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Zvolteh

[Berlin][Breakthrough] Map Rework Suggestions

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Hey there

I'm shamelessly ripping off Dunabar's fantastic post with my own ideas for how to improve the Berlin map and the game mode as a whole. I'd like to make sure to be upfront that a lot of my ideas are inspired by Dunabar's work and I'll be following his established format in this post. Some of my suggestions are things that Dunabar had suggested before, such as his ideas for how to make the objectives more exciting and varied. Most of what I have to suggest is in a different format for the mode. I find that current Breakthrough can be very condensed, with the points/zones being fairly close as well as quite small. This leads to a mode that feels as though it has lost some the more tactical aspects of the game and is very chaotic. As with Dun's preface, these are just suggestions and all criticism is welcome, as are suggestions on how to improve upon my idea for the mode. Thanks for giving this a read!

Main Goals:

  1.  To spread combat out over a larger area, both utilizing more variation in combat, and creating combat that is more tactical and less claustrophobic.
  2.  Create safe spawn zones to prevent spawn-killing and spawn farming. 
  3.  Slow down the pacing of the mode to promote tactics and teamwork while reducing chaos, without making the mode dull or empty feeling. 

Secondary Goals:

  1.   Just as Dunabar did, create a story, point specific objectives, and targets, to make the mode feel more immersive and engaging
  2.  Create a mode that caters to the preferences of all players with small (5 players per team), medium (10 players/team), and large (15 players/team) engagements in a single match. 

Any asymmetrical elements such as different vehicles for East/West are welcome, however this is not my primary concern nor my specialty so I will not comment specifically on this aspect. 

Berlin Breakthrough Story:

(East - Attacking Team)

Following a successful push through the Baltic States, the Eastern Forces' next major challenge sits before them in Berlin. The Western Forces stand in their way, however, and aren't going to let the East push through to Paris, the final bastion of the West's Defense. Having already secured the Northern airfield, they must now push through the core of Berlin in order to secure the Southern airfield. The Eastern Forces must quickly push through the city to the Tempelhof Field to prevent further reinforcements from squandering their advance. 

 

(West - Defending Team)

After the fall of the North side of Berlin, it is up to the remaining Western Forces to hold off and repel the advancing Eastern Force. The enemy forces must be held back to prevent them from pushing deeper into the heart of Western Europe and assaulting Paris, a key point for control over Europe. The Defense Force must prevent the Eastern advance from securing the last Tempelhof airfield until reinforcements arrive to drive off the attacking force.

Berlin redesign Concept Map and Markers:

image.png.4e34f798214e22c63deaee5cccd049a5.png

In my version of Breakthrough, I opted for three points and three sectors rather than the two point scheme that is currently used. Due to the third point in each sector, the player limit would also be increased to 30 players, or 15 on each team. Additionally, spawning on squad members will not be possible. This is likely a controversial idea, but I will explain the reasoning later on. As denoted by the symbols on the graphic, different spawn points are available to each team during each phase of the match.

The first phase, the Alpha Phase, would begin with a one minute preround timer. During this time, the defending team is able to spawn on each of the objectives, A1, A2, and A3, in order to allow for the team to correctly divide the team into squads to defend each point and get in a defensive position. During this time, the attacking team is able to spawn, however their movement will be restricted to their deployment zone. This is to allow for the attacking team to establish squad organization and determine which players will go where. One the preround timer is up, the match will officially begin. The attacking team's spawn points are denoted by the purple stars, the same spawn points as was available during preround. Defenders will no longer be able to spawn on the objectives themselves once the match has begun, and will now be able to spawn on the red diamonds, the orange diamonds, or the yellow diamondsIf the attacking team is able to complete all three objectives within the sector, there will be a one minute retreat! phase, similar to the current game. During this time, the defending team will be able to spawn directly on the next set of objectives, as they were able to do during the preround. 

