
Presence decides the match
Up to 100 players form 3 teams. The team with the most players inside the active Control Zone earns points; first to 100 wins. The current Steam overview describes randomized 2 × 2 km zones within larger maps. Do not substitute the whole terrain or a kill total for the active objective.
The developer FAQ specifies 1 point every 30 seconds for the team with the most players in the zone.
Transport, reconnaissance and logistics help when they return players or pressure to that objective. Check the current zone before committing to a fight or construction project.
Hot Zone cash and team conditions
Steam describes a 2× cash incentive for the Hot Zone. This is a cash incentive, not a published multiplier for match points. Season 02 separately introduces the conditional vendor discount:
| Vendor discount | Minimum points behind second place | Scope |
|---|---|---|
| 20% | 40 | All teams |
It applies to any qualifying team, while the Lonestar cash and XP experiment is limited to Season 02. The notes do not establish a formula for stacking all bonuses. Read factions and economy before predicting a reward.
Joining, switching and the first entry
The notes list these restrictions under the lead context in the first row:
| Rule | Published condition or limit |
|---|---|
| Lead context for the restrictions below | A team leads by more than 10 points |
| Switching again after joining a team | 15-minute cooldown |
| After switching teams or joining a match in progress | Map obscured until first Control Zone entry |
| Spawn vehicle access | Unavailable until first Control Zone entry |
Coordinate the faction and transport before joining. Reaching the zone for the first time is relevant to the obscured map and Spawn Vehicle access. Check current prompts; these rules do not make every transport vehicle unavailable.
Towers and player-built drills
The patch publishes an increased hostile drill-tower capture reward:
| Rewarded event | Cash | XP | Conditions |
|---|---|---|---|
| Hostile drill tower captured | $1,500 | 300 | Hostile tower |
That cash and XP are not match-score points. Earlier field guides describe tower-panel and code interactions influencing the Hot Zone; those interaction steps remain dated workflow records, so follow the live prompts.
Player-built drills require construction, Fuel and defense. Season 02 changes the resource and runtime limits:
| Item or parameter | Before | Season 02 |
|---|---|---|
| Minimum fuel to activate | 1,500 | 2,000 |
| Duration per fuel | 0.05 | 0.03 |
| Maximum uptime (seconds) | 375 | 300 |
| Maximum fuel | 7,500 | 10,000 |
The maximum uptime now matches capturable towers. The post-spawn replacement cooldown increased substantially without a published exact duration. A fueled FOB is not automatically an active drill or a controlled objective. Use building for the supply loop.
Rotate with a destination
Check the active zone, Hot Zone, friendly presence and a covered route. Decide whether the squad is reinforcing, transporting, supplying or leaving, then tell the driver or pilot the destination. Recheck after tower events or objective movement.
Bakurani has rebuilt spawns and approach routes for all three teams. Rain changes spotting and sound. Use maps for these changes and verify the terrain in the current match.
Sources and next steps
The official Season 02 notes support the new restrictions, rewards and drill limits; Steam supports the unchanged scoring and Hot Zone description. Continue to vehicles, FOB and the beginner guide for practical deployment.
Read every value with its version.
Official changes use first-party announcements. Item fields without a current official table remain labeled as dated gameplay records until they can be checked in the public client.