

New game mode (idea)
Hello, I don't speak English; I'm using a translator.
We welcome feedback.
I’ve noticed that SQUAD is really missing a new game mode—one that incorporates familiar elements while being accessible and functional. I’ve been thinking about this idea for nearly a year, so I decided to put together an image showing how this new mode, called "Frontline," would work.
Please regard the image as illustrative, intended to aid understanding.
Two teams will battle across the lines of engagement, with one assigned to attack and the other to defend initially, starting with equal ticket counts (e.g., 250 tickets).
5-minute initial briefing. (Teams may move within their territories and build.)
The attacking team has 12 minutes to successfully complete Phase 1, during which they must destroy or capture all enemy installations (marked by a tower icon).
If they capture all installations except one, they receive an additional 3 minutes to continue the attack.
Phase 1 involves four installations, and the attacking team must devise a strategy during the briefing on how to secure them.
If the attacking team wins Phase 1, the enemy team is forced to retreat to their designated areas within one minute.
The attacking team then advances to Phase 2.
The attacking team receives +30 tickets.
The defending team gains access to artillery and CAS (Close Air Support) assets with no initial cooldown, available for use in Phase 2.
After this line is captured, a 3-minute briefing period follows to allow the teams to prepare.
Phase 2 can last up to 15 minutes.
Phase 3 can last up to 15 minutes.
Alternative scenario:
The defending team has 12 minutes to defend their installations during Phase 1 by eliminating the enemy.
If the defending team succeeds in Phase 1, the enemy team is forced to retreat behind the GRAY ZONE within one minute.
The defending team then takes its turn to attack the enemy's Phase 1 position.
The defending team receives +20 tickets.
After a successful defense, a 3-minute briefing period begins for the teams to prepare.
The former attackers, who were outmatched by the defense, must now play defensively, but they will gain an artillery gadget with no initial cooldown.
Rules:
HABs must be in allied play areas or retreated.
HABs cannot be inside installation areas.
Only 2 HABs per team are allowed.
HABs can never be in enemy territory. (They will not function)
Radios cannot be in enemy territory.
Only 5 players can cross the lines that are not in play; if more than that number cross, an alert will sound revealing the positions in real time.
(Rule to maintain active line comfort, stealth, and specialized reconnaissance teams).
Helicopters can fly over enemy territory.
(I reduced the image quality because I couldn't send it in 4K)
Please forgive my "machine-translated" English; it was the only way I could communicate with you.
(Image 1 - How the match begins; Image 2 - if the attackers from the blue zone were to capture the Reds' Phase 1)