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Points Of Interest

Joshua H edited this page May 8, 2024 · 20 revisions

Points of Interest

An explanation of various map elements, and their role in the game

Points of Interest represent any predetermined location on the map and includes

  • Objectives (Bases, Headquarters, Airports, Checkpoints, and Radio Towers)
  • Towns (villages, regional capitals, and the capital)
  • Businesses
  • The Factory
  • Misc (Ports and Docks)

It is important to note that this category does not contain generated locations such as

  • NATO and GUER FOBs
  • Camps
  • Gang bases
  • Stores

Objectives

Objectives are any NATO controlled locations and recognized on the map by either a NATO flag or a Radio Tower icon. All objectives have a radius in which GUER who get too close will be set wanted, this area is indicated by a dashed red circle.

Bases[bases]

Bases make up the bulk of NATO assets and are the primary source of power for NATO on the map. When clicked on the map in info mode it will show the name of the base, and its "defensive score."

DEFENSIVE SCORE

The defensive score is a predetermined value set in the mission file and represents how many forces the base will have protected it. Bases are also assigned "levels" (calculated by a threshold of the defensive score) which ensures a minimal troop count, and vehicle garrison. Upon starting a new save, after the minimal vehicle garrison is assigned, additional vehicles are added to defend the base, the type being based off its level, and the amount on its defensive score. When a unit is killed/destroyed by an opposing GUER unit, the bases defensive score does not change, however the missing unit is tracked, and will not be spawned to defend the base until the NATO AI expends resources to replace it.

DEFENSIVE UNITS

All troops spawned at a base will be "Garrison" type units, usually armed with DMRs, LMGs or MMGs, AMRs, and BRs. They also tend to have the heaviest armor (a good portion will wear EOD rigs), and night vision goggles. The bulk of the vehicles defending the area will be static weapons, heavy machine guns, AA defenses, anti-tank launchers, and a mix of heavier vehicles spread in, especially at stronger bases. Units spawned from bases are set to give calls for help, but not respond to calls for help with ASRAI.

UNIT SPAWNING

All dynamically created NATO units originate from an owned base. When NATO spends resources to reinforce a town with police units, or send a patrol, they will spawn at the nearest base. (Assuming it is within virtualization distance.) When a battle is started, NATO units participating in the battle will either spawn at the base itself, or in some special cases, in-between the vector of base and the battle. When spawning units for a battle the closer a base is, the higher its preference for having units spawned at it.

CAPTURING

Players are able to capture bases by starting a battle at the flagpole in the center of each base. To be able to start a battle there must not be a NATO unit within a given radius around the base. Battles for bases are similar to battles for towns. Once captured bases have a different list of buildings which can be built at them, different from towns and GUER FOBS. Bases also have an ammo net in the middle of them, that will have random stacks of BLUFOR weapons and ammo for those weapons, as well as a NATO Laptop, random amounts of NATO Vehicle Parts, and other military gear. The NATO ammo net will not respawn once interacted with and will instead be treated as a player owned ammo net.

MISSIONS

Bases can spawn various missions for players at random. These missions include sending a convoy from one base to another, or having a deserter transported to a base.

OFFICERS

At game start, random bases are assigned officer units from a pool, killing them will temporarily lower the number of resources the NATO AI gets per turn. However, if threatened they will attempt to flee to the NATO HQ.

AIRPORTS

Airports act as centers of power for NATO, and as such are significantly more protected than normal bases. They are also surrounded by a "No Fly Zone" which if entered in an aircraft, will set the player wanted and have them targeted by AA defenses. Capturing an airport allows the player to purchase civilian aircraft similar to how car dealerships work. These will not set the player wanted as long as they don't enter a "No Fly Zone". Airports also allow for some special buildings to be constructed.

HEADQUARTERS

The NATO HQ is very similar to most other bases, except that once captured the game is considered "Won" (currently an arbitrary definition). As such the HQ has the highest defenses of all bases, and attempting to capture it will trigger the fiercest response from NATO. In most maps the HQ is also an airport. The HQ is identified by a star icon and sports the largest wanted zone of all objectives. Additionally, the HQ is where NATO fixed winged aircraft are spawned from.

FUEL DEPOT Every map has a base known as the "FUEL DEPOT", once captured this base allows players to trade in their useless horde of chem-lights for explosives. Additionally, capturing the base will permanently lower the price of fuel on the island, and give a discount on all civilian vehicles.

Radio Towers

Spread across each map are a number of radio towers controlled by NATO. Identifiable by their radio tower icon, these tend to only be defended by small recon squads, making them a good first target. Certain radio towers will have a "broadcasting" target, viewable by clicking on them in map info mode, while controlled by NATO they will rapidly increase the stability of the targeted town. However, all radio towers, once owned by GUER, will slowly decrease the stability of all NATO owned towns in a large radius, or slowly increase the stability of GUER owned towns in the same radius. There is no battle necessary to capture radio towers, just the requirement to kill all nearby NATO.

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