Action Rules/it

Questo documento non è una guida al gioco,ma una documentazione per le regole correnti dell'Action Game.

## Modalità Assalto

La modalità Assalto, serve a determinare il risultato di un battaglia per una Città.

### Condizioni di Vittoria

* Gli Attaccanti conquistano gli Obiettivi.
	+ Gli Attaccanti Catturano tutti gli obiettivi(O1,O2),mostrati con delle stelle sulla mappa.Ci sono solo due punti da catturare.
* Tempo Difensori
	+ I Difensori mantengono tutti gli obiettivi per 30 minuti + Bonus degli attaccanti. N.B. Se gli attaccanti controllano un Obiettivo, i difensori devono riprenderlo per poter vincere, anche a tempo scaduto.
	+ Tempo bonus per le Catture degli Attaccanti
		- Ogni punto di Cattura preso dagli attaccanti quando mancano meno di 10 minuti al "Tempo di Difesa", viene conferito un bonus, fino a 120 secondi per un massimo di 10 minuti.
* Nessun Punto di Accesso
	+ Una fazione perde tutti i Pundi di Accesso, poichè non si posso recuperare, la partita finisce e i difensori vincono.
* Timeout
	+ Questo succede raramente, ma nel caso in cui la partita duri più di 3 ore, la vittoria viene data ai difensori.
* Fine degli Spawn(Vite)
	+ Una fazione finisce le vite e tutti i giocatori sono morti, allora la fazione avversaria vince.

### Regole Spawn

* Ritardo Spawn
	+ Tempo di Spawn = Ritardo Base - Underdog Pool
	+ Ritardo Base
		- Il countdown del ritardo spawn inizia nel momento il giocatore muore.
		- Se il giocatore sta facendo spawn in uno Spawn mobile,ad esempio un APC, c'è un ritardo di 20 secondi.
		- Se il giocatore sta facendo spawn in aria con un aereo, il ritardo è di 15 secondi.
		- Se il giocatore sta facendo spawn in un punto di cattura come soldato, c'è un ritardo di 10 secondi più 0.5 secondi per ogni collegamento con il Punto di Accesso del suo AT (arrotondato per eccesso).
		- Se il giocatore sta facendo spawn in un punto di cattura dentro un carro,c'è un ritardo di 10 second più 2.5 secondi per ogni collegamento con il Punto di Accesso del suo AT (arrotondato per eccesso).
		- Se il giocatore sta facendo spawn in un punto di cattura in tutti gli altri veicoli, c'è un ritardo di 10 secondi più 1.5 seconds per ogni collegamento con il Punto di Accesso del suo AT (arrotondato per eccesso).
	+ Underdog Pool
		- Ogni volta un team ha meno giocatori degli avversari, fewer player than their opponents they subtract time from their spawn delay.
		- The pool is filled with (0.25 seconds \* underdog ratio) every second
		- When spawning either the amount left in the pool is subtracted from a players delay or the amount the player is missing

### General Spawn Rules

* General spawn rules
	+ In general a player can spawn at any capture point that is connected to their assault teams access point, unless one of the following exceptions is triggered
		- The enemy is capturing the point. If the capture point is an access point or an objective point then they will still be able to spawn at the point. However, they will spawn further away than normal.
		- Something is blocking the spawn point
		- There is no spawn point of the type needed, e.g. Tank spawn
		- If a member of the capture points owner team has been killed during the last 10 seconds and within 80 meters of the capture point. Additionally there needs to be a neighbor capture point owned by the opponent team.

### Mobile Spawn Rules

* Mobile spawn is a type of spawn that enables a member of the assault team to spawn directly in a vehicle already located on the map
* If the assault team does not have a vehicle on the map a player can choose to spawn with one. The amount of active vehicles is unique per assault team
* A vehicle can be lost if it is destroyed, an opponent has entered it, or a member of another assault team has entered it while it was empty
* So in order to be able to spawn directly in an already active vehicle the following must be fulfilled, free seat, not stolen by the enemy and not stolen by a member of another assault team

### Assault Team Spawn Rules

* Infantry, Anti tank Infantry, Recon
	+ These assault teams follow the general spawn rules
* Mech Infantry
	+ Can either use the general spawn rules or mobile spawn rules
	+ For mobile spawn they can atmost have one active halftrack at a time
* Armor, Tank Destroyer
	+ Can only spawn following the mobile spawn rules
	+ They can at most have three active tanks at a time
* Fighter Squadron
	+ Can either spawn on a runway in their plane or in the air, in both cases the general spawn rules apply
* Paratrooper
	+ If they have paratrooper planes they follow the mobile spawn rules, they can have no more than one active paratrooper plane at a time
	+ Their plane can spawn directly in the air
	+ If their paratrooper plane resources are depleted they follow the general spawn rules

### Capture Rules

 Capture Point | Access Point | Objective Point

* Capture points
	+ It is only possible to capture a point that is connected to a friendly point and unlocked.
	+ Capture points are first captured to neutral and then captured by the capturing side.
	+ The capture to neutral time is 30 seconds.
	+ The capture to team time is 30 seconds.
* Objective Points
	+ Objective capture follows the capture point rules
	+ The capture to neutral time is 45 seconds
	+ The capture to team time is 45 seconds
* Access Points
	+ Access point capture follows the capture point rules, except they are captured directly to the captures side
	+ The capture to team time is 90 seconds

## Skirmish (Felber-family builds)

The Skirmish gamemode is used whenever two assault teams meet on a road or there is a battle for an access point.

