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Operations

Incident Spawn Zone

Each operator has their own incident spawn area, defined by a number of grid squares.

Basic dimensions of a grid square

  • Each grid square covers 25,000 m2 (2.5 hectares).
  • The sides of a grid square measure the square root of 25,000, or approximately 158.11 m.

Calculating the number of grid squares

The formula used to calculate an operator's number of grid squares is: BASE + PLAYER LEVEL + BUILDINGS + BASIC VEHICLES + SPECIAL BUILDINGS + SPECIAL VEHICLES + DIVISION + GHOSTS

  • BASE = 10 grid squares
  • PLAYER LEVEL = 1 grid square per level
  • BUILDINGS = +20 per standard building or land-based station
  • BASIC VEHICLES = +1 per vehicle stationed in BUILDINGS
  • SPECIAL BUILDINGS = +40 per “special” building or land-based station
  • SPECIAL VEHICLES = +2 per vehicle stationed in SPECIAL BUILDINGS
  • DIVISION = +2 per level of the player's division
  • GHOSTS = If a player progresses through the game without making any effort to diversify their fleet in order to abuse the system, ghost grid squares (the number is confidential) are added in VERY LARGE NUMBERS.

Allocating grid squares

Each grid square is allocated to the nearest available position to any building. This means that constructing a building can expand another building's area.

This system creates an operating area that is not a scattering of distant points, but a coherent area that is as square as possible.

Port base specifics

When allocating grid squares generated by port bases, priority is always given to adding sea squares.

Multiplayer session

The area becomes the geometric union of all players' grid squares in the session, with each player's contribution still calculated according to their own level.