---
description: >-
  This page describes in-depth the mechanics behind the main feature of the
  Frontline game mode: Map Control
---

# Map Control Mechanics

## Areas Value

At the very beginning of this post i talked about "**more global objectives**" and "**status quo removal**",and here we are. This idea is without doubt the most **experimental** of them all but also perhaps the one with the most **potential**, note that it isn't part of the "core" of the **Frontline** mode (despite it being what makes the "Frontline" name really relevant) and thus the **Frontline** mode could operate without it just by changing how much tickets a team loses by controlling less supply bases.

Without further delay, here we go:

{% tabs %}
{% tab title="Bottom Team" %}
![Areas value for the bottom team (zoom to remove weird graphical bug)](https://485442258-files.gitbook.io/~/files/v0/b/gitbook-legacy-files/o/assets%2F-Lm_FbBSwYyzdA_QlqOU%2F-LmgdDyeXONKDjdsSnHO%2F-LmgfMnmSJiq3FxYnozn%2Fbottom_team_map_control_areas.png?alt=media\&token=e0af37b3-2846-460f-b20a-1abe556d1474)
{% endtab %}

{% tab title="Top Team" %}
![Areas value for the top team (zoom to remove weird graphical bug)](https://485442258-files.gitbook.io/~/files/v0/b/gitbook-legacy-files/o/assets%2F-Lm_FbBSwYyzdA_QlqOU%2F-LmgdDyeXONKDjdsSnHO%2F-Lmge_IK7kKhhoqucUn9%2Ftop_team_map_control_areas.png.48dc587c4f4dc004643c66eb18f151ae%5B1%5D.png?alt=media\&token=69c873bc-c1d0-416d-9068-57355fd195ce)
{% endtab %}

{% tab title="Impact For Each Areas Value" %}
| Value  | Tickets lost by enemy team | Interval of tickets loss |
| ------ | -------------------------- | ------------------------ |
| Green  | 5                          | 45 seconds               |
| Yellow | 10                         | 30 seconds               |
| Orange | 25                         | 15 seconds               |
| Red    | 100                        | 15 seconds               |

{% hint style="info" %}
These values might need to be changed dramatically for it to work as intended
{% endhint %}
{% endtab %}
{% endtabs %}

**Controlling** any **area** will make the **opposite team lose tickets** on a regular interval, which means that **controlling the majority** of the map's areas will make the **opposite team lose tickets faster than yours** (hence the "more global objectives", the main objective actually being **map control**).&#x20;

Note that this is what the **server** sees, but the player **doesn't** have access to that information (they **don't** even have access to the a**reas grid** in the first place), here's how it works:

* To "capture" an area, a team needs to have at least **1** **friendly** tank **continuously** for **15** seconds AND there **must be no enemy tank in it** (seen or not)
* The player doesn't know where an area **starts** and **ends**, as pointed out it's only to make calculations easier **server-side** (though the grid might need to be **smaller** for more **accuracy**)
* However they have a **rough estimate** of the **"controlled" parts** with the frontline
* If an **hostile tank enters an area under friendly control**, the area becomes neutral and falls under enemy control if the capture conditions are met
* If the said **hostile tank** is **not marked** by a light tank **or shot at** while in the area (so it hasn't been **"seen"**), then the **friendly frontline does NOT get recalculated and redrawn**
* The friendly frontline gets recalculated and redrawn only **if an hostile vehicle is "seen"** within an area that was **supposed** to be **under friendly control**

Extrapolating the areas controlled by the enemy team based on how much tickets your team loses would also be pretty hard considering the irregular intervals, as such it doesn't really give away any more information than **GRB**

However this mechanic introduces a major issue: How do the players know all of that without reading this awfully long post?

> &#x20;_Players shouldn't have to read a manual to know how to win, the game should leave hints if it doesn't state clearly the objectives_

## Offensive Line Suggestion

To address the issue mentioned above, here comes the **offensive line suggestion**:

{% tabs %}
{% tab title="Base Idea" %}
![The base idea (where the white line is the offensive line suggestion)](https://485442258-files.gitbook.io/~/files/v0/b/gitbook-legacy-files/o/assets%2F-Lm_FbBSwYyzdA_QlqOU%2F-LmgfYcTH_Zn8ByCwmlg%2F-Lmgj1rVqDViZE7XVclg%2Fbottom_team_offensive_line_suggestion.png.d9f5ba4a50814eb3753e589b615746e7%5B1%5D.png?alt=media\&token=4be48485-4db6-4363-9da9-5433798f8f47)
{% endtab %}

{% tab title="Player View" %}
![What the player sees](https://485442258-files.gitbook.io/~/files/v0/b/gitbook-legacy-files/o/assets%2F-Lm_FbBSwYyzdA_QlqOU%2F-LmgfYcTH_Zn8ByCwmlg%2F-LmgjEuxfoNze9805xGT%2Fbottom_team_frontline_and_offensive_line_suggestion_with_objectives_and_assume_as_hostile_map_option.png.34d90583d4a7590ce927a3d264539e09%5B1%5D.png?alt=media\&token=edf748c2-4f80-41c8-8b2c-b7f83e7bb4a3)

{% hint style="info" %}
This image uses a perhaps more intuitive minimap that assumes uncontrolled territory as **hostile** or **neutral** instead of **neutral** or **hostile**
{% endhint %}
{% endtab %}
{% endtabs %}

The **offensive line suggestion** is, as in the name, a suggestion to the whole team. It calculates what areas have the highest values compared to the other adjacent areas and then draws an **offensive line** showing to the team the most important adjacents parts to control. It is just for informative purposes and intuitivity, how the team achieve this goal is up to them. The **offensive line** will adapt as the team progresses.
