The Teamwork Initiative

Exactly - there is a reason why shampoo bottles have direction arrows on them.

Keep me in the loop, i would like to add a chapter “Landing on forward airfields when enemies are near” or one of my favorites “Attacking wrong targets at the wrong points in time”…

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I don’t see how it would be “boring”. Everyone could still use their plane for whatever they wish, no one would be forced to use it for a certain purpose, but it would be encouraged.

Sure, as everyone uses non-napalm for bombing, yeah? Or everyone uses non-aphe shells?

Please play midtier and think about it. The only map with a different desing is falk lands. Everything else is the same s***. Including falk lands, they are all winnable by tickets.

What…?

How is that even remotely comparable to giving higher rewards to a strike fighter for the destruction of ground targets for example?

This thing with giant number counter at the top of ally bombers could shape playstyle to more cooperative one:

Rather than making every class usable only for a specific set of targets and making a reward for staying alive, how is staying alive contributional to a team work??

To force cooperation, either make cooperation more profitable or make a solid objective with team effort outcome more profitable (players voted no for the latter, thats why we don’t have win/lose reward/punishment).

So the only way is to hardcode a teamwork feature, such as “recon” in GRB. For air it would be bomber cover.

I helped the team to win by killing ground targets in an Ariete the same way I helped the team to win by killing players in Ayit. And I should get different rewards for it? Nonsense.

Never have i said that a specific class should ONLY get rewards for specific targets.

It would discourage rushing in at the start of the match and die fast without much contribution. It would encourage staying with your teammates to increase your chances of survival.

Rather than that hardcode an interesting and profitable teamwork feature that will encourage players to “stay alive”.

Recon mechanic in GRB. You can either rush forward, get 2-3 kills max and die or stay somewhat “behind” and “safe” and recon enemies for your friendlies, contributing in a teamwork.

And light vehicle players sure do like their recon thing. Especially now when they can do that with a drone. Staying alive til the end, rather than rushing forward.

I say that again… bomber cover mechanic :P I really don’t see any thing that could be the “recon feature” of ARB rather than this mechanic.

You need max 2 battles for it to check it. They flew thousands!

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Again, im not suggesting the reduction of points for actions from how things are currently.
But as i said at the start of the post, this discussion is mainly about ARB at prop tiers.
Because for example strike aircraft are generally far less capable of being competent dogfighters at prop tiers.
Or would you say that an IL-10 is as potent of a dogfighter as the I-225 or La-7B-20? All sit at 5.0, yet the IL-10 is far worse at dogfighting. Most fighter aircraft at 5.0 and below are far superior at taking down enemy aircraft.

They are quite usable in GRB in exchange.

Please, this has nothing to do with the post. This post is about ARB. If a plane is usable in GRB it doesn’t mean it should be useless in ARB.
As some people don’t play GRB at all.

Well, it has its role and its perfect for GRB.

As strike aircraft are perfect for nuclear escalation more at top tier than for… other modes where there is not enough room and objectives for them.

Exactly why i suggested giving them a more prominent role in ARB.

Which has nothing to do with teamwork initiative. Its just “more reward for doing X, if you sit in an Y class”

Okay, how do you make it more intuitive for players that strike aircraft has more reward for doing ground attack rather than for bombing bases?

Makes no difference.

To “revive” strike aircraft then I would rather make another “strike aircraft cover” mechanic where strike aircraft could team up and fly together to get more reward from doing ground attack. The same bomber cover mechanic, but repurposed for strike aircraft.

Or rather make targets for strike aircraft on bomber targets. So like, make bases modular and put them around the map. Make every pillbox point a “small base”.

And to destroy a base you have to destroy its modules. For big bases its big buildings that are easilly destroyable by big bombs, and for small frontline bases its separate units or just regular “base HP” as it is right now, that can be damaged by napalm to the base or by cannon to the units themselves.

This point (marked bold) looks reasonable on the surface - but if you look closer this is already the case - logical as the mode developed into a TDM mode. The main users of stuff outside meta fighters are either a small fraction of bored long-term players looking for a challenge - or Ground RB players spading / researching aircraft suited to bully players in tanks.

The bomber buff changed this to a certain degree - when u flew in a 3.7 P-47 in a full uptier vs the USSR your main concern were Yak-3s flown by competent pilots. Now you have to focus on rookies in TIS MAs and kill them with bombs in order to have a small chance to win.

If the majority of players just think about 3 things when they play wt (Me, myself and I) it is quite hard to convince them to think about other stuff like teamwork. That’s why i mentioned that from a holistic pov you have to create a massive incentive to change their behaviour.

Don’t get me wrong, i like the underlying goal - but as written by others the players are part of the problem to a much larger extent than assumed and teamplay occurs when you meet players without any grinding pressure but with enough experience. But these are very rare…

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