Core Concept
An overview of the core ideas behind the "Frontline" game mode
Last updated
An overview of the core ideas behind the "Frontline" game mode
Last updated
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.
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
The whole post will take Fulda as main example:
The core concept is based on supply bases that support the frontline:
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
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