Liberation

NAK Squad
Liberation
IntroductionThe StartSector TypesResourcesProductionLogisticsCivilians/ResistanceCommanding

During this campaign you will have to liberate the operational area from enemy occupation.

The primary goal is to recapture all the regional capitals. To achieve this, you will also need to liberate other sectors types, such as cities, factories, enemy bases and radio towers.

However, the enemy won’t just leave you alone whilst you push them back respectively. They will react harshly; they will move to reinforce, recapture and even cut you off from your supplies as well as other methods that would prevent you from achieving victory.

Indeed, supplies, ammunition, and fuel are all resources you’ll need to increase your campaigns firepower and effectiveness in your future endeavors. You will also need to strategically capture enemy bases to unlock heavier assets, or else your campaign will not be deemed successful and your assets, limited!

Lastly, be ready to check your fire – the local population will make a real difference during your campaign to liberate the region.

You begin the campaign either onboard the USS Freedom, or at Chimera base, safe zones the enemy won’t dare to attack.

Your first choice would be to choose where you want to deploy. At first, you will only be able to deploy at your starting position but as you progress, more options will become available such as Forward Operating Bases (FOB) and mobile respawns.

At your starting position you can choose your equipment from a complete Arsenal. You will also find your first FOB packaged inside a container, the Spartan-01 helicopter and a few other small transport helicopters.

You will have to ferry that container with the Spartan-01 (or choose to start with the first FOB already built) and then deploy your first FOB wherever you want (as long as you’re 1km from the starting position and 300m from any sector), so it’s up to you to choose the right place to start your campaigns offensive.

If you, or anyone on your server, don’t have access to the helicopter DLC, you can choose via the mission parameters to start the campaign with the first FOB already built. In that case, the FOB will be placed at a random position on campaign start. Then you can decide to use that position or repack the FOB into a container or truck and move it to a place which is more suitable to your liking.

There are 5 different types of sectors in a Liberation campaign and all of them have unique advantages you’ll be awarded if you’ve liberated them.

In detail:

  • Capital Symbol Capitals: There are several larger or important cities in the region. When all are under friendly control, you’ll most certainly have beaten back the enemy to a point where they cannot re-establish control. This is your primary objective. They are very well defended and you’ll have to deal with a very high chance of enemy reinforcements or counter attacks.
  • City Symbol Cities: Generally small to medium-sized cities.
  • Factory Symbol Factories: Across the region you will find civilian factories under enemy control. Capture these, as they only need a storage area and can then produce the three resources. As such they are a very strategic first target!
  • Military Symbol Military Bases: Home to large amounts of highly equipped enemy forces, these installations are heavily defended and will require large and well co-ordinated assaults if you have any hope in capturing them. While capturing enemy bases you’ll prove that your operation is progressing in a promising way, therefore you’ll unlock some heavier assets.
  • Tower Symbol Radio Towers (RT): When under enemy control, RT will be used to call in reinforcements when a nearby sector is attacked by our own forces. The reaction time will depend on the distance between the tower and the sector. When under friendly control, the towers will give useful map intel on hostile troop movements in the vicinity by intercepting their radio communications.

In this campaign you have to manage, store and protect three types of resources:

  • Supplies: These are the most essential. Without supplies, you will be unable to deploy additional soldiers or requisition any military hardware. As such, HQ recommends prioritizing these first.
  • Ammunition: Used to stock armed vehicles such as APCs and MBTs as well as elite (and heavily armed) soldiers.
  • Fuel: Every vehicle needs fuel, some being more thirsty than others.

You may come across all three resources in any sector but for a considerable and constant supply, you must capture factory sectors! Once captured, it requires a storage area (scroll menu action) and then also require facility construction (again, scroll menu action). All three facilities may be built in any one factory but you must supply an initial cost to set these facilities up. This is 50 of the specific resource and 100 of the other two.

The Production System in Liberation is there to take control of which resources are produced at which captured production sectors. These factory sectors can produce any of the seperate resources. Between this and the Logistic System, you’re also able to setup a “passive income” option for smaller groups of players.

To access the dialog, you need to have at least one captured factory. Only the commander can access the dialog and he has to be at a FOB or at a sector which is able to produce.

The Production Overview Dialog

Liberation Production Overview

Area 1 – Sector List

This is a list of your current captured production sectors. As you select one, the middle UI will change to reference that sector and the map UI on the right will hover above it with a green circle around the current chosen sector marker.

