The gameplay of the server, unlike past systems, rotates around the Resistance and Combine fighting for control of various sectors, spanning a total of 11 maps.
When one sides Reserves are drained, the other team is declared the victor and a map voting menu is brought up. There are 4-5 maps to choose from at a time, with each person getting a single vote, the map with the most votes wins. If a vote is tied, then it's a random chance on which tied maps gets picked.
When a map is completed once, 3 more maps must be cycled through before that map can be played again, to prevent over-saturation.
Example of an end-round map vote
Currently, the maps in rotation are as follows:
cvr_city16_port
cvr_whiteforest
cvr_city13_residential
cvr_cerna_outlet
cvr_highlands
cvr_stalker
cvr_pripyat
cvr_outercanals
cvr_valley
cvr_badlands
cvr_forest_relay
The map changes in accordance to the Reserves. The Reserves represents who is winning the battle for the map. It is located above the map (M).
For example, if Combine Reserves run out, the Resistance is deemed victorious and the map is changed.
Reserves start out filled and can only be decreased as the game plays out. A faction's reserves are lowered progressively for the amount of priority points the enemy is holding. (the points with the star on them)
The focus of the game is thus to capture and hold as many points as possible, and for as long as possible, with the hopes of winning by attrition.
Whenever the map changes, both teams have their reserve pools entirely refilled, and the match starts anew.
Each map is labelled with different areas/zones. The Civilian spawn is inside the Green borders. The Resistance Borders are colored Orange and the Combine Borders are colored Blue. Resistance members are not allowed to go inside the Combine Base nor shoot any enemies while they're inside their base borders. There are some exceptions to this such as Spectre Unit/MACE infiltrations and Recon/CROSS scouting.
Rebel base has textscreens marked with different zones. Each zone restricts entry access to specific ranks and divisions.
Zone 1: Unrestricted Access (Civilians, no Combine)
Zone 2: Resistance Only
Zone 3: Officers and Handpicked
Zone 4: MP and Leadership
Motor Pool: R&D, Recon, MP and Leadership
Clearance Level 0: Unrestricted Access (Civilians, no Rebels)
Clearance Level 1: Combine Only
Clearance Level 2: NCOs, HELIX, GRID
Clearance Level 3: OfC I-III, OVA
Clearance Level 4: CmDs, NPU
Clearance Level 5: Overlook, EOW, OSS, DvLs
Each map has a few capture points that can be captured by both factions. Capturing point allows a faction to gain more resource points until they reach the cap of 500,000. Squad leaders are able to spawn in fully captured points, as well as any fellow squad member when the server has 40 or less players. The action on maps centers on two Active Points at any given time. When there is an active point, it will be highlighted on your map with a star, while the rest of the points are still able to be captured by both sides, only the active points will count towards reserve drain. The active point is changed every 10 minutes in a random order.
Both Engineer and GRID have the capability to call down an artillery strike onto the designated objectives of a map at any given time, these strikes are designed to flush enemies out of a position as well as deny that area from recapture by the enemy, these shells do massive damage to players and have a large radius, capable of even cutting down the health of Juggernaut/OSS
It can fire a max of 5 shells.
Each shell costs 625 resources.
Each shell fired is 2 minutes added to the cooldown.
The first shell is fired instantly, but an additional shell is fired every 3 seconds until your requested amount of shells have been fired.