Gamemodes

Secret
''Secret Mode chooses one of the three gamemodes currently implemented in the server. But true to its name, it does not reveal the gamemode as the round starts.''

Extermination
Extermination Mode involves the Mercenaries and one of the three Antagonist factions (usually Zurganids) directly fighting each other. In Extermination, you are most likely to have objectives that will have you storm the operating base or hive of the enemy or killing them to gain something like Resin Cores which can be turned in to get objective points, with enough of these Resin Cores allowing orders such as the Exterminate Order which is detailed below.

There may also be objectives that fit more RAID or DEFENSE in this mission as Secondary Objectives or rarely a Primary, and will always pit you against the Antag, as they are likely to have a objective to either also complete that or just don't want you to finish it if it gives you something beneficial they want to avoid.

The final objective almost always will be to perform Extermination Order and survive for ten minutes (Mercs) or to destroy all four key components of the ship (Zurganids). ARMY/Government is very rarely or unlikely to be fought in Exterminate. Other factions may fight too, but it is also very rare. Deploy all Firepower possible and the heaviest gear, you are in for a crazy ride.

End Conditions

 * If the Mercs successfully destroy the Area of Operations via Extermination Order after 10 minutes.
 * If Zurganids (or literally any faction) successfully destroy the Saltshaker's four key components.
 * If the Saltshaker successfully performed the Jump Drive and escaped after 5 minutes.

Raid
NOTE: This Gamemode is in early development.

''Raid Mode involves getting something and then getting out before everything goes completely crazy. Mercenaries and the Main Antag most likely do not have objectives that need for them to directly fight each other to win, and in theory it IS possible to win without the sides ever meeting each other, but this is VERY, VERY unlikely. Mercenaries will end up needing to steal, rescue or otherwise obtain something or someone and then get out, while the Main Antag is most likely to try and prevent such or otherwise.''

''Almost always it will be impossible to actually kill the Main Antags in this mode, with a possible exception at one point or two. The longer the Mercs stay, the much more likely that Main Antags will get reinforcements/objective/etc and start sieging down Mercs and Saltshaker.''

''The Final Objective almost always will be to perform Jump Order, which is essentially jumping away. Try to keep all the stolen/rescued stuff somewhere safe before ARMY/Government or Zurganids somehow re-steal it back. Deploying heaviest gear and firepower might not be advisable, analyze the situation a bit, it may be safer to bring lighter units to quickly get the objectives. Planned to be the most common game-mode.''

"As of now, Raid inherits alot of Extermination's gameplay, sans the ship defense phase. Upon completion of the mercenaries' objectives, or the near routing of all their squads, the evac phase will begin and the ship will initiate a warp jump to leave the AO, ending the mission."

Defense
NOTE: 'This Gamemode is not actually implemented and a Prototype version of it only exists in form of ARMY/Government Marines raiding Saltshaker for half a hour. The Prototype isn't planned to stay in its form and is mostly for testing purposes and will be replaced with a better and working version once it is finished. Most current information is conjecture based off of plans talked about publicly for the Defense gamemode, and descriptions of this gamemode should be taken with a heavy grain of salt as it is very likely to change in the future.'

Defense Mode involves defending a pre-defined location such as the Saltshaker. Antagonists and Mercenaries will clash and the Antagonists are likely to grow stronger over time passively or may have objectives that boost themselves or not let Mercenaries use something anymore. The Mercs either need to hold for a certain time, wait for backup to arrive and then push to enemy base, or perform something while defending and then escape or such, currently unknown.

There is likely going to be no way to kill the Main Antagonists or there is only going to be a way to do so at the very end of the round. Mercs are also going to most likely have already several pre-built sentries, barricades and such around the map and may have NPC's helping them. They may also need to get out or spread their numbers assuming there would be multiple key positions that may grant buffs or to prevent an Antag buff or such.

The Final Objective is most likely to vary the most. Most likely to be just to escape, but could be to suddenly push out, activate something, go to another AO or to gloriously die. Get as much gear down there asap and always try to get more resupplies ready at a moments notice are you are likely to start running out at some point along with everyone else. No use having all the heavy gear and vehicles if you have no supplies to keep them up for long.

A fairly non-standard gamemode part of Secret, Defense usually involves Mercs defending the Saltshaker against the ARMY/GOVERNMENT marines which are constantly reinforced via droppods.

End Conditions

 * If the Mercs successfully defends the Saltshaker for 30 minutes.
 * If all of the Saltshaker's key components are destroyed.

LV51 Defense
NOTE: It is unlikely that this gamemode is permament.

A sub-type of the regular Defense Gamemode, this Gamemode involves the Mercs protecting LV51. Their objective is to defend a central structure within the base called the Vault from being destroyed by aliens called Worts which seek to naruto-run their way into Area 51 in order to destroy the Vault and clap some Mercenary cheeks. If the Worts succeed, then all hope is lost and the Mercenaries have no choice but to evacuate before the Wendy nanovirus unleashed from inside of the Vault can kill them all.

End Conditions

 * If the Mercenaries successfully defend the Vault of LV51 for 40 minutes without the Vault being destroyed.
 * Failing that, the round can also end if the Mercenaries are able to jump the Saltshaker out using the jump drives if the Vault is destroyed.
 * The round ends if all of the Important Ship Parts on the Saltshaker are destroyed, crashing it.