Add a Two-Way Push and Capture Mode
Add an attack-and-defend mode built around progressive objectives, limited reinforcements, and a dynamic frontline. The attacking team must capture each objective in a fixed order: A → B → C → D → Final Objective Objectives cannot be skipped. Capture progress continues while attackers occupy the active objective but pauses immediately when a defender enters the area. Existing progress should remain temporarily rather than resetting as soon as the objective becomes contested. Captured positions should remain vulnerable to counterattacks. For example, if the attackers capture B and advance toward C, the defenders could push forward and begin retaking B. This would lock C and make B the only active objective. If B is lost, the attackers must secure it again before advancing toward C. The frontline could therefore move forward or backward, but only one objective at a time. This would create a controlled tug-of-war without allowing either team to bypass objectives. The attackers would win by capturing the final objective. The defenders would win by holding the line until time expires or the attackers run out of reinforcement tickets. This mode would encourage coordinated attacks, organized counterattacks, and meaningful control of each defensive position.