The Resistance's main enemy is the Combine. Combine soldiers can be easily identified by their armor and gas masks. Synth soldiers can also be distinguished from regular soldiers due to their alien-like look. On the field, all Resistance members should shoot Combine soldiers on sight (unless certain scenarios are in play). Rogue Units look like Combine soldiers but are still friendly Resistance members, so players must get accustomed to this unique look.
The Combine's main enemy is the Resistance. Resistance fighters (Rebels) can be identified by their green/black civilian-style clothing and visible faces. On the field, all Combine members should shoot Resistance soldiers on sight (unless certain scenarios are in play).
While on the field, players may come across civilians, who are usually unarmed and harmless. However, some civilians can carry firearms and may cause problems for you and your allies. These civilians are called Anarchists. Players cannot shoot Anarchists on sight unless they pull out a weapon. Regardless, players should warn all civilians on the field to leave the deployment area to avoid getting shot/killed by mistake. If they refuse to leave, they may have bad attentions, so use lethal force if they don't listen to you (check server rules for more information). Besides Anarchists, civilians may also be aligned with the CWU, a Combine-friendly faction. Once again, players may not shoot these civilians unless they are deliberately assisting the enemy (check server rules for more information).
When your health finally does drop to 0 for any reason, you don't die immediately. There is a Battlefield 5-esque revive system. In which members of your squad or any friendly Medic/HELIX can revive you. There is a 10-second window in which you can be revived by an ally. After which you will finally bleed out and be brought to the map screen, where you can choose where to respawn.
Revives can be done by holding E on a downed player (there will be a flashing skull icon above their corpse) until the progress bar fills up. It takes roughly 3 seconds to be revived by squadmates, half that time by friendly medics. Friendly Medic/HELIX will also bring you back to full health, whereas squadmates only bring you back to half health.
If you decide to join the Military Police or NPU JURY, you can capture enemy units and bring them back to base for questioning. Even if you don’t join this division, it’s important to understand how the cuffing system works and how to behave when you see a captured enemy. While handcuffed, players will have their weapons and movement restricted. The captor is then able to pull them and take them anywhere they want. A captured player will have their hands in front of them with a rope restraining them and pulling them.
Players must check before shooting someone who is restrained. If it’s an enemy unit being captured by a member of the Military Police/NPU JURY, You must not kill nor harm the captured unit. Assisting the Military Police/NPU JURY in escorting the captive to base is highly recommended, as long as players do not cause problems. Friendly units may also be handcuffed by the Military Police/NPU JURY (usually within good reason), so players must not interfere or they will get in trouble.
If the captured unit is a friendly soldier and the captor is an enemy, all teammates are allowed to kill the captive to guarantee that the prisoner does not compromise operational security. Shooting the enemy captor is also possible, but slightly harder to accomplish.
Being captured by the NPU/MP can happen and there are some things players need to know. Firstly, if they remove your comms through RP (using /me), players may not use chat anymore to communicate with their teammates (this includes squad/team radio). They may also remove your weapons through this process. If NPU/MP aren't quick enough to strip your team chat request help through team chat. This will alert current Spectre Units/MACE online and they will be there to free you soon enough if everything goes right. They are the only unit that can save you once you are inside the enemy base.
Example:
MP LIBERATOR P-6 CPL Jimmy strips weapons, comms, and equipment
Players may be released by either getting killed by a teammate or by getting uncuffed after a player kills the NPU. During RP scenarios, which aren’t exclusive to getting captured, you may need to roll for an action. The command is /roll and it will give you a number between 1 and 100. Here’s an example of how the rolling system works:
Example:
You have been captured by the NPU and they bring you to the Combine base. They take you to a prison cell and ask for your name. You decide to lie, so you give them a fake name. To check if you’re lying, he decides to roll and gets a value of 38. You roll as well and you get 52. Since you got a higher roll than the NPU, he is forced to believe your lies.
The Combine may decide to turn their captives into Stalkers, becoming mindless servants. Once a player goes through this transformation, they are forced to follow the Combine’s orders until death or release.
Players can kill each other while they're inside base. This is for Tryout purposes only. Any player caught otherwise team-killing will be arrested by the Military Police and logged for misconduct. Multiple cases of team-killing may cause the server staff team to intervene and possibly ban the player in question.
Anywhere on the field and in base, friendly fire is active, meaning shooting friendlies will hurt them. Being in a Squad removes friendly fire for Squad members. Friendly units' shields and vehicles can still be damaged however, so make sure to check your fire regardless. If a friendly soldier is captured, you may shoot them down to stop their capture even if they are in the same squad as you. Make sure to inform your friendly infiltration units if you fail to kill the captive.