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Crickethill's avatar
Crickethill
Rising Newcomer
1 day ago

Battlefield 6 through the seasons – Roadmap for a bright future ahead

I’ve played Battlefield games for what now is the larger part of my life, starting with local shenanigans with friends via LAN in Battlefield 1942 up the newest entry in the series with Battlefield 6. I have a great fondness for the franchise and want to see it succeed, which is why I am taking the time to paint a picture of the future for Battlefield 6 – or what would be an ideal future for me personally and maybe some of you out there. With this humble post, my goal is to participate in a conversation and hopefully to inspire. Many of these ideas aren’t necessarily new of course, they have been part of the series at one point or another, but I think that they could contribute to the success and evolution of Battlefield 6.

I do not have any metrics, I only have my own experience and my own preferences, but what I identify as a problem of the game at the moment is a lack of direction, an emphasis of quantity over quality, especially when it comes to game modes. Most of us who have played more than one Battlefield game in the past would naturally gravitate towards Conquest or Rush, which are probably now the cornerstones of the franchise. I would suggest to, instead of introducing new game modes, sharpen the identity of the ones that already exist, hone in on what makes these game modes special. I think they would greatly profit from specific rules, that enhance their core fantasy.

Let’s take Escalation as an example: In theory, it is a great mode that inceases the tension as the battle rages on, but as of yet, it has little that sets it apart from conquest, just like Breakthrough does not have much to differentiate it from Rush. Escalation as well as Breakthrough, however, could just as easily be conceived of as battles of attrition in my opinion. So why not turn attrition into a rule set specific for that game mode – less magazines at spawn for example. Battlefield V already laid the groundwork with its focus on attrition, which could now make a comeback as a specific rule set for specific game modes. A battle that is decided by the best teamplay. Battlefield 6 could evolve, not by having more game modes added, but by having those that already exist changed in a new and exciting way.

Another part of that is adding „new“ gameplay mechanics to the game, not game modes. Most likely not with every new season, because that would not be feasible with all the resources in the world, but maybe every quarter? Every six months? But what do I mean with „new“ elements? Let me sketch out a plan for some hypothetical future seasons:

1)    „Command and Conquer“ (DICE could literally call it that, since EA own the rights to the IP): (Re-)introduce the commander and bring back Conquest Double Assault. This would instantly add another layer to every match with the new system and – instead of game mode bloat – enhance the experience. Please allow me to lay out the system. One player assumes the role of Commander. The Commander can then use the points his team earns to call in artillery strikes, smoke strikes, UAVs or vehicle reinforcements. They can also issue tactical orders to squad leaders who may then either follow or request a different order if they deem it necessary. This would give teams an incentive to earn points since it results directly in advantages for them, like vehicle requisitions. Meanwhile, to avoid a „fighting commander“ like the many in Battlefield 2, the Commander would have to be perched up inside a command-post in the team’s HQ. Now here’s where Conquest Double Assault comes into play. If certain criteria in the match are met or at a specific point during the match (like 50% of the tickets remaining) the enemy’s HQ could become available for capture like a regular objective. (This could either work like the behemoths in Battlefield 1 and offer a slight advantage to the losing team or instead benefit the winning team.) If the HQ is captured, the Commander cannot use the tools at their disposal and has to fight themselves to hopefully recapture the HQ and re-assume their role. In my view, this would increase the tension during each match and re-introduce an old gameplay system that enhances the overall experience instead of game mode bloat. Commanders could even be a specific rule set for a hypothetical „Total Conquest“ game mode or a general addition to Conquest specifically, as the embodiment of Battlefield’s all out warfare.

2)    Fortify your positions!: This update could re-introduce the awesome fortifications gameplay system from Battlefield V, that unfortunately fell short of what it could have been. I propose to add this system back into Battlefield 6 to deepen the game’s mechanics and strengthen squad-play as well as overhaul the game’s maps. This update would allow squads to earn „squad points“, similar to my proposed commander idea, to spend on fortifications and support stations. This then encourages squads to hold captured points to defend the fortifications they have built.

3)    Naval Strike: This one is easy because it has been a hit DLC for Battlefield 4. It introduced the Titan Assault from Battlefield 2142 to Battlefield 4, albeit with a focus on aircraft carriers. But my main point about this is naval combat. Boats and ships are currently missing from Battlefield 6 but could add to the fantasy of „All Out Warfare“. I know this isn’t the most original idea and will probably introduced to the game in the not so distant future. But thematically and coherently tying everything together also allows to introduce various amphibious soldier outfits, inspired by real navy special forces (since the Danish frogmen are already in the game).

4)    Asymmetrical Warfare: This (proposed) season is tied together by asymmetrical map design and could re-introduce classics such as Wake Island or Gulf of Oman. Asymmetrical map design means that one faction holds all capture points at the start of a turn but one: the enemy team’s spawn. However, all of those points are capturable, leaving this team vulnerable to losing even its only remaining spawn position. These maps have proven to be favorites in the community and the design principles between them have also worked marvellously in the past.