Area 2 – Sector Information

This is your basic sector information.

Sector Type

In this example is – ‘City’

Producing

Will be the current chosen resource production. In this example is – ‘Supplies’

Storage

This indicates how many resource crates are sitting within the sector storage.

Time Left

Time in minutes until a new resource crate is produced. In this example is – ‘3 min’

Area 3 – Facilities Available

This indicates which resources can be produced at the current chosen sector. Green indicates available and red unavailable.

Area 4 – Stock Overview

This is a count for how many resources are currently sat within the sector storage, each resource crate is up to 100 resources and therefore 50 (1 Crate) -as shown above- would be a resource craft filled halfway, whereas say 600 (7 Crates) would equate to 5 full resource crates as well as 2 other crates that combined, equal the last 100 resources.

Area 5 – Choose Production

Here you can select which resource is being produced. Obviously, the sector needs to be able to produce that resource first before you can select and then confirm it. Once confirmed, the timer will continue and the top Sector Information panel will update.

Final Information

To set up a production sector so that it will show in this UI, you need to simply capture the sector and then “build storage” from the scroll menu. However, you will need to invest some resources into a facility (or all three) before you can produce that/those resource(s). One facility is always provided on each factory sector from the start.

You may produce all three facilities but you can only produce one resource at a single time. The cost to produce a facility currently is 50 of the respective resource as well as 100 of the other two, you may get lucky and find these are already laying around the sector, you may not and need to transport them from elsewhere. The important part is that to produce the facility (from the scroll menu) the resource cost will need to be WITHIN the earlier built storage area. Not just within the sector limits.

The Logistic System in Liberation provides the opportunity to gather resources from your production sectors without needing to transport them by yourself. This system is a suitable replacement of the old “passive income” option for smaller groups of players.

To access the dialog, you need to have at least 2 legit destinations for the logistic system (FOBs and factories). Only the commander can access the dialog and he has to be at a FOB.

The Logistic Overview Dialog

Liberation Logistic Overview

Area 1

Overview for the Logistic Groups. The areas 2, 3 and 4 will only be shown if you’ve at least one logistic group added.

1 – Add

Creates a new group

2 – Del

Deletes a group. This can only be done if the group has no mission and no truck assigned.

Area 2

Logistic group status information.

1 – Status

Indicates the current status of the logistic group:

  • Standby: In this status, the group is ready to receive a new mission or get trucks assigned/unassigned.
  • Loading: The group has reached one of the destinations and starts loading the resources. It takes 1 minute for each truck to load 3 resource crates plus another minute to get ready for proceeding.
  • Travel: The travel status is shown when the group is driving from one destination to the other one.
  • Abort: The current mission is aborted. The group will drive back to the last destination they’re coming from, unload all possible loaded resources and prepare themselves for the next mission.

2 – Time left

Displays time left until the actual status is done and the next status will be reached. The timer display doesn’t update when you’ve opened the dialog. You have to close and reopen to update the timer display. And there are also two special indicators:

  • No resources: If you see this, it means that the logistic group is currently at a destination and can’t find enough resources to load up the group. But basically, it’s nothing to worry about, as the group is waiting there and will check every minute to see if there are now enough resources. If you are producing supplies and the group will be transporting supplies from this sector, then you can just leave it. As soon as the sector has produced enough supplies, they will be loaded up and the convoy will continue.
  • No storage space: Essentially the same as above. If there is not enough storage space at a destination where something should be unloaded, then the convoy will wait there with this message. Be sure to either build an additional storage area or unload some crates from the actual one. The convoy will check for the storage space every minute.

3 – Next Destination

Shows A or B to indicate which will be the next destination the convoy arrives.

  • Showing A when: Is at B and loads/unloads there, is traveling to A or aborting to A.
  • Showing B when: Is at A and loads/unloads there, is traveling to B or aborting to B.

Area 3

Information about the amount of trucks and currently loaded resources.

1 – Assigned Trucks

Displays the amount of trucks which are assigned to this logistic group.

2, 3 & 4 – Amounts of currently loaded resources.

Shows the amount of resources (not crate count) of the resources which are currently loaded on the trucks of the group.

5 – Assign Truck

Assign a truck to the logistic group. This is only possible if the group is in the standby status and you need 100 supplies and 100 fuel in your local storage area to assign one.

