Add New Game Mode: Frontline
Under considerationby NinJaPunch522 · 31 Aug
Add Frontline, a team-based Tug of War mode in which both teams fight to move a shared front line across the map. There would be no flags or capture points. Instead, the line would move toward the team with fewer living players beyond it.
The match would begin with each team controlling half of the map. A team would win by pushing the front line into the enemy spawn or by controlling the most territory when the timer expires.
Key mechanics could include:
-Spawns that advance and retreat with the front line
-Faster access to combat for the losing team, creating a natural comeback opportunity
-Mined map boundaries that prevent players from leaving the combat area or remaining too far behind
-A central combat zone offering cover and intense engagements
-Exposed side routes that allow risky flanking manoeuvres
-Support for continuous movement or staged advances after holding the line
-An optional halftime side swap to keep matches balanced
The mode could initially be designed around 7v7 matches but scale to support different team sizes.
NinJaPunch52201 Sept
Game Mode Suggestion: Frontline (Tug of War) based on and to honor this Ukraine conflict video: https://youtu.be/e91fDaHuvzE?si=3JpkZx6yN7tzVi7t
Concept: Two teams fight over a single front line that moves across the map based on which team controls more ground (most players over line). There are no capture points and no flags. Territory itself is the objective, and the match ends when one team pushes the line into the enemy spawn or holds the most ground when time runs out (15 min maybe)
- The map starts split down the middle, with each team holding half
- The front line creeps toward whichever team has fewer living players pushed past it. Holding ground on the enemy side of the line drags it forward, so aggression is rewarded and camping in your own half gains you nothing unless you're droning or sniping from the back
- Spawns advance and retreat with the line. The losing team spawns closer to the fight, which gives them a natural comeback mechanic and keeps one lost engagement from deciding the whole match
- The map edges and the ground behind each team are mined. You cannot leave the combat area and you cannot turtle backward forever. The map boundary is part of the grounded fiction like Trenches
- The center of the map is the main engagement zone with cover as shown in the video above. The left and right lanes are open fields with almost nothing to hide behind. They are neutral ground and the fastest way behind the enemy for a flank, but crossing them in the open is a serious gamble
Notes/uncertainties:
The sketch was drawn around 7v7 team size, but could scale
Whether the line should move continuously or in stages after timed hold
Whether there should be a halftime side swap
Feel free to critique or add any ideas! Thanks!
Thibault Catimel01 Sept
"New game mode idea: Frontline" (suggested by <Hidden> on 2026-09-01), including upvotes (1) and comments (0), was merged into this suggestion.
onliyw04 Sept
A long, relatively narrow map with several capture points in a line between two team bases. Only the next point on the frontline can be captured, so the battle constantly moves back and forth across the map.
[Blue Base] — A — B — C — D — E — [Red Base]
- Clear direction instead of random TDM chaos.
Your team is generally behind you and the enemy is generally in front of you, while the map can still have multiple routes, buildings, open fields and long sightlines.
- Natural attacking, defending and teamplay.
Some players can hold positions with optics while others push using smoke, grenades, drones or RC cars. The objective creates teamwork without requiring a coordinated squad.
- Perfect fit for Bodycam's low TTK.
Infinite respawns keep players in the action, but the moving frontline gives every fight a clear purpose. You keep the brutal one-shot lethality without turning the match into a random meat grinder.
Basically: KOTH, but the hill moves across the map as one team gains or loses territory.
This approach fully uses existing game mechanics:
Scopes help kill enemies from the distance; shotguns help camp in buildings; drones and granades help get inside closed spaces etc.
Also to capture the point you may need to place a flag on top of the building raise it and wait for a drone to take a picture of you for the news like on the real frontline.
Ruslan06 Sept
Idea for frontline mode option and some mechanics
- At least 30vs30 players
- Radio comms
- A lot of spawn poits on the map, players spawn in cover behind (about 100 m away) their team member who is closer to their main base and not a sniper or drone op
- No captured zones like A, B, C
- Two main bases on the map and last spawn zones behind them
- Every player has fixed numbers of respawn in every class (10 as asssault, 5 as support, 3 times as CM, 3 as sniper, 2 as drone op, for exmpl) and can ask others to share their spawn life with him
- We have different "classes" due to weapons:
Assaults - only assault rifles and shotguns. Other classes can also take ar or shotguns but have other weapons to choose:
Snipers - sniper rifles in .338 or .308, gilly suits
Combat medics - MedBeg to save seriously wonded
Support - MG, MGL, RPG
Drone operator - radio controller
- If grab weapon of other classes - serious debuf in aiming and reload speed (except a.rifles and shotguns). Medbag or controller is only for their class
- Wounds in limbs can cause critical bleeding. Higher to the body - more chance to get crit bleeding and bleeding speed is faster
- Not crit bleeding can also kill, just slower
- Tourniquets to stop crit bleeding from limbs. Bandage for not crit bleedings.
- TQ on leg - move much slower. On hand - all gun manipulation slower
The idea is to capture enemy base and save you lives during the procces
Dani09 Sept
I totally agree with this game mode idea. It fits really well with Bodycam’s gameplay.
I would add that:
- The map should have trenches and cover elements outside the trenches.
- Spawn points shouldn’t be too close to the front line, otherwise it’s too easy for the winning team.
- The front line needs to be clearly defined since there won’t be any visual cues in the game (its Bodycam after all).
This mode must be incredible in 16v16 matches on large maps, but that’s for later...
Van9417 Sept
This actually sounds brilliant, fitting the game and pretty original
+1 from me!
Thibault Catimel21 Sept
"Frontline mode" (suggested by <Hidden> on 2026-09-06), including upvotes (1) and comments (0), was merged into this suggestion.
Thibault Catimel21 Sept
"Gamemode: Frontline / Tug of War — A Moving KOTH" (suggested by <Hidden> on 2026-09-04), including upvotes (1) and comments (0), was merged into this suggestion.