Systems in service
Enfusion system / Published

Systems

BattleCorp play: contracts, War Mode, progression, loadouts, bots, markers, and overlays. Requires Uplink.

BattleCorp play

Load Systems. Issue play orders.

Systems is the BattleCorp play layer. It requires Uplink. Contracts, markers, War Mode, progression, loadouts, bots, weather apply, and overlays run here. Uplink stays the API bus.

Live configuration

Orders by group.

Browse Systems station orders and their effects. Values and limits are listed below each group.

01

Vehicle Recovery

Define how abandoned vehicles are tracked and recovered. Set retention behaviour and limits for individual operators, squads, and the faction as a whole.

6 orders
Abandoned vehicle cleanup

Link player-driven vehicles and enforce abandonment cleanup, including duration and concurrent-vehicle caps.

Abandoned duration

Use -1 to retain vehicles indefinitely, 0 to remove after the linked driver is killed, or 60-604800 seconds after the last driver exits.

Per-operator vehicle limit

Concurrent abandoned vehicles linked to one operator. Use 0 to disable this cap.

Per-squad vehicle limit

Concurrent abandoned vehicles linked to one squad. Use 0 to disable this cap.

Per-faction vehicle limit

Concurrent abandoned vehicles linked to one faction. Use 0 to disable this cap.

Limit cleanup delay

Grace period before the oldest vehicle exceeding an operator, squad, or faction limit is removed. Must be 61-86400 seconds.

02

Map Markers

Control friendly operator markers on in-game maps. Choose audience, heading arrows, and optional proximity filtering.

4 orders
Map markers

Show BattleCorp team-player markers on in-game maps. Own position is always included when markers are enabled.

Marker visibility

Own position shows only the viewing operator. Squad only adds squad members. Faction shows all same-faction operators. Commander shows own position to all operators; the faction commander also sees the full faction.

Directional markers

When enabled, team-player markers are heading arrows instead of position-only pips.

Marker proximity

Maximum marker range from the viewing operator. Use 0 for unlimited range. Own marker is never range-gated.

03

Relay

Authorize shared target marks from the commanding wheel. Choose which audiences may receive a Relay, reveal delay, mark duration, spot range, and concurrent caps.

9 orders
Enable Relay

Enable Relay target reports on in-game maps.

Commander audience

Authorize Relay options that include the faction commander.

Faction audience

Authorize Relay options that include faction personnel.

Squad audience

Authorize Relay options that include squad personnel.

Reveal delay

Seconds after a Relay before the mark appears on the map. Use 0 for immediate.

Mark duration

Seconds on the map after the fixed five-second relay delay.

Spot range

Maximum spot range from the operator in metres.

Marks per squad

Maximum pending and visible reports per squad. Oldest reports are replaced.

Marks per faction

Maximum pending and visible reports per faction. Oldest reports are replaced.

04

Radio Backpacks

Control deployed radio backpack spawn policy. Choose faction-wide or squad-only spawn, how many radios each squad may deploy, and spawn tickets when the mission uses a ticket budget.

5 orders
Radio spawn visibility

Faction lets every same-faction group spawn on a deployed radio backpack. Squad only limits spawn to the deploying squad.

Radios per squad

Maximum deployed radio backpacks per squad. Vanilla is 1. The engine cap is per squad even when spawn visibility is faction-wide.

Radio spawn tickets

Spawn tickets per deployed radio when the mission uses a spawn-ticket budget. Vanilla is 5. Supplies-budget radios are unchanged.

Radio spawn budget

Deployable-radio spawn budget: supplies, spawn tickets, or none.

Command-truck radio spawn

Allow spawn at stationary command-truck radios.

05

Conflict

Host catalog for Conflict GameMode knobs: starting stock, supply income, victory, force posture, field extras, and time of day. Values stay dormant until round or mission inherit is Host or Custom.

38 orders

Starting stock

Starting HQ supplies

Supplies seeded at faction HQs at match start. Overlay applies once after HQ seed.

Minimum base supplies

Least supplies a randomized non-HQ base may hold at match start.

Maximum base supplies

Most supplies a randomized non-HQ base may hold at match start.

Starting supplies step

Step used when randomizing starting supplies.

Randomize base supplies

Randomize starting supplies on small bases.

Supply income

FOB supply regeneration

FOBs automatically regenerate supplies.

Replenish threshold

Auto-replenish until this supply count.

Quick replenish threshold

Quick replenish until this count. HQs are not affected.

Quick replenish multiplier

Income multiplier while under the quick replenish threshold.

Supply arrival interval

Seconds between base supply replenishment ticks.

HQ supply income

Periodic supplies into HQs.

Base supply income

Periodic supplies into non-HQ bases.

Radio-linked extra income

Extra supplies per radio-connected base.

Source supply interval

Seconds between source-base supply replenishment ticks.

Source supply income

Periodic supplies into source bases.

Offload assistance reward

XP fraction for unloading supplies the operator did not load.

Victory

Control points to win

Control points a faction must hold to win.

Victory hold time

Seconds a faction must hold the control-point cap to win.

Force posture

Commander role

Operators may volunteer for Commander.

Establish FOBs

Operators may establish FOBs.

FOB limit per faction

Maximum established bases per faction. Use -1 for callsign-limited only.