6 – Unassign Truck

This button lets you unassign a truck from the logistic group. Also only possible if the group is in the standby status. You will receive 50 supplies and 50 fuel from unassigning a truck.

Area 4

Mission planning area.

1 & 2 – Destination A and B

With these dropdown menus you can choose which destination from your FOBs and production sectors should be the missions destination A and B.

3 & 4 – Total amount of resources to gather from each destination

The boxes under the dropdowns are for entering the amount of resources. From left to right: Supplies, Ammo, Fuel. These are amounts and not crate counts. The entered amount is for the whole mission, so it can exceed the capacity of your trucks in the group (3 crates per truck with a max of 100 per crate).

5 – Confirm Mission

With this button you can assign the mission to your group which you’ve planned above. The mission won’t be accepted if:

  • Both destinations are not set.
  • Same sector for destination A and B selected.
  • Same resource set for transport from A to B and B to A.
  • No resources set for transport.
  • There is already any kind of route established between the selected destinations.

6 – Abort Mission

If the group is currently assigned to a mission you can use this button to abort the mission. The group will turn around and drive back to the last destination, unload all possible loaded resources and prepares for the next assignment.

Creating a “passive income”

To use the logistic system as a replacement for the passive income, you should do the following:

Let’s assume you’ve a FOB and a factory sector where you produce ammo:

  • Create a logistic group with one truck.
  • Select the factory sector as destination A.
  • In the field of destination A for ammo enter something like 100,000.
  • As destination B you select the FOB.
  • Confirm the mission.

This will result in the following behaviour:

  • he group will start at destination A and waits there until 300 ammo is produced.
  • If the 300 ammo is available at the sector storage it will be loaded on the truck.
  • The group drives to your FOB and unload the 300 ammo there.
  • Afterwards it will drive back to the factory sector and waits again until 300 ammo is available.
  • So the truck will drive back and forth the whole time (as it will take some time to gather 100,000 resources).
  • With this setting you’ll produce an automatic passive income of 300 ammo every 1,5 hours per sector (with resource multiplier 1)

If you change the production type in a sector, you can also set for this example the resources for destination A to 100000 supplies, 100000 ammo, and 100000 fuel. This will result in the truck carrying whatever you produce at the sector and bringing it to the FOB you choose.

Civilian reputation and Resistance fighters were added in Liberation v0.96. Now you must not only
conquer the island but also the hearts and minds of the local populace. There are a couple of ways to
earn the trust of the locals, but far more ways to get on their bad side.

Actions that affect your reputation

Actions that positively affect your civilian reputation:

  • Liberate sectors
  • Give medical support to civilians after a sector battle

Actions that negatively affect your civilian reputation:

  • Killing civilians
  • Killing resistance fighters
  • Damaging or destroying houses
  • Stealing civilan cars

The values of each of these actions will be explained further down

Benefits/consequences of your reputation

On their good side

Earning the trust of the locals comes with many benefits. The threshold for being considered “friendly” is 25% reputation.
Once you are at or above 25% reputation there a small chance that the following can happen:

  • A civilian informant may spawn that can be rescued for intel and a chance for side missions
  • Resistance forces may aid you in an attack on a sector

On their bad side

The consequences of provoking the ire of the civilians and resistance forces are not to be trifled with.
The threshold for being considered “unfriendly” is -25%. Once you are at or below -25% reputation there are small chances for the following to happen:

  • IEDs may be placed along major routes and in towns, increasing in number the worse your relations get
  • Resistance forces may ambush your logistics convoys, using the supplies to aid their cause
  • Resistance forces may assist the OPFOR in defending town sectors

Reputation actions in-depth

Liberating sectors – +5%

This one is simple. Capturing a sector will earn you 5% reputation after the sector capture is complete. Capturing a Capital will earn you the doubled amount.

Medical support – +2%

After a sector has been captured there is a chance that civilians will require medical aid. To check for injured civilians look at your map for purple circles in the sector. Each circle represents a civilian casualty in need of aid and each civilian you help gives you 2% reputation.

Killing civilians – -5%

This is pretty self-explanatory. If you want people to like you, don’t kill their friends and family. As a rule of thumb, if they’re unarmed and not in uniform they’re most likely a harmless civilian. Each civilian you kill costs you 5% in reputation so watch your fire!

