> For the complete documentation index, see [llms.txt](https://pwadesu.gitbook.io/war-thunder-frontline-proposal/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://pwadesu.gitbook.io/war-thunder-frontline-proposal/master.md).

# Introduction

**Greetings fellow humans, feel free to take a seat and a cup of tea/coffee as this post is going to be fairly long.**

> This post contains some proposals that can be implemented independently of the rest, as well as some "experimental" ideas that should be researched further to be able to properly judge their worthiness in the game.

Here is a list of what this game mode **aims to do** and in **what section it is explained**:

* Try to represent an **actual war** rather than a **small skirmish** through a **larger battle area** and **amount** of **players** - [**Section "Core Concept"**](/war-thunder-frontline-proposal/core-concept.md)
* Improve general **team awareness** and **realism** through **streamlined intelligence** - [**Section "Streamlined Intelligence"**](/war-thunder-frontline-proposal/streamlined-intelligence.md)
* Encourage **teamwork** through a set of **new mechanics** and **rewards** - [**Section "New Gameplay Mechanics"**](/war-thunder-frontline-proposal/new-gameplay-mechanics.md) **&** [**"New Awards And Rewards"**](/war-thunder-frontline-proposal/new-awards-and-rewards.md)
* While not completely erase, **reduce spawn-killing** and **decrease** the **time to reach the battlefield** through a **new respawn mechanic** - [**Section "New Gameplay Mechanics"**](/war-thunder-frontline-proposal/new-gameplay-mechanics.md)
* Give to each **vehicle class** a more **noticeable** and **specific role** - [**Section "New Gameplay Mechanics"**](/war-thunder-frontline-proposal/new-gameplay-mechanics.md)
* **Reduce** the **effectiveness** of **Close Air Support (CAS)** through constant air warfare and added **restrictions** - [**Section "Air-to-Air, Air-to-Ground and Ground-to-Air"**](/war-thunder-frontline-proposal/air-control-warfare.md)
* Improve **tactical diversity** through more **global objectives** and **status-quo removal** - [**Section "Map Control Mechanics"**](/war-thunder-frontline-proposal/map-control-mechanics.md)
* Simulate **supply lines** and **reduce** the **"a tank eventually has to die" phenomen** - [**Section "Supply Bases & Supply Lines"**](/war-thunder-frontline-proposal/supply-bases-and-supply-lines.md)
* Be a **large scale competitive mode** with **high strategic diversity** through a competitive variant - [**Section "Competitive Frontline"**](/war-thunder-frontline-proposal/competitive-frontline.md)

## Terminology

* **Server:** Refers to Gaijin's servers that handles battles
* **Client:** Refers to a player's game application
* **UI:** User Interface
* **BR:** Battle Rating
* **GRB/ARB/NRB/RB:** Ground Realistic Battles/Air Realistic Battles/Naval Realistic Battles/Realistic Battles
* "**Seen"**: In this post, a "**seen vehicle**" designates a vehicle that has either be/is being marked by a scout vehicle, or that has been hit by any kind of weapons (machine guns, main guns, rockets...)
* **ATGM:** Anti-Tank Guided Missile
* **SAM:** Surface-to-Air Missile
