Victory Command

Victory Command

Not enough ratings
Playing A Match
By Jeffrick
This guide describes the rules for playing Victory Command and how to win a match.
   
Award
Favorite
Favorited
Unfavorite
Victory Regions
Each map has 3 Victory Regions, also known as Primary Objectives. These regions are outlined by a clear border that changes color based on ownership: white if no one owns it, green if your team owns it, and red if the enemy owns it.

Control of Victory Regions determines whether your team is accruing Victory Points: In order to accrue points, your team must control one more region that the enemy team.

Victory Regions start the match in a neutral state (denoted by the color white) and are captured by moving friendly units within the region. If only one team has any units in a region, that region will switch control to that side instantly. If both teams have any units in a region, the region will switch control to neutral instantly. Exact numbers do not matter at all. As long as both teams have a single unit in the region, it is neutral. Once a team has control of a victory region, it will remain that way until the other team drives a unit into the region (even if the region is completely empty of all units).

If friendly units control a Victory Region and no enemy units are present, that team will begin to lock down the region. This is displayed by a gold border growing around the region icon. If no enemy units enter the region before the gold border completes, ownership of the region locks for that team for a period of time. While locked, the enemy team cannot take control of the region, even if no friendly units are present. Friendly units can leave the region to help out elsewhere.

However, any enemy unit that enters the region before the lock is complete interrupts the process and control switches to neutral. If the enemy is destroyed or driven off, the lock must start again from zero. Fast moving units such as MG Buggies can use this tactic to swoop in at the last second to prevent an enemy from locking a region.

Once the lock timer expires, control remains with the same team, though it can now be captured by the enemy as usual. The lock duration changes from point to point and map to map. Also note that the Comm-Link Secondary Objective (see below) can affect the ability to lock objectives on the map.


Neutral / Contested



Controlled by Allies



Locked by Allies



Controlled by Allies, Cannot Be Locked



Controlled by Enemy



Locked by Enemy



Controlled by Enemy, Cannot Be Locked
Secondary Objectives
Secondary Objectives are alternate locations on the map you can capture that usually will impart some advantageous effect for your team. They are captured in the same way as Victory Regions, including the ability to lock down. However, locking down a Secondary Objective grants additional benefits beyond those given for just capturing the location.

The key to Victory often hinges on control of the Secondary Objectives.



The Comm-Link Secondary Objective will slow Victory Point gain by the opposing team if your team controls it. Locking it will prevent the other team from locking any other objectives and clear the other team's existing locks on any objectives. This is a very valuable Secondary Objective to capture if the enemy team is in the lead and gaining Victory Points.



The Spy-Sat Secondary Objective will reveal everything in the Primary Objectives even if your team is not present there at all! Locking it will allow that team to see inside all Secondary Objectives as well, even units hidden in brush. This will allow you to plan your strategy to retake the Primary Objectives since you now will be able to see where the enemy is weakest.



The Helipad Secondary Objective will allow you to use your Extraction ability more quickly and more often. Locking it shortens the time your units stay in limbo after Extracting. Capturing this Secondary Objective provides a measure of safety against surprise enemy attacks.



The Radar Dish Secondary Objectives, one for each team and located by each team’s safe zone, provides radar for that team. If your team can successfully capture the enemy Radar, their mini-map radar will prevent their team from seeing your locations on the mini-map. Locking it allows you to see the positions of all enemy units on the Radar Map. But be careful, this works in reverse if the enemy captures your Radar Dish! This is especially useful if you are planning a surprise attack or if you want the enemy team to have trouble tracking your movements.
Repair Depots & Safe Zones

Repair Depots are controlled like Victory Regions but do not contribute to victory. The Repair Depot does, however, slowly heal all friendly units within their area of effect while it is under that team’s control. Neutral Repair Depots do not heal anyone. Locking a Repair Depot prevents the enemy from using it, but grants no special benefits. Some Repair Depots are infantry only healing regions.




