What do you expect simulator mode of infantry fighting

it’s so much excitment of hearing devs working on a completely new inf mode

but after playing Enlisted, a few suggestion and concern of what makes this mode happy triggers me.
i’m also a player of other inf-vic related games u can name of (squad, HLL, ect.), spending multiple thousands of hours on both WT and other games

for vic balencing

i’d expect they run it like a normal ground simulator mode, which make both tank and inf do not have 3rd person view. also make map or wepon for less ideal long range snipering works on tank. but most ideally, show inf where tanks is through marking after being labeled.

I personally donot like just banning long range fight in this inf mode by limiting the size of map (could be work on some map in wwII but certainly not after and including cold- war vics, as they are relative lack of protections), but limit the effectiveness of long range snipering by vehicle by

  1. adding deployable wepons like missle launcher (9m133 and TOW)
  2. charging HE for respawn point(like the way of current CAS wepons), which limit the capability of long range spamming of HEs
  3. force re-supply of HE in base
  4. cheap armed drone for inf to revenge tanks

idealy, a much larger map is used like broken arrow or squad game, try not to force all tanks play in a small town.
it at first sonds like lots of work, but it acturally fit current large map version of may old map, we just need to add fob or logi that automatically running after have their path draw by player, and arrange them in a PvEvPvE like manner.

supplies affect what can be brought to front line → inf spawn point shared by all player witin a fob
with inf spawn point,
infs can purchase

  1. deployable ATGM, mortar rounds and hasco block buildinds;
  2. explosive wepons like gun launched grenades, tendom ATs / FAE war head,
  3. extra respawn point for whole team.(after logi bot in place, click on map to build FOB and HAB)

such that support vic could also be a stand alone research line, or determined by BR playing

fob will be destroyed if supply in the center of FOB supply circle depleted, or destroyed
deployed building may continue running but cannot resupply

got the full version including how to set up Respawn point submitted to suggestions, but disappear after pending period, i would be greatful of sb can told me what to do with that .

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Overview

This document defines a logistics‑driven respawn, deployable, and supply system for a combined‑arms infantry‑vehicle mode. The system preserves simulator‑style vehicle handling (no third‑person view) while using supply mechanics to limit long‑range HE spam, empower infantry counters, and create strategic objectives around forward operating bases (FOBs) and logistics.


Core Concepts

  • Simulator handling: No third‑person view for tanks or infantry in realistic/simulator modes to maintain immersion and realistic engagement ranges.
  • Supply‑gated ordnance: HE and heavy indirect fire are limited by supply points tied to FOBs and respawn locations, turning long‑range bombardment into a strategic, consumable resource.
  • Forward logistics: Player‑routed automated logistics convoys deliver supplies to FOBs; FOBs provide shared team spawn points and limited resupply at the front.
  • Deployable counters: Infantry can purchase and place ATGMs, mortars, HESCO defenses, HABs, and drones using logistics capacity to contest vehicles without shrinking map size.
  • Player logistics roles: Each player manages a combat squad and a logistics squad; logistics choices determine frontline capabilities and deployable availability.

Supply and Respawn System

Supply currency

  • Supply points are the single currency for spawn points, deployables, HE ordnance, repairs, and FOB construction. Logistics vehicles carry supply points and consume them when building or resupplying forward assets.

Initial spawn and pre‑match setup

  • Initial supply: Each team begins with a baseline allocation (example: 100 supply points) for initial spawns and early deployables.
  • Pre‑match forward spawn: Two minutes before match start, teams may place a shared infantry respawn near a designated FOB using initial supply. After this window, forward spawns require logistics deliveries.

Logistics vehicle mechanics

  • Load tradeoff: Logistics vehicles that are half full provide no additional spawn capacity; when fully loaded they grant additional spawn capacity but move slower. This creates a tradeoff between sustainment and mobility.
  • Example capacities: Transport ship = 1500 supply; logistics vehicle = 2000 supply (illustrative values for balancing).

FOB lifecycle and supply circle

  • FOB activation: A FOB becomes active and provides a team shared spawn only after a logistics vehicle delivers supplies and a HAB is constructed.
  • Supply circle: Each FOB has a visible supply circle (suggested radius: 300 m). If the supply at the center is depleted or the supply node is destroyed, the FOB is disabled. Deployed structures remain but cannot be resupplied until a new FOB is established and supplied.
  • FOB persistence: Deployed items persist on the map when a FOB is disabled but are non‑resuppliable until resupply.

Resupply rules

  • Vehicle resupply: Tanks can be resupplied with AP at the front from FOBs or logistics vehicles. HE resupply requires returning to a main base or a supplied FOB and is slower and more costly at FOBs.
  • Infantry resupply: Infantry resupply and deployable construction are limited by logistics cargo delivered to the FOB. Deployable counts scale with logistics squad size and logistics vehicle capacity.

