Linear Capture Assault Mode: Tactical Push and Defend
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A game mode that blends the strategic depth of Conquest with the intense focus of Rush. It introduces a linear capture system where objectives must be taken in a specific order, creating a concentrated and dynamic frontline that shifts back and forth across the map.
Core Mechanics
- Sequential Capture: Objectives are linked in a chain. A team cannot begin capturing the next point until they have fully secured the previous one.
- Active Objective Lock: All points behind the current active objective are locked for the opposing team, and all points ahead are locked for the attacking team.
- Dynamic Frontline: Unlike Rush, which is asymmetrical (Attackers vs. Defenders), this mode is symmetrical. The frontline moves towards the enemy base when you push, but can instantly swing back toward your base if the enemy counter-attacks.
The Vision
The goal is to take the best elements from two worlds:
- From Conquest: The freedom of tactical approaches and the ability to use the entire map’s sandbox.
- From Rush: The high intensity of having all players focused on a single sector.
By implementing an AAS (Aasault and Sustain) logic—similar to games like Squad—we eliminate the "cat and mouse" gameplay often found in Conquest (where players constantly back-cap distant points), and instead reward coordinated team pushes and solid frontline defense.
Key Benefits
- Player Density: Concentrates the action, making battles feel larger and more cinematic.
- Clear Flow of Battle: Both veterans and new players always know exactly where the main engagement is happening.
- Tactical Depth: Success depends on the team's ability to transition quickly from a successful assault to a sturdy defense as the frontline shifts.
Reference
This concept is inspired by the AAS (Advance and Secure) mode in Squad, aiming to bring that structured, tug-of-war experience into a more fast-paced environment.
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