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New Capturing Mechanic: tug-Of-War

  • Writer: XOOM
    XOOM
  • May 16
  • 3 min read

Capturing facilities in WWII Online is crucial to game play because it is the intersection between our First-Person Shooter and Strategic layers. It has been a lifetime it feels like since any attention was paid to it, other than modifying capture timers to help offset population imbalances and give the underdogs a fighting chance. That is, until now.


Coming soon to WWII Online (our next update to be exact) capturing will no longer exclusively favor having an attacker inside of a CP (capture point), rather the defenders will have the opportunity to contest or, "halt," capturing or even liberate facilities with attackers present inside.


HOW IT WILL WORK

  • If the numbers are equal (1:1), then capturing will be halted at the current percentage of wherever it left off.

  • If the numbers are +1 in either direction, capturing will resume in favor of whoever has that majority.

  • Their capture speed will correspond with the total number of people above equal.

    • Example: If underpop has 4 players, and overpop has 3, then the capture speed will be 1 player in favor of underpop.

  • Their capture speed will also consider the current imbalance at play. So if the current game balance is significant, the underpops capture speed will continue to be faster for them, and the overpop capture speed will continue to be at that slower rate.

    • In other words, this is the existing logic, the key point in mentioning this is to confirm that this will continue to play a role in capturing.


Here are some examples of where capturing will occur, Blue = your side (defenders in this case), Red = opposing side (attackers in this case):


  • 1 | 1 = Contested (hold capture %)

  • 2 | 1 = Capture at the rate of 1 person in favor of defenders.

  • 1 | 2 = Capture at the rate of 1 person in favor of attackers.

  • 3 | 1 = Capture at the rate of 2 people in favor of defenders.

  • 1 | 5 = Capture at the rate of 4 people in favor of attackers.

  • 5 | 5 = Contested / no capture / hold last known %.


OPTIMIZING CAPTURE FEEDBACK

Real-time information is important in these critical tactical scenarios. Pay close attention to the heads-up display (HUD) at the bottom right, you should notice some good improvements which provide instantaneous feedback across all capture positions.


We fixed a bug where "Enemy is Capturing" and "Friendlies Capturing" were intermittently working, now it performs correctly, always.


We also made your progress bar always show your side in Blue, and the enemy always in Red, so you can easily visualize the current state of things. Using $here command will also continue to show that information.


Here you can see what capturing looks like from your perspective, when no defenders are present.
Here you can see what capturing looks like from your perspective, when no defenders are present.
Here you can see capturing cannot continue and is halted in position, because the number of defenders present is equal to the attacker numbers.
Here you can see capturing cannot continue and is halted in position, because the number of defenders present is equal to the attacker numbers.
The enemy numbers are greater than yours, therefore the enemy is capturing. Take note of the progress bar, Blue will now always be YOUR color.
The enemy numbers are greater than yours, therefore the enemy is capturing. Take note of the progress bar, Blue will now always be YOUR side/friendly color. Red is always the enemy/opposing color (in all conditions).
In this case an Allied soldier is outnumbered, and you can see as the facility owner his capture bar is mostly blue, denoting friendly ownership at that time.
In this case an Allied soldier is outnumbered, and you can see as the facility owner his capture bar is mostly blue, denoting friendly ownership at that time.

This is a 2025 roadmap delivery item that has received a bit more treatment than originally scheduled. Our hope is that all of this feedback helps our players in those tactical situations have greater situational awareness, and to observe stronger fights with the opportunity to contest those positions, resulting into exciting tug-of-war type game play that is high stakes.


Do your part to see more continued developments like these take place and subscribe and/or upgrade your subscription to a Hero Builder.



7 Comments

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How does the new Tug-Of-War capturing system improve the balance between Retro Bowl 25 attackers and defenders compared to the previous mechanic that favored only attacker presence?

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T Moln
T Moln
May 20

Mac download link for BETA does not seem to work. Posting here...so CRS/others can check. S!

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Once the public beta has concluded and geometry dash items are fully verified, this update will be made available on the live campaign server.

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Craig S
Craig S
May 17

This looks very interesting and I am keen to see how this plays out on the live server. I am a bit concerned that it will be a bigger advantage to the over-pop side but it may provide a more dynamic capture process.

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XOOM
XOOM
May 17
Replying to

Just remember, that at no time, have defenders ever been able to stop or contest capturing. This at least gives them a fighting chance. It has ALWAYS been in favor of the attacker, which is more often than not the overpopulated side.

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Thrilled! When I wrote the original lua code I did do several experiments (1.31 Capture Testing | kfsone's pittance) but the producers underlined some concerns with the tug-of-war approach that we didn't have time to circle back on (I had talked about this in a video watching the first big fight that really played with the new mechanics, but youtube appears to have stripped the audio In Defense of Nettersheim Pt1 - YouTube) Can't wait to try it!

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XOOM
XOOM
May 16
Replying to

Great to see you KFS1! It works well and I also look forward to seeing it in primetime scenarios. The work done to have multiple people influencer the capture speed laid the framework down for this opportunity to expand on it. S!

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