Core Concept

An overview of the core ideas behind the "Frontline" game mode

Frontline is meant to be a larger scale Realistic/Simulator battle mode for medium to high BR (late WWII era, cold war era, modern era), it introduces several new mechanics and overall works highly differently than Domination, Conquest and Battle.

Main Characteristics

  • 24 (min) to 32 (max) players per team

  • Large maps only (Ground battle area of 4km x 4km is optimal), best candidates being Fulda, Second Battle of El Alamein, Mozdok, Surroundings of Volokolamsk, Sands of Tunisia, Ardennes, Hürtgen Forest and Alaska

  • 5/7 Dedicated plane slots (5 for 24 players, 7 for 32)

  • 3 Dedicated bomber slots

  • All planes, regardless of the type, have to takeoff from the airfield

  • 45 seconds before the battle start, to give time for the teams to choose their vehicles

  • Allows usage of two line-ups, one for ground and one for air

  • Matchmaking operates without any nation lock and will create a match based on what nations are the most convenient to build a team from the players pool

  • No spawn points for the players's "main" lineup

You will find below an overview of all the best maps candidates and their full ground battle area. Note that they are all 4km x 4km

Fulda
Full Ground Battle Area

Layout Overview

The whole post will take Fulda as main example:

Full Ground Battle Area of Fulda

The core concept is based on supply bases that support the frontline:

Frontline Layout

You may have noticed that the supply bases aren't equidistant to each other, this is because of the differences each part of the map has and thus the different strategic possibilities.

To address that, the above supply bases are placed at spots that make at least a bit of sense and that provide cover, both for defense and attack, while trying to be as close to being equidistant as possible

Victory Conditions and Mechanics

The possible victory conditions are the following:

  • Opposite team has no armed vehicles left

  • Opposite team ran out of tickets

Like currently, capturing strategic points makes the enemy team loses a specific amount of tickets on a set interval. Here's how it looks:

  • Both team start with either:

    • 24000 tickets if each team contains 24 players

    Or

    • 32000 tickets if each team contains 32 players

  • Capturing a hostile supply base and holding it makes them lose 50 tickets every 15 seconds

  • Capturing a supply base takes a varying amount of time depending on the situation:

    • 30 seconds if the team controls 2 supply bases

    • 15 seconds if the team only controls 1 supply base

    • 60 seconds if the team controls 3 supply bases

    • This is only the time required to change the state of the supply base (i.e: hostile => neutral or neutral => friendly). As such, going from hostile to friendly takes twice as much time

  • Controlling all supply bases removes 500 tickets every 5 seconds from the enemy team and thus can be considered victory

This is only a fraction of the mechanics, the main part being the map control mechanics, which is explained on a separate page due to its size. You will find a link to the said page below should you want to look at it right away

Map Control Mechanics

Last updated

Was this helpful?