Gameplay Events
These notes describe world events that change what players encounter without replacing the normal game rules. Cargo drops, raids, moving convoys, blackouts, contested sites, courier visits, and environmental hazards are coordinated as bounded activities with clear starts, outcomes, and cleanup.
For example, a cargo-drop event can control where crates land, how players move them, when defenders appear, and what happens to abandoned cargo. The event coordinates those steps, while inventory, NPC, faction, and world systems keep authority over their own data.
Cargo Drop at an Airfield
This event has cargo falling from planes at an airfield. Players interact with crates and deal with NPCs. The drop includes defense mechanics that get harder over time.
Moving Armored Cargo Train
This event moves a fast armored cargo train. Players must board the train to get loot. They must reach the engine room to stop it. The event has phases like pursuit, boarding, and sabotage. Players must follow track movement and timing. Actions must match train position and speed. Win condition requires pulling an emergency brake in the engine room.
Base Harvesting and PvE Events
The system harvests bases after a wipe ends. It scores how well players defended their base. Stronger defenses become new PvE events in the next era. The original layout stays the same. Loot is added based on the base's tier.
Ambushing Players with Crate Traps
This system uses NPCs to set up stealth ambushes around airdrop crates. When a player interacts with a crate, an NPC may attack. The trap uses visibility changes and scavenging behavior to make the experience more challenging. Players can be ambushed during crate interactions.
Faction Control of Satellite Monuments
This system handles how factions take and fight over satellite monuments. It includes capturing the area, clearing enemies, and responding if another faction tries to retake it. Players can earn rewards like loot or intel by participating in these events. The system does not allow automatic retakes without player involvement. Only authorized actors may initiate occupation events.
Managing Group Raids
This system runs multi-phase raids that require groups of players to work together. It controls preparation, combat, and rewards. Players must act under time limits and can't play alone. Results change loot and faction fights. Tyrant monitors the event. Kiosks give out gear. Outcomes are decided by rules. No player can skip time limits.
Escorting High-Value Components
Players carry components that affect movement and health. The system adds escort mechanics with NPC reactions. Carrier speed slows and health risks occur if health drops too low. NPCs behave differently based on how predictable the carrier is. Players cannot quickly grab dropped items. This system changes how players interact with high-value objects during missions.
Breaking Containers for Rewards
Players can destroy containers to get random rewards. Explosives change the map permanently and alert others nearby. The system decides what players get based on risk taken. This creates dynamic events where players must choose between danger and reward.
Sabotaging Power Grids
A faction base power grid can be damaged to weaken defenses temporarily. Players can stop or delay this by acting early. The system uses a grid layout and random triggers to simulate realistic failures. Players must act quickly during the blackout window.
Managing Conflict Zones
This service manages zones where players may engage in events. Zones turn on based on player actions and environment changes. Rumors spread about fights. Soldiers may respond to conflicts. Loot comes from physical items, not magic. Safe zones stay protected unless a server event overrides them. Only authorized sources can activate zones. Players must have proper identity and permissions. Zone behavior follows strict rules. Visibility markers appear only for informed players. The system does not allow magic-based loot or unauthorized zone access.
Risky Item Vendors
This system places unusual item vendors in strange locations. These vendors sell risky gear that may break more often as players use it. The system tracks how often items fail and shows results in a list of outcomes. Players can find these vendors through rumors.
Stealth Courier Events
This system handles stealth delivery events using speedboats and couriers. It manages mission phases including logistics, NPC behavior, and faction interactions. Player actions affect event flow and rewards or penalties. The system does not allow direct player control of NPC movements. It only supports trust-based interactions between players and factions. Courier routes are fixed and cannot be changed by players. Event timing is controlled by the game engine. Player choices influence consequences but do not alter core mechanics. This system does not include any automated reward distribution.
Paratrooper Loot Hunt
This system runs a multi-part mission where players help elite NPCs land from the sky, solve puzzles, and collect rewards. It handles time limits for clues, team coordination, and what happens after extraction. If the mission succeeds, factions get permanent upgrades.
NPC Departure Event Coordination
This service helps plan and run special events when NPCs decide to leave. It handles routes, cargo, and interactions. It does not control the decision to leave or manage transport or relationships. The event ends only after all steps are completed and verified. ADC cannot own or control the departure decision, loot, or recall. This service only coordinates preparation, route operations, and resolution. It does not manage factions, host movement, or ADC recall.
Building Collapse During High Population Matches
This system causes buildings to decay faster when many players are in a match. It helps guide player movement toward central areas. The system works with other game parts to avoid crashes or visual issues during collapse.
Bard Encounters That Reward Kindness
This service sets up special events where a traveling bard shows up. Players who act peacefully and help others can get rewards. The bard's death or behavior is only known through witnesses, not from everywhere in the game.