Starting rank

Rank issued to every operator at match start.

Ignore vehicle rank

Skip minimum rank for vehicle use.

INDFOR spawn on bases

INDFOR may spawn on bases at match start.

INDFOR spawn on distant bases

INDFOR may spawn on distant bases at match start.

Contesting characters

Characters needed before a base contests. Use -1 to disable contesting.

Random caches

Spawn random caches around the map.

Field extras

Military supply allocation

Military supply allocation at the armoury.

Vehicle refund

Allow vehicle refund at supply points.

Vehicle salvage

Allow vehicle-wreck salvage.

Team-kill punishment

Enable team-kill punishment.

Time of day

Starting hour

Starting hour. Applied only when weather sync is disabled.

Starting minute

Starting minute. Applied only when weather sync is disabled.

Random starting time

Randomize starting time of day. Applied only when weather sync is disabled.

Day acceleration

Daytime acceleration. Applied only when weather sync is disabled.

Night acceleration

Night-time acceleration. Applied only when weather sync is disabled.

Random starting weather

Randomize starting weather. Applied only when weather sync is disabled.

Random weather changes

Allow weather to change during the round. Applied only when weather sync is disabled.

06

Weather Sync

Apply real-world weather and civil time to this station. Disabled leaves scenario weather. Server location uses the operator geo recorded below. Mission location uses the analog coordinates of the active world. Time sync sets in-game time of day and season (year stays 1989) so the sun path matches that geo.

3 orders
Weather sync

Disabled leaves scenario weather. Server location uses the operator geo for this station. Mission location uses the analog coordinates of the active world.

Weather broadcasts

When weather changes, operators see a sidebar Weather Update and the dedicated host prints the same line.

Time sync

Sets in-game time of day to civil time at the weather location. The sun path follows that location: year stays 1989, and the in-game date is chosen so sunset at the scenario latitude matches. Day length is one-to-one with real time while this is on.

07

Persistence

Configure continuity features for this station. Manage persistent operator loadouts, rank, and XP.

4 orders
Persistent loadouts

Keeps the armoury Saved Loadout across disconnect, reconnect, and station restart. Does not enable or disable Save Loadout at the armoury.

Enable persistent rank

Restores and records operator rank and XP between sessions.

Remove rank restrictions

Waives required rank for vehicles, arsenal kits, commanding, FOB construction, and addon requisitions. Rank and XP still persist. Save Loadout still uses Save Loadout required rank.

Save Loadout required rank

Minimum rank required to use Save Loadout at the armoury. Default Private. Still applies when Remove rank restrictions is on.

08

Persistent Bots

Authorize named military AI on this station. Enable the roster, then either keep the network action-character list or issue a custom swarm with callsigns, combat skill, and optional kits. Each callsign is issued to one faction.

2 orders
Enable persistent bots

When enabled, military AI on this station receive a named roster, combat skill, and optional kit. Progress persists between sessions.

Custom swarm

Operator-defined characters. Empty uses the network action-character roster. Each callsign is issued to one faction.

09

Operator XP

Control consecutive-day login boosts and scheduled XP multipliers for this station, including optional weekly UTC windows such as a double-XP weekend.

7 orders

Daily Boost

Daily XP boost

XP awarded after a consecutive UTC day on this station. Zero disables the boost. The first qualifying day records the streak without awarding XP.

Daily boost minimum time on station

Seconds on station this session before the login qualifies. Default 1800 (30 minutes).

XP Multiplier

XP multiplier

Multiplies Conflict reward XP and the daily boost. Use 1.0 for standard XP. Pair with start/end day and time for a weekly window such as a double-XP weekend.

XP multiplier start day

UTC weekday the multiplier window begins. Leave empty with an empty end day for an always-on multiplier.

XP multiplier start time

UTC start time (HH:MM). Example 18:00.

XP multiplier end day

UTC weekday the multiplier window ends.

XP multiplier end time

UTC end time (HH:MM). Inclusive start, exclusive end. Friday 18:00 to Monday 00:00 covers a weekend.

10

Force Management

Configure campaign and personnel assignment behaviour. War mode takes command of campaign rules; faction and squad management apply outside War mode.

3 orders
War mode

Enables campaign war rules. Availability remains subject to the station subscription and active campaign.

Faction management

Applies network-controlled faction assignments outside War mode. Disabled automatically while War mode is active.

Squad management

Applies network-controlled squad assignments outside War mode. Disabled automatically while War mode is active.

11

Contracts

Configure automated operational tasking. The Director issues randomized contracts during active matches.

10 orders
Enable automated contracts

Generate tasking while this station has an active match.

Minimum operators

Tasking remains stood down below this population.

Concurrent contracts

Maximum active or awaiting tasking at one time.

Contracts per match

Hard ceiling for automated tasking in one match.

Minimum interval

Minimum delay between generated contracts.

Maximum interval

Maximum randomized delay between generated contracts.

Recover intelligence

Director may issue this contract type when it is enabled for the station.

Eliminate a named target

Director may issue this contract type when it is enabled for the station.

Deliver supplies

Director may issue this contract type when it is enabled for the station.

Deploy an asset

Director may issue this contract type when it is enabled for the station.

Deployment ready

Load Systems on the station.

Systems requires Uplink. Add both addons to the station loadout, then issue play orders from the Configuration desk.