Page Contents Current As of Patch: | 2023-03-08 |
To control territory on Auraxis, soldiers of each empire must wrestle ownership from the other empires by contesting and controlling a variety of objectives, dependent on the facility in question.
Currently, two systems are used across Auraxis to determinte facility ownership—Capture Points, wherein attackers must hold stationary objectives for a fixed amount of time, and Capture the Conduit, tasking attackers with moving an objective from one location to another several times.
All facilities aside from Warpgates and Flotilla can be captured using one of these two methods.
Contesting a Facility[]
Empires contest ownership of a facility by controlling a majority of its capture points or stealing Conduits.
Capture progress can be viewed by players within the facilities' limits above the minimap. It can also be viewed from anywhere by opening the Map (M by default) and hovering over the facility in question. Once an empire completes a subsequent number of objectives in their favor—whether the attackers or defenders—the battle is considered finished, and the relevant faction either keeps or gains ownership.
Capture progress only pits the defense versus attacker, and it does not care for empires—if a facilities' has nearly been captured by an attacking empire, a second attacking empire can take majority ownership of the bases' capture points or capture the final Conduit and "steal" the accumulated progress for themselves.
Conquering a facility will convert the allegiance of all of its features and amenities to that of the new owners, including manned Phalanx Turrets—which will eject their previous occupants if not already hacked by the conquerors.
Capture Points[]

Capture Points are the most common method used to influence facility ownership, found at the vast majority of facilities on Auraxis.
Each facility contains up to four Capture Points, sometimes referred to as Control Points, which are used to dictate ownership of that facility. Majority control of a facilities' capture points will cause that empire to begin contesting ownership of the facility, with a progress bar displayed above the minimap indicating the progress towards a successful capture or defense.
The rate at which a dominating empire earns ownership of a facility is dependent on the facility in question, although it tends to be four minutes for Outposts and Seaposts, between twenty-one and seven minutes for Large Outposts—dependent on how many capture points are held—and one minute for Construction Outposts. Major facilities, such as Bio Labs, vary greatly on a facility-by-facility basis, and their specific articles should be referred to for more information.
There is a variety of criteria used to dictate whether or not a player can influence a capture point, and in most scenarios anything aside from a standard infantryman cannot contest a capture point.
Influencing Capture Points[]
To contest ownership of a capture point, a player must meet several criteria before they will be eligible to do so;
- The player must not be in a vehicle.
- They must not be a MAX or Defector.
- They cannot be cloaked by any means, and cannot be under the effect of Assassin's spot prevention effect.
The player's empire must also control a facility directly connected to the current one via a lattice link, and that facility must not have any capture points controlled by a hostile faction. In the event that the empire's connected facilities have their capture points taken after taking a capture point at a facility, they will not be subject to this rule until they lose control of all capture points in that facility and capture progress is complete in the defender's favor.
Vehicle Capture Points[]