The map has a Safe Zone for each side. Safe Zones indicate an area where the player’s units can go to heal and be safe from enemy attack (units are invulnerable in their own safe zone). Safe Zones heal at half the rate of Repair Depots and cannot be neutralized or owned by the enemy team.
Winning A Match
In order to win a match, a team must control one more Victory Region than the other team in order to start accruing Victory Points. Once a team controls one more Victory Region than the other, they earn Victory Points. As they earn Victory Points, their Victory Bar increases for as long as they still control one more Victory Region. If they lose control of their one Victory Region advantage, they no longer accrue Victory Points and the Victory Bar stops increasing, BUT the bar does not reset. Thus, when they next get the one Victory Point advantage, the Victory Bar starts increasing from the point it last left off. The first team to have their Victory Bar completely fill – 250 Points - (or kills all of the enemy team’s units) wins the match and gets the corresponding Win Bonus for the match. Matches do have an overall timer (20 Minutes to start), and if Match Clock reaches 0 without either team having their Victory Bar completely fill or eliminate all the units of the other team, the game ends in a tie.


Ping System
A “Ping” is a player directed temporary graphical marker that appears on both the radar map (minimap) and the tactical map. The “pings” are visible to everyone on the player’s team. Pings are not visible to enemy players.

Ping Initiation
The player will have two primary ways to initiate a ping depending on the type of ping the player wants to use.

On Screen Ping Buttons

There will be three onscreen UI buttons on the Tactical UI above the Minimap:

  • General Ping Button (hotkey: U)
  • Enemy Spotted Ping Button (hotkey: I)
  • Player Request Ping Button (hotkey: O)

Once a ping is initiated (either via clicking the Tactical UI Button or a HotKey) the mouse cursor will change to the “Ping Cursor” for that type of ping. The player can then left click & release on either the mini-map or tactical map to “ping” the location. The ping graphics that appear in tactical will be clearly visually linked to the ping graphic that appears on the mini-map.

At this point (left mouse released), the ping Audio will play and the Tactical Visual will play at the selected location in tactical (with the corresponding Minimap visual playing on the minimap). If the ping has chat text associated with it, the associated Chat text will also display (on the team chat channel).

Ping Radial Menu
All three Pings provide the player with radial menus. Move the mouse in one of the four directions to highlight the desired Ping (or move to the center to cancel). Clicking the left mouse button anywhere on screen (not just inside the radial menu) sends the highlighted Ping.

General Ping Radial Menu

Top: Affirmative
Right: Negative
Bottom: Moving Here
Left: Helping / Support / Following
Center: Cancel Ping
NOTE: The Helping / Support / Following Ping is contextual


Enemy Spotted Ping Radial Menu


Top: Enemy Armor Spotted Here
Right: Enemy Recon Spotted Here
Bottom: Enemy Infantry Spotted Here
Left: Unknown Enemy Units Spotted Here
Center: Cancel Ping



Player Request Ping Radial Menu


Top: Player 1
Right: Player 2
Bottom: Player 3
Left: Player 4
Center: You
NOTE: The Ping sent is contextual and depends on what you clicked on. Selecting other players sends a Ping requesting they take the action of the Ping. Selecting yourself announces to your team what you need or you are going to do.

Enemy controlled or unowned objective: Move to Capture
Allied controlled objective: Move to Defend
Allied unit: Support or Follow this unit
Enemy unit: Attack this unit
Open ground: Move here
4 Comments
freesky0926 29 May, 2015 @ 1:56am 
oh my god!This rule is good complex like american football.My English is bad.So I can not quite understand the meaning of.
rdngmikey 27 May, 2015 @ 11:11am 
NP, thanks for fixing it so quickly, I know you guys have a lot to do on the game itself.
Jeffrick  [author] 27 May, 2015 @ 9:55am 
So it was! Fixed - thanks for catching that.
rdngmikey 26 May, 2015 @ 1:56pm 
The graphics for Enemy spotted and Player Request are reversed here.