturally emphasizes crossfire setups, long-range lane locking, and tactical positioning over close-quarters reaction times.

These modes utilize existing assets and maps, focusing purely on restructuring the rules of engagement to provide a more varied tactical experience.

Feedback and constructive criticism regarding these mechanics are welcome.

Stalemate the game lol, there’s a reason why this is only a thing in custom layouts in certain games and never really official.

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I mean it is somewhat negated that an enemy’s death drains tickets, so unless both teams have the same amount of deaths it won’t really end in stalemates.

It will basically grant full 25 minute matches a lot of the time tho.

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No in this game mode tickets dont actually matter. The main goal is either defending or capturing 3 consecutive areas. This issue can be solved by removing tickets and implementing 3 spawn lives per area instead just like in sim battles.

We can solve that 4 cap stalemate in two ways: either by making the D cap grant slightly more points to increase ingame mobility and strategic fights or by forcing a continuous point bleed for both sides during an equal 2-2 split, which compels teams to constantly push for a 3-1 advantage; otherwise, the team that made the very first cap of the match, wins.

Look in the Suggestions - War Thunder — official forum section for that stuff, specifically the Maps/Missions/Events, Gameplay, and the Misc subsections.