Game rules (economy, vehicles, devices, etc.)
Capturing the Motor Pool, Fuel Depot and the Fort: http://www.overload.com.ro/en/objective-capture-instructions/
In order to destroy the enemy’s HQ, the smoke bomb mounted inside the HQ must be activated. HQ destruction means no command or command comms for one hour.
Mortars have effect on secondary objectives and vehicles only, not on the factions’ HQ. One mortar hit that lands within an objective’s perimeter means that all players inside that perimeter are taken out. One mortar hit that lands in a vehicle means that the vehicle and all occupants (including the driver) are taken out.
Vehicles respawn inside the HQ, every half hour (full and half hour), only if the Motor Pool OR the Fuel Depot are in your faction’s possession. If neither objectives are held, in-game active vehicles can still operate, but will be unable to respawn until one of the objective mentioned earlier are re-captured.
An active vehicle CANNOT trasport “dead” players.
A “dead” vehicle, returning to respawn, can only transport “dead” payers (driver included).
Game economy: BNA is tasked with shipping drug crates from the plantation (coca field, every 4 hrs) to the village. Upon delivery, they are paid. The money received can be used for purchasing of tactical upgrades (smoke grenades, MOAB device, biological weapons, mortars, blue IED, claymore mines, transport truck, ammo box, mobile respawn).
How it works: One BNA squad must retrieve the drug-crate-unlock code from the village. ONLY BNA FIGHTERS CAN RECEIVE THE CODE AND ONLY BNA PLAYERS ARE ALLOWED TO OPEN THE CHYPHER-LOCK. The cypher may be radioed over to the team at the coca field in order to open one lock. The crate is to be shipped to the village. The transport may be attacked underway. If players carrying the crate are hit, they have to put the crate down. It may be retrieved by any player, friend or foe. The ransom paid to KAF will be somewhat lower than the officially negotiated payment to BNA.
This is an ongoing mission, running throughout the game.
Game economy: KAF is required to transport refinery products packed in crates from the Oil Rig to the village. Upon delivery they are paid. The money received can be used for acquisition of tactical upgrades (smoke grenades, MOB bomb, biological weapons, mortars, blue IED, claymore mines, transport truck, ammo box, mobile respawn).
How it works: One KAF squad must retrieve the unlock code from the village. ONLY KAF FIGHTERS CAN RECEIVE THE CYPHER AND ONLY KAF PLAYERS ARE ALLOWED TO OPEN THE CHYPHER-LOCK. The code may be radioed over to the team at the oil rig in order to open one lock. The crate is to be shipped to the village. The transport may be attacked underway. If players carrying the crate are hit, they have to put down the crate. It may be retrieved by any player, friend or foe. The ransom paid to BNA will be somewhat lower than the officially negotiated payment to KAF.
Access to the coca field and the oil rig may be denied to the enemy, to prevent BNA to retrieve the drug-crates and prevent KAF to get the refinery products. But it’s obviously more rewarding to allow retrieval and stealing the transported goods afterwards.
Immobilising vehicles by smoke devices: devices are to be provided by the event staff, they can be bought for in-game money (purple smoke attached to toner canister). The smoke does not affect fighters but vehicles can’t pass the active smoke screen: they will be immobilised by the smoke. To immobilise the vehicle, the smoke must be thrown both in front and behind the vehicle. If thrown in front of vehicle, the vehicle can drive back. If smoke is thrown behind it, the vehicle can keep driving forward. The devices will act as mobile barricades, if deployed fast. The vehicle can be destroyed with mortar fire, LED bomb or blue IED (blue toner canister that needs to be laid in the back platform or inside the vehicle – not thrown, to avoid injuries – APPLIES TO HUMVEES ONLY).
BIOLOGICAL BOMB :
Organizer-provided devices to be bought with in-game money, containing one smoke grenade. Approx. weight 10kg. Yellow smoke. To be activated within 20m of objective. The yellow smoke needs to physically reach the objective. All players inside objective are dead and need to respawn. Players inside the objective can retreat if they see the smoke coming.
Mobile asset, game side CO designates one vehicle. It will carry a specific recognizable flag and will join a convoy to the objective.
Available for limited duration: 60 minutes.
Reload is allowed within 2 meters of vehicle.
Can be destroyed, vehicle respawns in base and loses ammo depot status.
Game starts with one ammo depot each, more available for in-game money.
Reloading allowed only while car stands still.
Can be bought in the village, serves as field hospital.
Available for limited duration, 90 minutes.
Requires presence of organizer, pavilion and respawn flag.
Actual respawn every full and half hour, inside the pavilion.
25-40 meters distance from pavilion respawn flag will be placed by game masters.
Respawn point can be destroyed by laying down the flag.
Players still “dead” will return to HQ for respawn.