Teamwide respawn points

  • HAB deployment: Logistics cargo can be spent to create an extra teamwide respawn point (HAB). HABs consume a defined supply cost and occupy FOB capacity.
  • Spawn sharing: Infantry spawns are shared by all players within an active FOB radius to encourage coordination and protect supply lines.

Deployables, Ordnance, and Logistics Allocation

The following allocations are illustrative and intended for iterative balancing through playtesting.

Logistics cargo space model

  • The listed costs refer to logistics vehicle cargo space consumption, not direct spawn points. Logistics tech and squad size affect available cargo.

Vehicle and heavy deployables

  • Self‑propelled artillery: deploy cost 200 supply
  • Mortar: deploy cost 400 supply
  • Anti‑tank gun: deploy cost 20 supply
  • Tank resupply/repair station: deploy cost 600 supply (tanks cannot self‑repair outside main base)

Ammunition and ordnance

  • ATGM: deploy cost 500 supply; resupply batch 100 supply
  • Fragmentation grenades: 30 supply per batch
  • HE barrage allocation: 200 supply (used for automated mortar/AGL barrages)
  • HE pricing: HE cost scales with TNT equivalent × supply coefficient to discourage unlimited long‑range bombardment

Infantry deployables and drones

  • Infantry HAB (respawn point): 600 supply
  • Infantry AT gun: 20 supply
  • Autocannon grenades: 30 supply (smoke grenades: 10 supply)
  • One‑time IED drone: 100 supply (3 kg payload; can damage vehicle components but unlikely to destroy MBTs alone)
  • Airdrop IED drone: 150 supply (example payloads: 10 × VOG‑25 or 6 × 40 mm HEAT)

Defensive structures and fortifications

  • HESCO wall: 100 supply
  • Small watchtower: 100 supply; cover net: 50 supply
  • HESCO watchtower: 300 supply; cover net: 100 supply
  • Concrete barrier: 300 supply
  • Anti‑tank mine: 300 supply; AP mine: 100 supply
  • Sandbags: 10 supply

Logistics Operations and Player Roles

Dual‑squad control

  • Each player manages one combat squad and one logistics squad. The logistics squad determines what is carried to the front and how many deployables are available.

Logistics routing and automation

  • Players can draw routes for automated logistics convoys. Convoys follow player‑defined paths and can be manually controlled at POIs to place deployables or build FOBs.
  • Provide a default automated logistics route for casual matches and full manual control for competitive or simulator matches.

Deployable limits and progression

  • Deployable counts are limited by total logistics cargo delivered to the frontline and the number of logistics squad members.
  • Support units and deployables can be gated behind a separate research line or player rank progression.

Spawn and Supply Example Flow (match timeline)

  1. Pre‑match (−2:00): Teams spend initial supply to place a shared infantry spawn near a designated FOB location.
  2. Match start: Initial FOB is active; logistics convoys depart main base toward player‑drawn routes.
  3. Frontline sustainment: Logistics vehicles deliver cargo to FOBs; FOBs provide shared spawns, deployables, and limited resupply.
  4. FOB contested: If FOB supply is depleted or supply node destroyed, FOB becomes disabled; deployed items remain but cannot be resupplied.
  5. Reestablishing supply: Teams must escort logistics convoys or build new FOBs to restore frontline resupply and spawn capacity.

Risks, Mitigations, and Balancing Guidance

Risks

  • FOB camping and spawn trapping: risk of static, unfun spawn control.
  • HE spam: risk of unlimited long‑range bombardment if HE is cheap or easily resupplied.
  • Complexity overload: new players may be overwhelmed by logistics micromanagement.

Mitigations

  • FOB anti‑camping: require logistics vehicle delivery and a short build window for HAB placement; visible supply circles and HAB cooldowns.
  • HE gating: high supply cost for HE, slow HE resupply at FOBs, and AP front resupply allowed while HE is restricted to bases.
  • Accessibility: default automated logistics routes and optional automation reduce micromanagement for casual players.

Balancing guidance

  • Use iterative playtests to tune supply costs, FOB radius, logistics vehicle capacities, and spawn values.
  • Expose supply and FOB status in the HUD for transparency.
  • Adjust HE supply coefficients and TNT equivalence tiers to balance deterrence vs. viability.

Map and Mode Design Recommendations

  • Favor larger maps to allow maneuver and avoid forcing vehicles into a single choke point.
  • Design POIs and terrain to reward logistics protection and create meaningful objectives around FOBs.
  • Encourage mixed playstyles by making logistics a strategic objective: teams that control supply lines gain sustained combat power.

I expect it to be canned and not released