The next phase, Bravo Phase, will follow the same set of rules as the previous phase, however the attacking team will now be able to spawn on the red stars as well as the previous spawn points. The defending team will no longer be able to use the red diamond spawns, but will still have access to the other two spawn locations they previously had access to. Just as with the previous phase, should the attacking team complete all three Bravo objectives, the game will have a retreat! phase and progress to the final sector of the map. 

The final phase of the match is the Charlie Phase. During this, the attacking team will now have access to orange star spawn points, and the defending team will only have access to the yellow diamond spawns within their deployment zones. Once again, during the retreat the defending team will be able to spawn directly on the objectives within the charlie sector, while the attacking team will be unable to enter or fire weapons within the zone until the timer is run out. I had neglected to mention this earlier, but unlike the current retreat phase, it will last a full one minute rather than ending once all players have left the captured zone. This is to ensure the defending team has enough time to properly set up their defense and promote a balanced match as both teams have this time to reorganize, rearm, and restrategize. 

Why Remove Squad Spawning?

I believe the removal of squad spawning will help reduce the "body spam" that the current version of Breakthrough exhibits. By limiting the respawns to the designated points, teams will have to be more careful in regards to their gameplay and movement rather than allowing one member of the squad to hide behind cover while the rest of the squad continually rejoins the fight in the same place they were when they were killed. This will promote more tactical gameplay and more teamwork, as members of each squad will have to work and push as a unit to make progress rather than throwing a mass of bodies at the objective until they succeed. 

Why Three Points Rather Than Two?

Having three points as well as three squads of five members, with one squad dedicated to a single objective from each team will create a fun and balanced fight over each objective. Additionally, each sector will allow for small, medium and large skirmishes. Once one squad is able to complete their objective they are free to reinforce the other objectives as needed. This goes for both the attacking team and the defending team. This means that each phase as objectives are taken/lost, the players will reinforce points which are still active leading to a larger fight on the subsequent objectives with more players and more action. This will cater to players who enjoy smaller skirmishes with fewer players while also appeasing players who enjoy the chaotic ambiance of a large scale war so that all play styles have a role to play and can find enjoyment. 

Alpha Sector Objectives

Alpha 1

  • Objective Type: Intelligence Secure
  • Objective Target: Computers and Server
  • Objective: Obtain Enemy Weapons Intel
  • How to Complete Objective: Attacker must "hack" the computer system which will take a total of 45 seconds. This time does not need to be consecutive and can be interrupted and then resumed by interacting with the computer again. Defenders are able to interact with the computer to reverse the clock at the same rate back up to a maximum of the original 45 seconds. A player who is "hacking" into the computer is not able to move or use any weapons/gadgets, however they are able to release the interact key to pause the progress at any point and retain normal control of their character. The hacker's teammates will have to defend them while they secure the enemy's weapons data. 

Alpha 2

  • Objective Type: Target Destruction
  • Objective Target: Communications Array
  • Objective: Destroy the enemy communications control
  • How to Complete Objective: On top of the building lies the control panel for the Western Forces' radio tower in the courtyard below. Use explosive weapons and gadgets to destroy the panel or plant a bomb to destroy it. 
  • Bomb timer: 45 seconds
  • Bomb set timer: 10 seconds
  • Bomb defuse timer: 5 seconds
  • Note: The timer lengths are very much subject to change, however I believe allowing for faster defuse than plant will promote use of unique gadgets and tools such as C4 or Semtex grenades to increase the chances of success and will promote more teamwork to destroy the objective. 

Alpha 3

  • Objective Type: Location Secure
  • Objective Target: Rally Point
  • Objective: Clear and secure enemy rally point
  • How to Complete Objective: This will work just like a point in Warzone, the more allies on the point than the enemy the faster the objective will capture. A single person will take 45 seconds to capture the point, each additional person will reduce that time by .5 seconds, so a full squad of 5 will capture the point in 15 seconds as long as no enemies are on the point. 

