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I've seen this "galactic war meta" done many different ways...
Sometimes as cheap as its just an increasing point value per victory and decreasing one per loss on a 4 tile map. Basically wasted dev time to check a box so they don't get sued.
Others have been fairly epic with strategic layers to why you'd want to fight over a certain tile. Tiles that have their own set of map(s). Latticed up to have campaign chokepoints, tiles with unique minor bonus for either team that holds the position, also ones that can be fortified. Tiles that provide single use drops for future assaults or ones that unlock vehicles.
Truly the best ones even have phases per tile. Scout/Patrol battles -> Territory secure battles -> Final stand battles
That would be waste of dev time.
An Entire game mode where every map starts with the capturing terretory,
then going into arc mode to build up and find the bug hives.
Followed by Boss fight to finish the map.
If the boss fight is lost, then a horde mode map is loaded.
If its won then the team of 16 moves on to the next map.
If they fail the capture at the 2nd map then its horde mode at the 1st map again.
If they loose that as well then its over.
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That would be a basic campain mode to me.
A more complex mode would have something Oni has stated with many tiles, maybe multiple tiles per map.
every 2 times the players "attack" or "defend" a tile, the bugs respond with attacking one of the player owned tiles.
Forcing them to either defend the tile or loose it to the bugs together with a pasive bonus from owning the tile.
Bonuses could be Dmg against bugs, reaload speed etc for owning it while giving the bugs aditional speed , dmg against players if they recapture it and as long as they own it.
Hell they could have they player try to reach a final tile to win the game while the bugs send out brain bugs that recapture the tiles.
So a defence mission would entail horde mode, followed by a boss fight.
This would offcourse mean that players should be able to save campain progress.
As a single campain could take quit a large number of hours to finish.
As far as i got, they cant even spawn the bugs at the edge of the map due to fps and lag problems if too many bugs are there at once.
PS2 solved this by only showing you entities you aim at.
Hell you often dont even see half the enemys and everyone is just basic collor model.
But you still dont have tousands of players or ai bugs in an area.
PS2 does limit respawn and spawning in general if a zone has too many players and they limit the population on each world too.
After all any move entity needs to send its current position to all players within a large area.
The server must also keep track of every bullet you fire and send its current position to everyone.