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Carrier_Lexington

A "Frontlines" Mode for World of Warships

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  As someone who occasionally plays World of Tanks (yes, I'm a heretic, I know), I have been following the development of a new gamemode called, "Frontlines." Frontlines features large maps, larger teams, and objectives. I think that a similar (but not copy-paste version) would be amazing in WoWS for battles involving Tier 10 ships (which includes the Tier 8 and 9 ships also in the battle, I'll get to this in a minute).

  The sort of mode I propose works something as a mash-up between a WoT Frontlines Battle, a World of Warships Operation, and a Heliborne Frontlines Battle. Teams would compete over a large area for military supremacy, not only in straight-up fighting, but also by completing objectives which increase that team's score and open-up new combat areas. This would be different from Standard and Domination battles in a number of ways:

  • The ticket/score system is scaled-up drastically: teams have much more tickets at the start of the game, and the score limits for tickets are also drastically increased.
  • Passive Objectives (such as keeping a captured area) give reduced ticket values while Active Objectives (such as sinking a convoy or succeeding in a naval invasion) give much more tickets; this incentivizes teams to continually clash with the enemy team instead of securing X number of easily-defended objectives and sitting on them the whole match.
  • Each Team has a "home base" which they must protect: to have the base destroyed/captured is a lose-condition for that team.
  • Ships operate on a respawn timer, which encourages players to take more risks for higher rewards.
  • The mission timer runs for one hour, though victory can be achieved before that.

Possible Objectives include:

  • Sinking/protecting Convoys
  • Assisting/destroying a Naval Invasion
  • Destroying/protecting a key facility
  • Breaking-through a defended area/Repelling a break-through attempt
  • Capturing a strategic zone or a series of strategic zones
  • Protecting/attacking a key damaged (NPC) vessel while it repairs
  • Destroying/Assisting an NPC strike force

How it would work: The map would be separated into zones (like WoT Frontlines is), and each zone would have a selection pool of possible objectives (for example, the pool for a zone that's mostly ocean could include, say, convoy missions, but not naval invasion missions). Zones have 3 supremacy states: Controlled, Contested, and Locked. Ships from a team can safely be in a zone that's Controlled or Contested, but not one that's Locked: going into a Locked Zone activates a (visible) countdown timer of 1:30 and warning, at the end of which your ship is destroyed. If your ship is destroyed in a Locked Zone, you respawn on the full interval of your respawn timer.
So, how does zone progression work?

  • At the start of the match, the zones being contested are in the middle, between the two teams.
  • To secure a zone, you have to earn a number of tickets in it that increases both with distance from your home base and with the number of zones your team controls.
  • Zones have a smaller ticket bar that contributes to the overall ticket bar. Depleting the enemy's tickets in a Zone or reaching your team's ticket limit for a zone
  • Once a zone is captured, all the adjacent zones are opened to your team (they stay Controlled if they were Controlled, but Locked Zones become Contested). To Lock the enemy team from a zone requires that you capture all adjacent (not diagonal) zones. In addition, securing a zone locks it for 3:00.
  • When you secure a zone, it remains Contested for 1:30 to allow remaining enemy ships to escape. After this, it becomes Locked and the countdown timer for being in a Locked Zone starts ticking. This means that a ship that gets locked in a zone has a maximum of 3:00 to escape.
  • There are no "sets" of zones to secure like there are in WoT Frontline: taking a Zone immediately opens-up the adjacent zones.
  • You can take a Zone behind a group of enemies if you can fight your way up there to force them to leave their zone. This is a form of encircling the enemy and can be effective against a lemming train. Be warned that this tactic takes time (as you have to earn enough tickets in each successive zone to pull this off).
  • Players are rewarded based on how many tickets that were attributed to their actions: performing objective actions earns you the contribution value of a certain amount of tickets, and completing an objective rewards everyone who contributed to that objective a certain amount of tickets in value (It works like how Capture Points are divided).
  • Capturing the enemy Home Base earns victory for a team regardless of how many tickets they have.
  • Controlled Zones adjacent to Contested Zones feature Resupply bases that repair your ship up to 50% of its health and up to 50% (rounded down) of it's max charges in consumables if you wait a certain amount of time in them. After you repair or resupply in a zone, you cannot repair or resupply in that zone until you respawn again.