Killing allied resistance fighters – -3%

Depending on your standing these guys can be your best friend or your worst nightmare. At the start of the campaign, they will simply be civilians with guns, but as your regional conquest continues they can grow in strength depending on their success in battles with or against you.

Damaging or destroying houses – -3%

In the mission parameters you can change whether you want the penalty to apply on when a house is destroyed, or even if it is simply damaged. Either way, the penalty is the same and the liberal use of explosives in towns is ill-advised. (Feel free to wreak havoc on military compounds)

Stealing civilian cars – -2%

Only commandeer a civilian vehicle if it is absolutely necessary.

In Conclusion

The general rule is this: if it seems like it would make the locals angry, you shouldn’t do it. There are more values than the ones in that file, but they are either hardcoded for balance reasons or are calculated by a formula.

Buildings and their purposes.

These are the buildings/objects/vehicles within the Logistical Tab (second from the end for Commander, end for everyone else).

  • Arsenal Box

This is a portable virtual arsenal. Good for bringing supplies to those on the battlefield and in desperate need. Keep in mind that this is an “unlimited supply” of all things weapons and gear related and if you wish you can set “Mobile Arsenal” to disabled via the lobby parameters. The Arsenal Box will lose it’s ‘Virtual Arsenal’ which would mean it is empty and only good for transporting large amounts of items from an FOB.

  • Mobile Respawn

This is a medical truck which not only acts as a source for unrequited healing but also a vehicle you can redeploy to. The vehicle itself must be stopped for players to see it in the spawn menu as “Mobile Respawn”. Depending on your choice of preset this may even be a light APC, such as the M113 within the RHS mod. If you wish, you can set “Mobile Respawn” to disabled so that redeploy is unavailable and players must use FOB spawn points.

  • FOB Container

This is the container you will see at your starting position when you first begin the campaign. You only get 1 free FOB container (although it does respawn if damaged before used) and afterward you need to buy the next. This is a cargo container and when 1000m from your starting position AND 300m from any sector, you can “deploy” (scroll menu) it into an FOB.

  • FOB Truck

Exactly the same as above but in truck format, you won’t get this at your starting position (although that edit is simple if you’d like to begin at Chimera with a truck rather than container). This is a cargo truck however and as such, can be much more suitable at times.

  • Small Storage Area

This is a free storage area that holds 12 resource crates if crates aren’t stored within a storage area at an FOB they won’t be counted to any resource piles. These are also placed at production sectors once captured so that the production there can be organized into this area. Crates not stored in any storage areas will delete on server restart.

  • Large Storage Area

This is a free storage area that holds 40 resource crates, if crates aren’t stored within a storage area at an FOB, they won’t be counted to any resource piles. Crates not stored in any storage areas will delete on server restart.

  • Salvage Depot

This structure is needed at an FOB to recycle anything that was not free, at that FOB only. For example, you don’t need the Salvage Depot to recycle a set of sandbags, as these are free in the buildings list, you do need it to recycle a Hunter (or even an enemy Ifrit) however.

  • Flight Control

This structure is the first prerequisite to building any air vehicles globally. In order to build the Helipad or Tent Hangar structures explained below, you must have a Flight Control structure at the same FOB.

  • Helipad

This raises the rotary-wing cap by 1 and without a free helicopter slot, you won’t be able to build any more helicopters. The Helipad can only be built at an FOB with an already built Flight Control and is only active whilst that Flight Control still exists. IE, if enemy destroy the Flight Control, you lose your cap increase per Helipad at that FOB.

  • Tent Hangar

This raises the fixed-wing cap by 1 and without a free plane slot, you won’t be able to build any more planes or jets. The Tent Hangar can only be built at an FOB with an already built Flight Control and is only active whilst that Flight Control still exists. IE, if enemy destroy the Tent Hangar, you lose your cap increase per Tent Hangar at that FOB.

  • CRV-6e Bobcat

This is a multi-functional combat recovery vehicle. As well as being a light-combat ready APC, it can also repair, refuel and rearm other vehicles on and off of the battlefield. As such, it is quite an expensive asset to have and should be kept safe.

  • Functional Trucks

These are mobile repair/fuel/ammo sources capable of repairing/refuelling/rearming any vehicle locally, on and off of the battlefield.

  • Functional Containers

These are static repair/fuel/ammo sources capable of repairing/refuelling/rearming any vehicle locally, on and off of the battlefield.