Town Control
| Town Control |
|---|
Overview
Town Control is a large-scale faction-based PvPvE event where two opposing factions battle for control of a settlement. Players join one of two teams and fight alongside AI-controlled militia and officers to capture control points, drain the enemy's tickets, and claim the town for their faction. The event features dynamic militia balancing, a three-tier reward system, and lasting consequences for faction influence and town ownership.
How It Works
Event Schedule
Town Control events are queued automatically by the server. A random Conflict is selected, and from that conflict a random battlefield (town) is chosen. A 30-minute countdown begins, during which the town enters Siege status. A global announcement is broadcast in chat and via Discord webhooks.
During the siege phase:
- Faction camps spawn on the world map adjacent to the contested town
- All players are expelled from the town map
- Players entering the town are redirected to the camp entrance
Choosing Sides
When a player's group attempts to enter a town under siege or battle status, the group gets assigned to a team:
- If the group leader's Faction belongs to one of the conflict's teams (Team1 or Team2), the entire group is assigned that side
- Players whose faction is on the opposing side are removed from the group
- If the leader has no faction allegiance in the conflict, the group is assigned to the team with fewer players (balancing)
- Once assigned, players enter the faction camp map (not the battle map directly)
A player's side choice persists for the entire event. Leaving the camp to the world map before the battle begins resets the player's allegiance, allowing a side change. Once the battle starts, side reassignment is locked.
Battle Phase
When the 30-minute countdown expires, the town enters Battle status:
- Friendly fire reflection is enabled (damage reflects back to attacker)
- Three control points are randomly selected on the map
- Players may now enter the battle map through camp entrances
- A live scoreboard is sent to all participants
- The battle loop begins processing tickets and militia
Mirrored Mode
Each Town Control match randomly swaps which physical side of the map each team occupies. This way it is never guaranteed on which side of map you begin.
Control Points
The map contains three control points. Each point is has different position and range. Points are selected from pre-configured groups. A random preset (group of 3 points) is chosen at event start.
The capture mechanic uses a tug-of-war, Every 10-second loop tick causes:
- Players within range of a point influence it towards their max value.
- The value shifts by at most ±1 per tick regardless of player count. Majority of players decide in which direction control point shifts.
- Tickets are drained from each team proportional to the enemy's control level
- Players near a control point earn 25 score per tick and +1 to their Control stat
Militia System
AI-controlled militia soldiers fight alongside players:
Base Values:
- Default militia count: 12 per team
- Militia group size: 3 (spawned in groups of three)
- Militia cap: 30 per team
- Player-to-militia ratio: 1.5 extra militia per player difference
- Respawn time: 1 minute (militia), 3 minutes (officers)
Militia Spawning:
- Spawn locations are determined by same rules as player spawns, spawning on map sides.
- The server calculates how many militia to spawn based on: base count + (team player count × 1.5) − current alive count
- If one team has more players, the other team receives extra militia to compensate
Militia AI Behavior:
- On spotting an enemy player or NPC with a different PvP team, militia immediately attack
- When idle, militia will self-heal using First Aid
- Idle militia will sooner or later move to a random control point
- If team player count altered militia count, the excess militia is deleted instead of respawning
Officer AI Behavior:
- Officers carry 10 Super Stimpaks
- When attacked below half health, officers use a Super Stimpak
- When moving, officers lead up to 4 nearby friendly militia to a control point with them
- Officers respawn every 3 minutes
Scoring
| Action | Score |
|---|---|
| Capturing a control point (per tick) | 25 |
| Killing an enemy player | 50 |
| Killing an enemy militia NPC | 20 |
Win Condition
The match ends when one team's tickets drop below 0. That team loses, and the opposing team claims victory. The winning faction takes control of the town.
Post-Match Resolution
When the battle ends:
- The winner's faction gains control of the town
- The winner's Team Bonus decreases by 2% (minimum 0%)
- The loser's Team Bonus increases by 2% (maximum 15%)
- Team Bonuses are applied as a percentage multiplier to each participant's final score
- Winning factions gain 100 influence plus score divided by 50
- Losing factions gain 50 influence plus score divided by 50
- If town ownership changed, town support is reset to 20
- Town militia are re-added to the map from winner faction
- All participants are healed, crippled limbs restored, and returned to their faction camp
Requirements
- The town must be part of an active Conflict
- No other meta-event may be active on the same town location
Walkthrough
- A global announcement signals that a Town Control event will begin in 30 minutes at a specific town
- Travel to the contested town on the world map
- Enter the town — you will be redirected to the faction camp and must choose a side (or follow your group leader's side)
- Wait in the camp during the siege phase. Militia NPCs patrol the camp
- When the battle begins, use the camp entrances (green grid markers) to enter the battle map
- Fight alongside your team to capture and hold control points
- Kill enemy players and militia to drain their tickets faster
- The match ends when one team's tickets reach zero
- After the battle, collect your reward from the Rewards menu
Rewards
All participants with at least 100 total score receive a reward box. The tier is determined by final score (including bonuses):
| Tier | Score Required | Reward Box |
|---|---|---|
| T1 – Basic Participant | 100–249 | Tier 1 Reward |
| T2 – Solid Contributor | 250–499 | Tier 2 Reward |
| T3 – Top Performer | 500+ | Tier 3 Reward |
Score Bonuses (applied multiplicatively):
- Underdog Bonus: If teams have unequal player counts, the smaller team gets a % bonus equal to (difference ÷ larger team size) × 100
- Winner Bonus: +5% for the winning team
- Team Bonus: Each conflict team has a persistent bonus (0–15%) that shifts after each match
Town Control Reward Box T1
Possible rewards:
- Super Stimpak
- Low Resources
- T1 Mods
- Hard Drugs
- T2 Mods
- T30 Armor
- T30 Weapon
- Skill Books
- T3 Mods
- T4 Mods
- Chips
- T1 Implants
Town Control Reward Box T2
Possible rewards:
- Super Stimpak
- Low Resources
- High Resources
- T1 Mods
- Hard Drugs
- T2 Mods
- T30 Armor
- T30 Weapon
- Skill Books
- T3 Mods
- T4 Mods
- Chips
- T1 Implants
- T2 Implants
Town Control Reward Box T3
Possible rewards:
- Super Stimpak
- Low Resources
- High Resources
- T1 Mods
- T2 Mods
- Hard Drugs
- T30 Armor
- T30 Weapon
- Skill Books
- T3 Mods
- T4 Mods
- Chips
- T2 Implants
Additionally, all rewarded participants earn progress toward the TownControl Achievement.