I won’t make any further suggestions here, but there are many more ideas out there, like a Rush/Breakthrough-specific season bringing back maps specifically designed for these modes like the community-favourite Damavand Peak. What I intend to show is that tying seasons together with a clear concept and introducing new gameplay mechanics, combined with maps fitting these new concepts, could be a successful path forward in the evolution of Battlefield 6.

Finally, I want to address the issue of cosmetics and propose a change on that front as well. Many players have decried a certain shift towards unrealistic skins, and I agree. But there is a (easy?) solution: For most of real history, customization meant individualising pieces of a uniform by either adding patches or insignia, engraving weapons or helmets, etc. DICE should introduce a variety of uniforms as base layers, inspired by real armies, and add a slot based customization that allows us, players, to select the helmets, vests, facemasks, we want „our“ soldiers to wear. Further customizations could then allow for the attachment of, say, camouflage or helmet nets or engravings. Ready or Not for example has shown how such a system can allow for realistic outfits, but with enough options for customization. This would also improve the differentiation between enemy factions due to specific base layers, aka uniforms. I know that this would mean a significant overhaul of the customization that is currently in the game, but I am convinced that players would a) be incentivised to earn smaller customizations, for example through challenges and b) be more willing to spend smaller amounts of money for these customizations, essentially resulting in more players spending their money on customization they actually want over things like profile banners.

And now I’d like to hear from you and read your feedback, because I think there are many great ideas in the community on how to ensure a healthy future for Battlefield 6. The base is there, let’s start a discussion now about the future of the game!

Thank you for taking the time to read this post!

2 Replies

  • Twordy's avatar
    Twordy
    Seasoned Ace
    23 hours ago
    Crickethill wrote:

    Please allow me to lay out the system. One player assumes the role of Commander. The Commander can then use the points his team earns to call in artillery strikes, smoke strikes, UAVs or vehicle reinforcements. They can also issue tactical orders to squad leaders who may then either follow or request a different order if they deem it necessary. This would give teams an incentive to earn points since it results directly in advantages for them, like vehicle requisitions. Meanwhile, to avoid a „fighting commander“ like the many in Battlefield 2, the Commander would have to be perched up inside a command-post in the team’s HQ. Now here’s where Conquest Double Assault comes into play. If certain criteria in the match are met or at a specific point during the match (like 50% of the tickets remaining) the enemy’s HQ could become available for capture like a regular objective.

    Commander had been an essential part of the battlefield. Fighting Commander used to be a problem. Keeping Commander in the Main Safe Base could have fixed most of the issues. Commander could drop an Ammo Crate, Transport Vehicle, Artillery Fire, scan the entire battlefield, and use a UAV with precision. In BF4, guided missiles and UAV jamming are available. Commander might use a smoke screen and off-map airburst in the future.  

    In the next BF, the Commander must use a local command centre in the Safe Base. Also, enemy Artillery Fire must be banned from the Safe Base strike zone.  

    Also, rookies should never apply for the Commander position. Someone with a rank over 25, and there should be auto-selection for many contestants, as in BF2.

    Crickethill wrote:

    Asymmetrical Warfare: This (proposed) season is tied together by asymmetrical map design and could re-introduce classics such as Wake Island or Gulf of Oman. Asymmetrical map design means that one faction holds all capture points at the start of a turn but one: the enemy team’s spawn. However, all of those points are capturable, leaving this team vulnerable to losing even its only remaining spawn position. These maps have proven to be favorites in the community and the design principles between them have also worked marvellously in the past.

    Gulf of Oman is a classic BF2 map. Attackers vs Defenders used to work as proto-Breakthrough/Operations. That is why BF2, in my view, is one of the best BFs ever created. Only Safe Base **bleep**, nade spamming, and dolphin diving are massive issues. Let`s be real, a perfect balance does not exist. Attackers vs Defenders worked perfectly fine. One round on each side, attacking or defending. 

    Crickethill wrote:

    DICE should introduce a variety of uniforms as base layers, inspired by real armies, and add a slot based customization that allows us, players, to select the helmets, vests, facemasks, we want „our“ soldiers to wear. Further customizations could then allow for the attachment of, say, camouflage or helmet nets or engravings. Ready or Not for example has shown how such a system can allow for realistic outfits, but with enough options for customization.

    My dream BF must contain basic outfits that fit factions in the game. Not just some random, out-of-touch body sets. BR could be an exception. But instead, players might choose between helmets, face armour/camouflage, gloves, patches, holsters for ammo and equipment, heavy or light plates that actually matter and have a profound impact on players' movement and chest armour.

    I wouldn`t mind tattoos, because they seem grounded. Current whole-body sets/skins in BF6 compromise immersion. I do not want to play wardrobe simulator... this has to be practical for me. Huge room for improvement while keeping a grounded style needs to be achieved.

    But you have to play the game to make a conclusion... deducting abstract things from metrics and statistics is not a good idea. Skilled game designers and Leads could make a great Battlefield if all had been in their hands.

  • CPU_UK's avatar
    CPU_UK
    Seasoned Ace
    20 hours ago

    "You got to have a dream, if you don't have a dream, how you gonna have a dream come true?"

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