Territory Control pits faction against faction to control map points or die trying.
So what's The District about?Edit
There are 13 total Control Points in the Territory Control area. These are represented by flags that players click on to take over control of an area. If your highest faction is different from the faction that currently holds the control point, clicking on the flag object will put the control point into a “contested” state. If the specific player that clicked on the flag stays alive and close enough to the flag for 5 minutes, their faction will take over control of the point. During this time, the name of the icon when you mouse over it will update each minute reflecting the time left before control changes to a new faction.
Control Point Location IdsEditThe Keeps in TD are numbered like the face of a clock. For example the keep near the Tech logo would be refered to as 9.
For 60 minutes after a new Faction takes over a control point, that point will have immunity. This prevents any opposing player from taking control of the flag and also prevents them from attacking the keep doors, walls, or LifeNet Generator. A control point’s immunity status will be reflected on the map icon with a shield and mousing over that icon will reveal the approximate time the point will remain immune for.
“Under Attack” Icon Status for Control PointsEdit
The map icon for a keep will go into “Under Attack” status if any door, wall, or LifeNet Generator gets attacked. It should stay in “Under Attack” mode as long as any of those targets have player aggro on them (this can potentially last for several minutes after the target is no longer being attacked). Also if a door or wall is destroyed, the “Under Attack” status will remain for as long as the keep is open and vulnerable to being lost (because anyone can run inside now that there’s no door/wall). The icon will just say “Under Attack” during this time. The countdown “timer” will only show up if the actual flag for the keep is being contested.
The 6 control points farthest away from the center of the map are just flags out in the open on the street. The inner “ring” of 7 control points (including the center point) all are inside of “keeps”. 6 of the keeps are basically identical to one another, each with a door that enemy players have to break down to gain access to the keep (where the control point flag is). The 7th keep is much larger and is in the very center of the map. That one has 2 doors and 2 walls (a destructible barrier on each side of the keep).
Each keep has teleporters on the inside and outside of it. They allow players that belong to the Faction in control of the keep to get in and out of the keep easily. Using a teleporter will put an effect on you that keeps you from teleporting again for 15 seconds. The main keep has 4 teleporters on the inside and 4 teleporters on the outside. If anyone from a Faction other than the one in control of the keep clicks on a teleporter, it should tell them in chat “Only the keep controllers may use this.”
All of the 7 keeps should have the following things in them:
- Sector, Barter, VIP, and Utility vaults
- Crafting Facility
- All-Purpose Vending Machine
- Death Toll Keep Upgrades Merchant
- Death Toll Merchant that sells the old Death Toll Gear (Gunslinger’s, Marksman’s, Pulverizer’s, and Rejuvinating)
There is a third Death Toll merchant that each keep has, but the merchant is different depending on which keep it is. This merchant will always have ammo, vehicle-related items like fuel and repair kits, and a Death Toll Assembly recipe book that teaches the recipes for crafting all the new Death Toll gear. The part that is different about each keep is that they sell a different Death Toll Tradeskill Component. Looking at the Territory Control map, the top left and bottom right keep merchants should sell the “Kinetic Amplifier” item. The top middle and bottom middle keep merchants should sell the “Revitalizing Matrix” item. The top right and bottom left keep merchants should sell the Alloy Plating item. The central keep merchant should sell all 3 of those items and also the Dynamic Grip Tape item.
The keep doors and walls (main keep only) can be upgraded, as well as a LifeNet Generator that will enable keep respawning capabilities. The Death Toll Keep Upgrades Merchant mentioned above sells items that are to be used on whatever you want to upgrade.
Keep Defense MissionsEdit
A Faction quest-giver is inside all 7 keeps. They give out a Keep Defense mission that only players of the controlling faction can take. The defense mission requires you to stay in the vicinity of the Keep and make sure your Faction doesn’t lose control of the keep. The mission will fail if you lose control of the keep. If you stray too far away from the keep you’re defending, the timer will stop ticking down and you’ll be told to return to the keep area to continue defending. These missions should be repeatable, and once completed they can be turned in at any keep your Faction controls.
If a Faction is holding one or more Control Points, all players in the Territory Control area belonging to that Faction will get a buff that raises their Pistol, Rifle, Melee, Power, and Precision skills, as well as how much Experience, Faction, and Death Toll they earn. There are 4 ranks of the effect. You gain one rank per control point your Faction holds, and that caps out at rank 4 (4 or more control points held).