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

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
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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

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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 Mechanicschevron-right

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