Bravo Sector Objectives

Bravo 1

  • Objective Type: Target Destruction
  • Objective Target: Enemy Artillery Silo
  • Objective: Destroy the Enemy Artillery Silo
  • How to Complete Objective:  Use a bomb or explosive weapons and gadgets to destroy the enemy's artillery.
  • Bomb timer: 45 seconds
  • Bomb set timer: 10 seconds
  • Bomb defuse timer: 5 seconds

Bravo 2

  • Objective Type: Secure and Extract
  • Objective Target: Experimental Drone Technology
  • Objective: Secure the enemy's new experimental drone
  • How to Complete Objective: This will work just like a point in Warzone, the more allies on the point than the enemy the faster the objective will capture. A single person will take 45 seconds to capture the point, each additional person will reduce that time by .5 seconds, so a full squad of 5 will capture the point in 15 seconds as long as no enemies are on the point. 
  • Following capture a heavily armored helicopter will lift the experimental drone away out of the shipping container.

Bravo 3

  • Objective Type: Intelligence Secure
  • Objective Target: Subway Terminal
  • Objective: Hack into the city's transportation mainframe
  • How to Complete Objective: Attacker must "hack" the transportation terminal which will take a total of 45 seconds. This time does not need to be consecutive and can be interrupted and then resumed by interacting with the computer again. Defenders are able to interact with the terminal to reverse the clock at the same rate back up to a maximum of the original 45 seconds. A player who is "hacking" into the terminal is not able to move or use any weapons/gadgets, however they are able to release the interact key to pause the progress at any point and retain normal control of their character. The hacker's teammates will have to defend them while they gain control over Berlin's subway system. 

Charlie Sector Objectives

 

Charlie 1

  • Objective Type: Location Secure 
  • Objective Target: Downed Cargo Plane
  • Objective: Secure the weapons cache in the downed plane
  • How to Complete Objective: This will work just like a point in Warzone, the more allies on the point than the enemy the faster the objective will capture. A single person will take 45 seconds to capture the point, each additional person will reduce that time by .5 seconds, so a full squad of 5 will capture the point in 15 seconds as long as no enemies are on the point.
  • Following capture a heavily armored helicopter will lift the weapons cache away.

Charlie 2

  • Objective Type: Intelligence Secure
  • Objective Target: Drone Control Center
  • Objective: Gain control of the enemy drones 
  • How to Complete Objective: Attacker must "hack" the drone control computer which will take a total of 45 seconds. This time does not need to be consecutive and can be interrupted and then resumed by interacting with the computer again. Defenders are able to interact with the computer to reverse the clock at the same rate back up to a maximum of the original 45 seconds. A player who is "hacking" into the computer is not able to move or use any weapons/gadgets, however they are able to release the interact key to pause the progress at any point and retain normal control of their character. The hacker's teammates will have to defend them while they gain control over the Western Forces' drones patrolling South Berlin. 

Charlie 3

  • Objective Type: Target Destroy
  • Objective Target: Anti-Air Missile Silo
  • Objective: Destroy the enemy missile silo
  • How to Complete Objective:  Use a bomb or explosive weapons and gadgets to destroy the enemy's artillery to ensure the Eastern aerial advance to destroy the Southern airfield.
  • Bomb timer: 45 seconds
  • Bomb set timer: 10 seconds
  • Bomb defuse timer: 5 seconds

Final Thoughts/Statements

Please give any feedback that you think would improve the idea, and once again thanks to Dunabar for the inspiration and I hope I didn't blatantly rip off too much of your ideas... it's hard not to when your ideas are so good! Thanks for reading, this took way more effort than I thought it would and needless to say I'm impressed as I did maybe half the work Dun did on his. It would definitely take some new assets, so the full implementation clearly isn't something that would be done anytime soon, but I think the core concept of a 3 lane 3 squad system could be done without too much work and I would love to see how it pans out. I also wanted to mention that I made it so each subsequent objective type changes, so that the 1 points are a different objective type each time, as are the 2 points and 3 points. I think this idea would lead to a very fun game mode, and things like spawn locations could always be changed to fit whatever works best. 

Thanks again for reading, I hope you enjoyed the read. 

 

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