Foxhole Wiki
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| [[Fisherman's Row]]
 
| [[Fisherman's Row]]
|rowspan="3"|3 hours
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|rowspan="4"|3 hours
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|rowspan="4"|30v30
 
| Peripti Landing, Dankana Post, and Eidolo
 
| Peripti Landing, Dankana Post, and Eidolo
 
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| [[Reaching Trail]]|| Elksford, The Knot, and Nightchurch
 
| [[Reaching Trail]]|| Elksford, The Knot, and Nightchurch
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| [[Great March]]|| Staria, Milowood
 
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| [[Lobby Island]] || 10 minutes ||-|| -
 
| [[Lobby Island]] || 10 minutes ||-|| -
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== Tech Tree ==
 
== Tech Tree ==
 
 
[[File:Tech tree for skirmish.png|alt=Preview of potential skirmish tech trees for 0.11|thumb|Tech tree for 0.11]]
 
[[File:Tech tree for skirmish.png|alt=Preview of potential skirmish tech trees for 0.11|thumb|Tech tree for 0.11]]
 
Skirmish maps feature their own stand-alone [[Technology Center#Tech Tree|Tech Tree]], which is accessed through [[Technology Center]] in Faction's starting town. Progression is made by submitting [[Technology Part]]s to particular research.
 
Skirmish maps feature their own stand-alone [[Technology Center#Tech Tree|Tech Tree]], which is accessed through [[Technology Center]] in Faction's starting town. Progression is made by submitting [[Technology Part]]s to particular research.
   
 
Progression through early stages is always achievable, but unlocking final items ([[Mortar]] and [[Reinforced Wall]]) requires a team with relatively high ammount of scrapping players. It is common for Tech progression to slow down after [[Sledgehammer]] unlock, as it leads to lower Tech Part drops.
 
Progression through early stages is always achievable, but unlocking final items ([[Mortar]] and [[Reinforced Wall]]) requires a team with relatively high ammount of scrapping players. It is common for Tech progression to slow down after [[Sledgehammer]] unlock, as it leads to lower Tech Part drops.
 
{{clear}}
 
{{Clear}}
 
 
 
== External Links ==
 
== External Links ==
 
* [http://www.dev.httech.com.au/foxhole/ Foxhole Server Monitor]
 
* [http://www.dev.httech.com.au/foxhole/ Foxhole Server Monitor]

Revision as of 04:58, 26 April 2018

Skirmish mode is a timed game mode that supplements the ongoing main war in World Conquest. In this mode, battles happen on a smaller scale, taking place on one map at a time with smaller player limit as opposed to the 9 simultaneous regions in World Conquest. Victory is achieved by having a Garrison Camp in significant town(s) built when match time is over.

After a skirmish match is finished, players are transferred to the Lobby Island for 10 minutes as an intermission. If the number of players on both sides does not reach 20, then the match won't start.

Maps

Map Length Player limit Key towns
Fisherman's Row 3 hours 30v30 Peripti Landing, Dankana Post, and Eidolo
Tempest Island The Iris
Reaching Trail Elksford, The Knot, and Nightchurch
Great March Staria, Milowood
Lobby Island 10 minutes - -

Mechanics

Skirmish mode has no Tunnel Network available and therefore ranges for AI-active defences are different from World Conquest. If an Encampment or Garrison Camp is built, only pre-built defences in 19m radius will become active, even though future defences can be built in-range at higher distance. It is possible however to start building AI-controlled defence with a blueprint, but finish it after base is built to have fully functioning Manned Foxhole or Light Pillbox. A Garrisoned House construction can be initiated only if the base is already in range.

Win Condition

Since Update 0.11 there are be 5 possible outcomes to a Skirmish for each side:

  • Total Victory - Friendly side claimed all significant towns
  • Partial Victory - Friendly side claimed more significant towns than enemy
  • Total Defeat - Enemy claimed all significant towns
  • Partial Defeat - Enemy claimed more significant towns than friendly side
  • Stalemate - Friendly side and and enemy claimed an equal number of significant towns

The result of a match determines size of a Supply Drop, which will be sent to each of three starting regions in World Conquest. The accumulated supply can be viewed by accessing Shipping Facility at Home Region.

Players can initiate a Surrender vote when a faction is left with single Port Base, requiring 70% of players to vote for it.

Tech Tree

Preview of potential skirmish tech trees for 0

Tech tree for 0.11

Skirmish maps feature their own stand-alone Tech Tree, which is accessed through Technology Center in Faction's starting town. Progression is made by submitting Technology Parts to particular research.

Progression through early stages is always achievable, but unlocking final items (Mortar and Reinforced Wall) requires a team with relatively high ammount of scrapping players. It is common for Tech progression to slow down after Sledgehammer unlock, as it leads to lower Tech Part drops.

External Links