 

And respawns?

  • Ships initially spawn on opposite sides of the Contested Zones. Ships that respawn can spawn in any of their team's Controlled Zones.
  • Every ship has a respawn timer of 3:00
  • You can cut that down by up to 50% by just surviving for a certain amount of time.
  • You can also cut down up to a further 25% by contributing a certain amount of tickets to the total bar, for a minimum respawn timer of 0:45.
  • If your ship is detonated from over 50% health, you immediately receive a bonus of 60% - (your current respawn bonus) to your timer if your total bonuses were below 60% (no negative bonuses if you were above 60%, but no further bonuses either), spawning back-in after 1:11
  • If your ship is in a Zone that is Locked at the moment of its destruction, you do not receive any bonuses to your respawn timer and instead suffer the full 3:00 interval.
  • There are no respawn bonuses for how many zones your team controls/does not control.

 

What about CVs and AA?

  • With a global AA nerf across Tier 9 and 10 ships to account for how ships will be sailing closer together instead of spread-apart, Carriers would be almost fine in terms of their power balance versus surface ships.
  • To prevent CVs from sitting in the far-back zones, however, they would have a Combat range limit on their aircraft which forces them to position closer to the frontlines. These Combat Ranges are long enough that a CV can attack ships with little fear of being spotted and sunk, but short enough that a CV is forced to be close to the zone it is attacking.
  • CVs have to survive double the amount of time a surface ship survives in order to earn the total 50% bonus to their respawn timer.
  • The reason CVs are mostly-balanced in these large-scale battles is the size of the map and the travel times and operational ranges of their aircraft. Plus, it is easier to run out of planes in long battles
  • If a CV runs low on planes, they can refresh up to 50% of their total reserve capacity at a Resupply Base, but they cannot use this respawn base again until they respawn.
  • Torpedoes cannot hit land targets such as forts, depots, or radio stations, but Dive Bombers and shells can.


This form of battling would:

  • Increase teamwork and fleet sailing
  • Create a meta of coordinated battle groups, such as destroyer flotillas and battleship/carrier escort groupsIncrease the value of tactical spotting while decreasing the value of perma-spotting (since less guns will be able to shoot a permaspotted target)
  • Reduce the spotting power of Aircraft Carriers with the increase in distance while making tactical strikes and strategic positioning more relevant.
  • Creating a Combat Range Area for Aircraft Carriers which forces them to move with the battle, increasing the value of carrier-escorts and the vulnerability of carriers.
  • Decrease the disparity in power between tiers since there is lower total map coverage for any team, meaning more opportunities for disengaging if an enemy ship is more powerful than your own.
  • Add strategic and tactical depth to battles.
  • Open-up opportunities for new maps not possible with the current map sizes.

@Pigeon_of_War

 

Edited by Carrier_Lexington
  • Cool 2

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2 minutes ago, Admiral_Thrawn_1 said:

Sounds a lot like Operations mode in WOWs 

Imagine Operations, but larger-scale and with a PvP component as well as a PvE component.

In fact, the best comparison I have is like Heliborne.

Edited by Carrier_Lexington

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Like an Operations-Campaign hybrid? :cap_yes:

Edited by Cruiser_SanJuan

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2 hours ago, Cruiser_SanJuan said:

Like an Operations-Campaign hybrid? :cap_yes:

Pretty-much, actually. Except it is a single battle as opposed to a Campaign, which is a set of achievements earned over multiple battles.

If you want to see what Frontlines looks like (in both WoT and Heliborne), you can just watch these two Jingles videos:

WoT

 

Heliborne

 

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While i enjoy the idea i think respawn wouldnt be ideal, unless you get a max number.. Like 4 ships for the 4 classes in game. You lose 1 ship say your BB, you then only choose either cv dd or cruiser. 

Or perhaps preselecting ships before going into battle.

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9 hours ago, Neighbor_Kid said:

While i enjoy the idea i think respawn wouldnt be ideal, unless you get a max number.. Like 4 ships for the 4 classes in game. You lose 1 ship say your BB, you then only choose either cv dd or cruiser. 

Or perhaps preselecting ships before going into battle.

Those were possible variants that crossed my mind.

Another one was kinda-like how World of Tanks does it, where you have two lives to start and earn one every five minutes, with a cap at 4 lives I think.

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