### Victory Conditions

* One side reaches 100
	+ Each side has a slider which moved up with their current points.
	+ If a side has 2 more zones than their opponent than their counter will count double as fast, and so on...
	+ The speed at which it counts is determined by two things, the ratio as explained above, and the total count of contested zones. The more zones that there are the the slower it will count
* Timeout
	+ This case should very rarely be needed, but in the case where a match has run for 3 hours the victory is given to the defenders.
* Out of lives
	+ One side runs out of lives and all players are dead.

### Spawn Rules

* Spawn delay
	+ Follows the same rules as the Assault gamemode
* General spawn rules
	+ A player can in general only spawn at their access point
* Assault Team Spawn Rules
	+ Follows the same rules as the Assault gamemode

### Capture Rules

* Zones
	+ It is possible to capture zones in any order at any time.
	+ Zones are first captured to neutral and then captured by the capturing side
	+ The capture to neutral time is 30 seconds
	+ The capture to team time is 30 seconds
* Access point
	+ Access points can not be captured.

## Special Weapon Rules

### Weapon Mods

* In the case where a weapon with mods is picked up by another player, the owner of the modified weapon will not have to pay any repair cost for its use.

### Weapon Special Rules

* Mines
	+ At any given point a player can have no more than 3 active mines, if a fourth mine is placed the oldest of his mines will despawn. Mines stay in the game after he disconnects.

### Damage Model

* Vehicles: See http://www.heroesandgenerals.com/community/5578/vehicle-armor-model
* If you hit another player with f.ex a handgun that does 36 damage at close range, the damage will be modified by where you hit the enemy.
	+ Head is 4xDamage (144 in the example, 1-shot kill)
	+ Body is 1xDamage (36 in the example, 3 hits needed to kill)
	+ Legs are 0.8xDamage (28 in the example, 4 hits needed to kill)
	+ Arms are 0.5xDamage (18 in the example, 6 hits needed to kill)

## Combat Badges

* Scavenger
	+ When walking over a weapon of same class, (SMG, Rifle, Pistol...), ammo from that weapon on the ground is transferred to the players weapon. The amount of transferred never exceeds the players weapons max capacity.
* Hoarder
	+ When spawning the players weapon is given additional ammo, the amount of ammo is uniquely defined per weapon
* Grenadier
	+ The players explosions cause 5% extra damage, this applied before vehicle armor is calculated
* Dead Eye
	+ A weapons cone contraction rate is increased by 50%
* Quick Draw
	+ A weapons cone expansion rate from turning is decreased by 5..10..15%
* Fast Reload
	+ The player can reload weapons 5..10..15% faster
* Infantry First
	+ A weapons damage towards 2mm, 5mm and 20mm armor is increased by 5%
* Aim? Me?
	+ A weapons cone expansion rate from hip firing is reduced by 50%
* Nimble
	+ The player has no footstep sounds
* Dynamite Lover
	+ Explosive weapons, (Hand Grenades, Mines...), start with 1..2..3 additional ammo
* Heavy Set
	+ When damaged the player receives 5..10..15% less damage
* Marathon Man
	+ Fatigue from sprinting is decreased by 30%
* Ghillie
	+ The player can not be spotted, will never show up on opponents maps
* Camouflaged
	+ Killcam will not be shown when player killed an enemy
* Infantry Fist
	+ A weapons damage towards all armor above 20mm is increased by 5%
* Tight Grip
	+ A weapons cone expansion rate from firing in precision mode is reduced by 50%
* Driver
	+ Cars, halftracks and Bicycles start 50% faster for the player
* Gunner
	+ The player can reload a vehicle's primary weapon 20% faster
* Tanker
	+ Tanks start 50% faster for the player
* Airborne
	+ Planes start 50% faster for the player
* Para Training
	+ A players parachute will open automatically and the perfect height so the player will have just enough time to slow down and not take damage when landing on the ground
* Freefall
	+ A player has to manually deploy his parachute
* Bombs Away
	+ Planes spawn with 1..2..3 additional bomb(s)
* Flak Jacket
	+ A players plane takes 5..10..15% less damage from projectile impacts

## Misc

### Score

* The purpose of a players score in the action game is currently only used to define their place on the scoreboard, which in turn unlocks ribbons
* Score is based on
	+ 6 for every enemy killed
	+ -12 for suicide
	+ -6 for team kill
	+ 5 for a capture point capture, this is however split out among the players who contributed to the capture based on how much they contributed with
	+ 28 for an objective capture, this is however split out among the players who contributed to the capture based on how much they contributed with

### Combat XP

* Combat XP is used to unlock combat ranks for a character
* Combat XP is based on
	+ 0.007 for every second in an action game
	+ 1 for every kill
	+ 2 for every battle
	+ 15 for every armor kill
	+ 40 for every plane kill
	+ -0.1 for every death
	+ 10 for every savior kill
	+ 0.03 for every damage dealt
	+ -10 for every team kill

### Tactical XP

* Tactical XP is used to unlock tactical ranks for a character
	+ Tactical XP is based on
	+ 5 for every capture point capture
	+ 3 for every capture point capture assist
	+ 0.02 for every capture influence
	+ 10 for every kill of an enemy who is capturing
	+ 20 for every resource capture
	+ 0.25 for every resource capture influence
	+ 3 for every battle won

### Earnings

* Currently a player earnings are based on the following
	+ Infantry kills
	+ Armor kills
	+ Plane kills
	+ Captures
	+ Capture points defended
	+ Time played
	+ Win/Defeat
	+ Premium bonus
	+ Bonus for first battle of the day

### All Players Leave

* In the case where a server is empty, either because everyone left or crashed, a timer will count down from 2 minutes and if no one joins before the time runs out the server will shutdown without resolving the battle. Either the strategy game will auto resolve it or players must start it again.