abstract
| - The world is at peace! The Millennium Accord was signed by all the major world powers sometime in the second decade of the 21st century. Restricting military engagements to purely defensive roles, the Accord was written to prevent the outbreak of war by imposing severe punishment on any country that starts a war of aggression. With their military forces confined within their own borders, and strategic resources dwindling, countries turn to private contractors to fulfill their objectives. And so, the dawn of the PMC began, giving birth to three major mercenary companies. Predictably, these PMCs are not at peace. Rather, they're trying to knock each out of business. Tired of buyouts, selling, downsizing, and so on, the three remaining PMCs decide that their companies will do better if they wipe out their competitors. As a result, they attack each other over strategically important resources, such as information, experimental vehicles, next-generation power facilities and oil refineries, hoping to convince potential clients that their competitors are weak, and they are strong. Naturally enough, things escalate as World War Three erupts between the factions in a Shadow War that consumes interests of all three major factions. The factions involved are:
* Raven: A black-ops-themed PMC that uses cutting-edge technology to train and deploy soldiers, with the belief that money brings victory.
* VALOR: A PMC formed by former US Army Rangers, focusing on proven technology and the reliability that experience brings.
* SVER: A Ragtag Bunch of Misfits based out of the former Soviet Bloc, using out-of-date technology, guerrilla tactics and superior numbers to win by any means necessary. The game is exclusively online multiplayer team vs. team on a variety of different maps, each with different objectives, as follows:
* Suppression: 64 players from two different teams kill each other. Whoever gets the required number of kills first, wins. Originally, this was internal training exercises (Raven v. Raven, etc), but was changed to straight up deathmatch.
* Sabotage: 64 players from two different teams attack and defend a communication & data storage facility. The attackers must capture objectives A & B (the communication uplinks) to unlock C (the data center), which must then be destroyed with C4.
* Escalation: 96 players from three different teams fight over control of three substations of a "green" energy plant. Capturing a substation slowly provides your team with victory points. Capturing any two substations unlocks a fourth point, the power plant itself that, when controlled, gives you victory points much faster. If the fourth point is taken, two strategic points must be captured again.
* Acquisition: 128 players from two different teams try to control two advanced, experimental APCs. The defenders have a variety of important assets, including air defenses, bunkers, and mortar batteries to fend off the attack, which the attackers can destroy. The attackers have mobile spawning points in the form of APCs and tactical aids that can only be neutralized by functioning defender assets.
* Interdiction: 128 players from two different teams try to control 3 strategic locations, aided by APCs and a single mortar battery, after both forces met each other accidentally. Difficulty arises from the necessity of keeping the APCs alive to serve as mobile spawn points; letting them be destroyed significantly increases reinforcement time.
* Domination: 256 players from two different teams duke it out to defend or destroy a vital oil processing facility. Attackers must destroy two cooling towers and two burnoff towers to unlock two corresponding control points, which, when both are controlled, cause damage to the central facility. There are 16 cooling towers and eight control points, making for the most chaotic and strategic battles in the game. Made by the same dudes who did SOCOM.
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