Control Points

Control Points are an open-world Activity in Tom Clancy's The Division 2 and its expansion, Warlords of New York.
These are locations of high strategic value across the ruins of Washington D.C. and New York City, which are frequently contested by the various factions vying for control over territory. Each Control Point is heavily fortified and will periodically send out patrols to deliver supplies to allied Control Points, scavenge for resources, or attack nearby Control Points controlled by other factions. 
To earn the trust of the various Settlements and take back the nation's capitol, Division agents are tasked with liberating Control Points with the help of local Civilian Militia, who will then occupy the area and guard against further counterattacks. 
In total, there are 29 Control Points in Washington D.C., with an additional 8 Control Points located in New York City added in Warlords of New York.
==Overview==
In Tom Clancy's The Division 2, Washington, D.C. is dotted with strategic Control Points, each one controlled by the Hyenas, Outcasts, or True Sons. In the lower Manhattan region of Warlords of New York, they are instead occupied by either Cleaners or Rikers. Uniquely, Black Tusk cannot capture Control Points.
While a Control Point is under a hostile faction's control, various open-world Encounters will periodically appear in the surrounding area. Completing these will raise the Alert Level of its corresponding Control Point, increasing both its difficulty and potential rewards. Black Tusk Encounters can also appear in the open world, but completing these will not affect any Alert Levels.
Capturing a hostile Control Point involves a lengthy two-part battle: first infiltrating and clearing out the occupying forces, then defending against an enemy counterattack (and possibly Rogue Agents) alongside allied Civilian Militia. 
Once liberated, a Supply Room containing rewards will be unlocked, and the Control Point will become available as a fast travel destination and resupply point, as each one contains a Resupply Cache. Civilian Militia will begin patrolling the area and stockpiling resources, providing support if they encounter agents engaged in combat. New and exclusive Encounters will also become available near friendly Control Points.
Nearby hostile Control Points may periodically send groups to attack friendly Control Points, which are marked on the map similar to Supply Convoys. If the Control Point's supplies are too low and no agents are present, it may fall to the enemy, and must be captured again.
==Mechanics ==
===Alert Level===
Each hostile Control Point is linked to several minor Encounters nearby, such as Territory Controls or Propaganda Broadcasts, indicated by connecting lines on the map. Completing these before engaging the Control Point will raise its Alert Level each time, up to a maximum of Alert Level 4, increasing the amount and difficulty of its defenders as well as the quality of its potential rewards,
Each Alert Level corresponds to a conventional Mission difficulty, with Alert Level 1 equating to Normal difficulty, and Alert Level 4 being comparable to Heroic. If left alone, an enemy Control Point's Alert Level will gradually drop over time. On higher Global difficulties, all Control Points will begin at the corresponding Alert Level and can never drop below it.
===Assaulting a Control Point===
Once inside the boundaries of a Control Point, agents can fire their Flare Gun (barring overhead obstacles/ceilings), which will signal a group of friendly Civilian Militia, led by a Militia Officer, to begin moving towards the contested area. Their distance to the Control Point will be marked on the agent's HUD, although they can be waylaid if they encounter other enemies along their route. Agents can also simply opt to begin the assault alone, firing their Flare Gun only after the Control Point's defenders have been cleared.
Once alerted, the Control Point's defenders will converge on the attacker(s) or run for nearby minigun emplacements, if available. Throughout the battle, further waves of reinforcements will emerge from doors inside the Control Point, culminating in an enemy Leader (typically an Elite or Named enemy, depending on Alert Level) who must be killed to secure the Control Point. Once the Leader and any remaining defenders have been eliminated, the Control Point is 'cleared' and becomes neutral territory. 
Note that mobile Encounters such as Elite Patrols or Supply Convoys can be alerted and will join the fray, either compounding the difficulty of the fight or providing a potential distraction if they are of a different faction.
If an agent is downed during the assault, they can be revived by the Militia Officer, and can in turn revive the Officer if they take too much damage, either manually or using a Reviver Hive. Otherwise, agents can fast-travel to the Militia Officer upon respawning to continue the fight. 
===Defending the Control Point===
If the Flare Gun has not yet been fired, agents can take time to regroup, visit the nearby Resupply Cache, and find defensible positions; otherwise, the counterattack will begin immediately after clearing the Control Point. 
Enemy forces will begin emerging from nearby structures and attempt to take back the Control Point, often from multiple directions at once. Together with the Civilian Militia, agents must fend off successive waves of invaders until another enemy Leader arrives, who must be killed to definitively capture the Control Point. Civilian Militia will make use of emplaced defenses when available, and cannot be forced off in case an agent wishes to utilize them.
If all agents are killed during this phase, the Militia will rout and the Control Point will revert to its neutral state, requiring the Flare Gun to be fired again for another attempt. Alternatively, if all enemy forces are killed before the Militia arrives, agents must wait for them to reach the Control Point before it is officially captured.
If the Flare Gun was fired before the Control Point was cleared, there is a chance that Rogue Agents will appear to attack the Control Point once it has been captured. How many Rogue Agents attack corresponds to the number of Division agents present, always outnumbering them by one. At this point, dying has no effect beyond missing out on the Rogues' loot drops, as the Control Point will remain friendly and its Supply Room unlocked.
===Rewards===
Capturing a Control Point will unlock its Supply Room, which always contains a reward chest and other loot containers providing supplies or crafting materials. These will reset daily and can be collected again, although the reward chests' subsequent contents will be of lower quality. 
Civilian Militia will begin sending patrols to gather supplies from nearby resource nodes - namely, Food, Water, and Components. Agents can talk to the Militia Officer to donate these supplies to the Control Point for additional and, if agents purchased the corresponding Detection Perks from the Quartermaster, increased detection radius of loot containers for up to twenty minutes.
Certain Encounters will only appear near friendly Control Points, these being Supply Drops, Rescue Operations, and Target Practice.
Liberating Control Points awards Field Recon Data, a necessary crafting material for optimizing or recalibrating equipment.
== List of Control Points==
==Appearances==
*Tom Clancy's The Division 2
fr:Points de contrôle
Category:Gameplay
Category:The Division 2
Category:Side Missions in The Division 2