Game Mechanics

General Game-Mechanics
Game Mechanics that apply to typically everyone with a few exceptions.

''Merc-Job Specific Mechanics are detailed in their respective roles.

Mercbucks and Antagbucks

 * Mercbucks/Antagbucks are round persistent currency that allow you to buy better gear or special equipment for a round, by increasing your weapon or gear budget by 1 per 5 M$. Antagbucks on the other hand allows you to buy +3 Extra Evo per 30 A$ spend at max of +12 Extra, totaling 120 A$.
 * There are NO weaker kits that allow you to gain more mercbucks or antagbucks.
 * Your Max Limit for both Mercbucks and Antagbucks is a whooping 999.
 * You earn far more Antagbucks than Mercbucks. If you wish to become the richest man ever, playing Beno on Raid and winning tends to easily earn you nearly +130 A$ per round.
 * Mercbucks/Antagbucks are exchangeable at a rate of 10 = 5. So 10 Antagbucks into 5 Mercbucks and etc.
 * Simply playing the game will give you Mercbucks/Antagbucks depending who you played as. Even when dead/ghost you count as being on that faction for around 5 minutes. Accomplishing objectives as best as possible will always you give a fair bit of bucks to spend. There is no point hoarding them besides personal satisfaction and massive 100+ M$ meme builds, so feel free to keep spending them when you please.
 * There will NEVER be a option to donate for Mercbucks/Antagbucks. Earn them through playing the game. That's all you need to do.
 * Just to emphasize it. THERE REALLY WILL NEVER EVER BE A OPTION TO DONATE FOR MERCBUCKS. ABSOLUTELY NONE.

Legacy Victory and Defeat
Just waiting for Legacy Transfer, IGNORE THIS


 * It may sound simple to just simply win, but there are times where you just barely won, or absolutely crushed the enemy. This is where VICTORY POINTS come in.
 * There is a Victory Score, which can be seen on Bridge if you look there. Both Mercenaries and Zurganids have 4 Tasks they need to/can complete, each giving a +1 to Victory Score, allowing them to have a higher Victory Score by the end. By default they each have 2 Points that can adjust later on.
 * If Zurganids and Mercenaries are tied in Victory Score, then Zurganids gain a extra +1 for a Level 1 Victory, meaning Zurganids always win ties.
 * If Both Sides have Victory Points, then the result is both sides remove each other's Victory Score depending on how many Victory Points they have.
 * For Example. Mercs managed to jump away and completed objectives. Their ISP's alive count is 2, the Cryo and Bridge with, Saltshaker (clearly) alive. Zurganids did not get Exterminated, and they forced the Mercs off the planet, but didn't achieve OVERTIME. This means Mercs have 3 Victory Points while Zurganids have 2. Since they both have Victory Points, Mercs's 3 is reduced by 2 of Zurganids, leading to a result of 1. Mercs have achieved a Level 1 Victory, a Minor!
 * The 2 Tables Below details the current tasks to achieve victory.

Victory Levels are:

Level 0 - Defeat - ''You didn't win and lost. The Enemy's Victory Score is shown instead.''

Level 1 - Minor - ''You won, just barely. Still, a win is a win.''

Level 2 - Normal - ''You won. The most common cause for this is Merc Extermination with only one ISP, or Mercs losing during the Extermination.''

Level 3 - Major - ''You won greatly. You most likely destroyed the enemy fairly greatly, preventing the Mercs from finishing their objectives OR jumping, or preventing the Zurganids from killing ISPs. All is jolly (Unless SALT is happening).''

Level 4 - Crushing - ''You crushed the enemy team. You probably decimated them completely, wiping them out in ludicrously short time. Almost never happens, and requires both bad enemy players and good luck.''

