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The map and its control zones

Fights happen over 2×2 km control zones inside large maps. Whichever team has the bigger presence in the active zone scores; the first side to 100 points wins. The Bakurani sector is the one known from the playtest.

BAKURANI SECTOR · MECHANIC DIAGRAM (not the real map) ACTIVE ZONE 2x2 km - points for presence LONESTAR VALKYRA MANTICORE ◈ logistics and transport ◈ destructible buildings ◈ the zone moves
01

What is confirmed

Known sectorsBakurani (playtest)
Active zone size2×2 km
Win conditiona point every 30 seconds to whoever has more people in the zone · first to 100
Match lengthfrom about 30 minutes to 2 hours
Respawnfaction base, or a respawn vehicle in the zone once every 5 minutes
Zonesrandomised inside the larger map
Transportground and air vehicles; the logistics role is paid
After launch

A full interactive map with points of interest arrives after launch — we will capture our own material from the game and mark it up together with the community.

02

What a fight for the zone looks like

The map is large — 16.384 km per side — but the fighting does not cover all of it. At any given moment only a 2×2 km zone is active, and that is where points are scored. The team with more people in the zone gathers them faster; the first side to reach 100 points wins the match.

That splits a match into two different games. While the zone is far away it is logistics: get there, bring gear, take the high ground around it. Once the zone is active it is a dense fight on a small patch where artillery and vehicles decide more than marksmanship. Then the zone moves and it all starts again, from a different corner of the map.

Which is why distance and travel time matter as much as weapons. The interactive map has a ruler that gives you not just metres but minutes — walking, running, in a Bobcat, in a Humvee and by helicopter.

03

How points are scored

CONFIRMED Every 30 seconds one point goes to the team with more people in the active zone. Not the team that killed more — the team physically holding it. The first side to 100 points takes the match.

The arithmetic leads somewhere important: a hundred points is at least 50 minutes of unbroken superiority in the zone. No team holds that, so points are gathered in chunks and a match is almost never short. The official observations agree: when one side is clearly stronger it ends in about half an hour; an even fight runs up to two hours.

The practical conclusion for a squad: pushing the enemy out of the zone beats out-shooting them. One live body inside the ring is worth more than three kills outside it.

04

Why death costs minutes, not just money

The trip back

CONFIRMED The ordinary respawn is at your faction's base, which is a long way from the zone. While you travel your team is a man down, and every 30 seconds that costs a point.

You can work that trip out in advance: on the map the ruler shows minutes as well as metres — on foot, running, in a Bobcat, in a Humvee and by helicopter.

A vehicle in the zone

CONFIRMED If the team has driven a respawn vehicle into the zone, you can come back inside it — once every five minutes. That turns one machine into a steady stream of people into the ring.

So vehicles here are not decoration, they are a way to win on points: vehicle prices start at $500, and the profitability calculator shows whether your bank can take it.

05

The Hot Zone

COMMUNITY Besides the ordinary control zone a match can have a Hot Zone — a point that pulls everyone towards it at once and sharply changes the tempo of the fight. Exactly how it works and what it gives has not been officially announced, so there is nothing more we can honestly say: the moment it is confirmed, it gets written up here.

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