Some facilities feature Vehicle Capture Points, a variant of the typical capture point with greatly reduced restrictions on being contested. Unlike normal capture points, vehicle capture points can be captured by MAXes and Defectors, cloaked infantry, and, as the name implies, players inside vehicles.
These capture points also tend to have much a larger capture radius, and are found most often at Construction Outposts.
Capture the Conduit[]
Capture the Conduit is a capture-the-flag type system present at a select number of facilities.
Facilities using the Conduit mechanic contain between one and three Conduit podiums, between one and three Repositories (officially referred to a Repos). Attackers are tasked with picking up and carrying Conduits from their podiums, and depositing them in Repos to earn Strikes, shown in-game as "Captures", in order to capture the facility.
Capture the Conduit Facilities[]
Capture the Conduit Facilities | |
---|---|
Amerish | Crux Headquarters · Onatha Southwest Gate · Shrouded Skyway · Wokuk Watchtower |
Esamir | Andvari Barracks · Andvari South Bank · Jord Amp Station |
Hossin | Hurakan Secure Storage · Ixtab Water Purification · Naum Marsh Compound |
Indar | None |
Oshur | Astira Hydroelectric |
Conduits and Podiums[]
Conduits are the primary objective of a Capture the Conduit facility. Located within Podiums, Conduits can be picked up and carried by any non-MAX infantry class by Interacting (E by default) with a Podium when it contains a Conduit. Attackers must transport Conduits to Repositories owned by their empire and deposit it to earn progress towards capturing the facility.
When a player steals a Conduit, their personal shield is immediately recharged and their sprint speed is temporarily increased. While holding a Conduit, players are unable to use any equipment besides their ability, and changing to another Gear Slot will cause the player to immediately drop the Conduit on the floor at their current location.
If a player has recently held a Conduit and dropped it, there is a short cooldown before they are able to pick the Conduit back up again. Players that are currently holding Conduits are unable to enter vehicles of any type. The thrust of Ambusher Jump Jets is heavily reduced while the Light Assault is holding a Conduit. No other abilities or classes are affected by carrying a Conduit, and can be used as normal.
Conduits can stay off their Podium for up to two minutes, which can be seen by carriers in place of their ammo counter, before being automatically returned. If a Conduit is dropped on the floor, defenders can interact with it to instantly return it to its podium.
To earn a strike, attackers must take a conduit to any Repo in the facility. After a Conduit has been captured or returned to its podium, a thirty-second cooldown takes place before the Conduit reappears and can be stolen again.
Repositories[]
Repositories, officially referred to as Repos, are the deposit points for stolen Conduits, and maintain an ongoing capture effort.
Repositories must be hacked by the attacking empire in order to deposit a Conduit, which takes five seconds. Players holding Conduits are able to hack Repositories without dropping it.
To earn a strike, an attacker must Interact (E by default) with a Repository owned by the empire while carrying a Conduit.
Strikes[]
Strikes, displayed in-game as Captures, represent the progress of the attackers towards capturing a facility. A single strike is earned each time an attacker deposits a Conduit in a Repository.
The number of strikes required to capture a facility is displayed above the minimap as Captures. When there are 0 captures remaining, the facility is claimed by the victorious attacking empire.
Similar to the ticket-based capture bar used at most facilities, strikes are empire-agnostic and the capturing empire will be that which earns the final strike, regardless of how many strikes the other empire(s) have earned so far. If a Conduit is not deposited in a Repository within 3 minutes, a single strike is deducted from the capture progress. This can repeat indefinitely until the facility is secured.
If the defenders successfully recapture all Repositories at a facility, and no Conduits are currently away from their podiums, all strikes will be instantly deducted and the facility secured.
Outfit Ownership[]

When a facility is captured by an empire, ownership is also given to one of the victorious Outfits, based on the accumulated score of their top ten members at that battle.
The current score of participating players at fight can be viewed at any time by pressing and holding the Show Score Screen key (Tab ↹ by default) to display the Score Screen, which contains a variety of information about the player's statistics since they logged in, the active facility modules at the current facility, as well as the Battle Scoreboard.
The Battle Scoreboard shows the score and kills of the fifteen players who have earned the highest score since the facility became contested, as well as the player's own score. Once a facility is captured, ownership is assigned to the Outfit whose top ten scoring members (even if they are not displayed on the Battle Scoreboard) have an accumulated score higher than any other friendly outfit's top ten.
Although score earned for actions is identical to the Experience Points earned and personal score displayed to the right of Battle Scoreboard, not all actions contribute score towards the Battle Scoreboard. Typically, only score earned through contesting and destroying objectives or killing enemy infantry and vehicles is counted, with supportive actions, such as repairs, healing, revives, and resupplies, not factored in. Boosts do not affect score earned on the Battle Scoreboard.
When the facility is no longer contested, whether due to being fully resecured by the defending force or captured by attackers, the Battle Status (displayed in the top right-hand corner of the Battle Scoreboard) changes from "In Progress" to "Ended", freezing the scoreboard and causing any accumulated score to be wiped once the facility becomes contested again.
The outfit that claims ownership of the facility will begin receiving the resource income as appropriate to the facility. All outfits whose top ten members earned at least 3000 score, even if they did not earn ownership of the facility, will receive one tick of the facilities' resource instantly.
Actions that award Battle Score[]
Battle Score | |||||||||
---|---|---|---|---|---|---|---|---|---|
Action | Score Rewarded | ||||||||
Assist | ??? to 100 | ||||||||
Conduit capture | 100 | ||||||||
Construction kill | 150 | ||||||||
Generator destruction | 500 | ||||||||
Generator overload | 250 | ||||||||
Kill | 150 | ||||||||
MAX Kill | 500 | ||||||||
Motion spotter kill | 25 | ||||||||
Point capture contribution | 100 | ||||||||
Point capture conversion | 25 | ||||||||
Spawn Beacon kill | 25 | ||||||||
Terminal destruction | 25 | ||||||||
Transport assist | 100 | ||||||||
Vehicle kill | 150(?) | ||||||||
Vehicle kill assist | ?? - ?? |
Action that do not award Battle Score[]
Battle Score | |||||||||
---|---|---|---|---|---|---|---|---|---|
Action | Score Rewarded | ||||||||
Healing and reviving | 0 | ||||||||
Repairing | 0 | ||||||||
Providing spawn points | 0 | ||||||||
Turret/Explosive Deployable Destruction | 0 | ||||||||
Facility capture | 250 |