Legacy Force Types and Armor
Yet another that awaits the Legacy Porting. IGNORE THIS, ARMOR IS WAY DIFFERENT NOW


 * There is 3 Force Types that one can be damaged by, with a few unique ones floating around them.
 * There is SLASHING. SLASHING is damage in a line, like when you cut something with a knife. SLASHING is usually applied by Sharp Melee Weapons or such. Examples Include: Zurganid Claws, Sword and Chain Bayonet.
 * There is IMPACT. IMPACT is damage over a area, think smashing someone with a fist, a hammer or any other blunt object. IMPACT is usually applied by Blunt Melee, Guns with no Bayonets and some Zurganid Body types. Examples Include: Most Ranged Guns in Melee, Demolisher/Armored and Spore Zurganids, Fists.
 * There is PIERCING. PIERCING is damage on a point, stuff like spears, nails, bullets and such. PIERCING is usually applied by Pointed Melee Weapons and Ranged Weapons. Examples Include: Almost All Ranged Guns and Acid Spit.
 * There is a few special ones like ENGUFLING that aren't really force types but still do something interesting. ENGULFING in this case would hit a Character that for example is Swarm Body and ALL of his bodies at once instead just one of them.
 * In particular, Armor typically is percentile, so 50% Pierce will reduce damage from pierce by 50% and etc. However there is HEAVY armor. HEAVY armor is typically present on Zurganid Buildings, Demolisher, Queen, Gamma and Tonks. HEAVY features Direct Damage Resistance (DDR), which ignores a set amount of damage. You will do absolutely nothing if you don't have enough damage. AP, Acid Spike, Spike Cannon and others will penetrate through HEAVY typically. There is a variant of HEAVY called LIGHT-HEAVY which has typically less DDR than normal HEAVY, for things that don't need so much DDR but still need some.

Click Cooldown/Delay

 * While fighting, it won't matter how fast you spam your mouse, you won't be able to pull off 500 attacks in a second. Most of your actions will be restricted by a global click delay that attachments, weapons or a ability can modify.
 * This also applies for Melee. Zurganids have fairly average click delay but some such as Predator and Knights have lower delays.
 * If you are in Melee, avoid clicking unnecessarily if you are aiming to use Bump Attacks, as they will only happen when your click delay is gone, and you will not do a bump attack if you just clicked, even if you didn't hit anything.
 * As a result, its more beneficial in total to either be slow and precise OR use Bump Attacks when fighting with Melee and Slow Weapons. Most guns that have a lot of ammo have Burst or Full-Auto so clicking faster won't change much there. Especially true in Melee as click dragging by accident results in you not attacking at all.

Accumulative Damage (Merc Only)

 * Whenever you take damage, it accumulates, even when healed. Its impossible to currently tell how much accumulated damage you have.
 * Once it reaches a certain point, your screen edges will flash red, a loud sound will play and your ENDURANCE will go down by -1, increasing how much damage you take.
 * What essentially this means is that if you keep fighting and getting injured, you will keep getting -1 Endurance. This can go as far as -3 and beyond, in which case you just start dying from stray wind.
 * Medics have a special ability called Nano-splint for this. It has only 2 uses so only use it when someone is REALLY fucked. When used, it brings your Endurance back to its original value (So if you were a VET with 1 Endurance, it goes back to 1 Endurance).

Bump Attacks

 * When you run at something or something runs at you that is hostile, a bump attack will occur. A bump attacks happens when your character or theirs collide with one another by trying to move. This only works with characters that are hostile.
 * Bump attacks pick the STRONGEST Melee Option and then try and hit the person who was bumped. This means if you have a Hammer with 200 Damage but Very Slow Attack Cooldown with a SMG that does 28 damage in Melee and Very Fast Attack Cooldown, the Hammer will get picked to attack.
 * Bump attacks allow hit and runs as a result by running into a person then quickly running away into another direction before they can turn around or shoot instead of needing to click.

Cover System

 * A certain cover system exists here to help you avoid bullets and acid flying over your head. There is 3 categories of it. Small, Medium, and Large.
 * Cover has a chance to block said projectiles depending on chance unless the shooter is close enough. Small gives 20% chance. Medium gives 40% chance. Large gives 60% chance. You can shift+click to examine objects to see what cover they are, if they are cover at all.
 * If the projectile is blocked by cover, the cover takes damage.
 * Note that this DOES NOT WORK FOR MELEE. The only thing cover would do at that point is block them from crossing it, and won't redirect hits even if you are in cover. This is for ranged projectiles only that are far away enough.
 * You can use Take Cover ability to take Cover behind said object if you are close enough. To do so, you must click and drag the cover object to your character, and they should take cover. When you do so, the projectiles that would hit you are always 100% redirected to Cover instead, meaning as long as you remain behind said cover and the shooter never comes too close, you will never be hit while it lives by their projectiles.
 * ALL Cover known can be destroyed, up to including reinforced walls. Their MATERIAL however will vastly determine what damage type should be used.

