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Core Design
- Kills grant 5 scenario points.
- These scenarios have 2 “primary” flags that passively grant 8 scenario points per scenario tick. These flags are proximity flags. Proximity flags are captured by standing near them. Each person nearby contributes 5% capture per second up to a maximum of 4 people per faction or 20%. The values are compared between the faction and the difference taken. So if there are 3 order (15%) and 1 destro (5%), the flag will tick 10% to order every second. This means you CANNOT take a proximity flag that has 4 of the opposing faction nearby (guess you’ll have to kill them!)
- These scenarios have 1 secondary flag that is an interact flag. On capture, this flag will grant 50 scenario points and cause an explosion around the two primary flags. Interaction flags have a 5 second interaction cast in order to take them. Interaction casts are broken when hit by any enemy ability regardless of pushback immunity.
- Players gain influence for flags they have tagged and kills they assist with. You tag a flag by either being present when it was captured, or by killing an enemy player near an owned flag.
Explosive Domination Scenario Mechanic Explained - Interbellum
A rundown of the core mechanics and design of the Scenario.
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