Materials
(MrJJJ Note: Well that's great, another one to check. This one is something


 * Materials are what almost every turf has. Be it either metal, liquid, nature or etc. Each one has varying HP, Resistance and etc.
 * As long as you have a ranged weapon (with a few exceptions where a melee can also hit said turf), you are able to shoot and inflict damage onto these turfs
 * The list below shows what type of MATERIALS there is and their respective resistance values. Each + is respectively 20% resistance, but +++++ is only 90%.
 * Armor resistance values were updated a while ago to happen in increments of 25%, but it's not clear whether this applies to materials. These values are likely only approximate.

System Vaults
SysVaults are special structures that can be claimed by factions. As of now, only Mercenaries have special interactions with them, being:


 * Claiming them via having a member of Alpha squad, the Armored Leader, or Field Commander interacting with the Vault.
 * SysVaults claimed by the Mercenaries will deposit a loot box when secured, and have transport pods deployed on top of them during the evac phase.

Morphic Compound
Morphic is a consumable item used to reload any kind of weapon and item pouches. It can be found in the storage items section of the Voucher Redemption Terminal.

Zurganid Only Game-Mechanics
Game Mechanics unique mostly to Zurganids

Half-Legacy CARE
Not exactly Legacy enough to fully destroy, but has a lot of parts that need to be moved.


 * Unlike Mercenaries, Zurganids out as lowly and weak with only around 2 Evolution Points to spend. However as they eat more corpses and place more spores, they gain more evo points and begin to grow stronger.
 * CARE stands for Claws, Acid, Resin and Exoskeleton. They raise their melee damage, abilities, spawn time and health with armor respectively.
 * Zurganids for early-game will be weak even by the time Mercs land, having around 13-15 Evo points and around hive level of 11 or less. As they kill more Mercs and get more Biomass from spores, each level they have to work harder for as the biomass required increases, so a Hive level of 20 may require 8+ mercs devoured to level up.
 * This means that by late-game, if Zurganids have killed a good amount of Mercs, will be a very high Hive Level with incredible damage, durability and respawn times, easily overrunning what remains.
 * Zurganids that have been there from the start of the round vs Late-Joiners will have more evo points as their reward for sticking around for so long. A starting Zurganid may have 25 Evo while a Later-Joiner has 17 Evo or so.
 * Zurganids NEVER EVER equal Mercs at the start even when leveled up. If you put a Hive Level of 20 with 50 Zurganids in it against 50 Mercs with all of their equipment in a direct fight, the Zurganids would lose the battle, while not easily, they still lose that single battle. Although they would probably win the entire round by the end due to respawns and sheer attrition.

Building Pulse and Resin
(MrJJJ Note: Once the MATERIAL stuff is dealt with, will edit this)


 * Resin has one of the most strongest PIERCING resists in the game, having a whooping 90% PIERCING RESIST. Its only surpassed by LIQUID material, which is fully immune to Piercing.
 * The Weeds are indestructible, allowing Zurganids to place Buildings and heal faster ontop of it. While there is some slight possible way of mercs removing it with explosions, its heavily unlikely to remove more than a few patches you can easily recover.
 * Zurganids inside buildings will "heal" the building. Having more will possibly heal it more but there is a delay so you can't have 30 Zurganids out-healing the DAKKA against the Brood.

Legacy Boarding and Objectives
MORE LEGACY. MORE SHIT AWAITING TRANSFER. PAIN.


 * Zurganids can already instantly try to board the ship once it launches the Crawler. However, as long as the ECM is on, they won't be able to get on without instantly dying.
 * Currently the only objective is just to murder mercs, get hive level up and that's it.
 * Once they have enough Strength/Progression, Zurganids will be told they are strong enough to board, and will be able to place the Brood ontop of the ship, which can lead to possible Overtime.
 * (May be moved to General once more Antags get developed). OVERTIME means that the Saltshaker has managed to use Jump Order and succeeded but there is a Zurganid Brood on it. From this point on, Zurganids can't move the Brood and the game won't end until the Ship crashes or the Brood is destroyed. This does make Zurganids lose out on one of their points that they could have gotten for a better victory if they didin't let OVERTIME hit.