Red Faction Multiplayer Guide: Difference between revisions

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==Game Modes==
==Game Modes==
Red Faction features three distinct game modes:
Red Faction stock features three distinct game modes:


*'''Deathmatch (DM)''' - This mode pits every player against one another, with the goal of achieving the highest score by the end of the game. Each kill adds one point to an individual player's score, and each suicide subtracts one. Winner is determined by highest score, when either the kill or time limit is reached.
*'''Deathmatch (DM)''' - This mode pits every player against one another, with the goal of achieving the highest score by the end of the game. Each kill adds one point to an individual player's score, and each suicide subtracts one. Winner is determined by highest score, when either the kill or time limit is reached.
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*'''Capture the Flag (CTF)''' - This mode pits two teams against each other in an arena, with the goal of achieving the highest score before the game ends. Team and player scores are tracked individually, but only team score decides the result of the game. Teams score by "stealing" their enemy team's flag from their flag stand, and "capturing" it by bringing it back to their own. Each flag capture adds one point to a team's score. The winning team is determined by the highest score, when either the capture or time limit is reached at the end of the game. Players are able to acquire points for their individual score via kills, flag captures, and returns.
*'''Capture the Flag (CTF)''' - This mode pits two teams against each other in an arena, with the goal of achieving the highest score before the game ends. Team and player scores are tracked individually, but only team score decides the result of the game. Teams score by "stealing" their enemy team's flag from their flag stand, and "capturing" it by bringing it back to their own. Each flag capture adds one point to a team's score. The winning team is determined by the highest score, when either the capture or time limit is reached at the end of the game. Players are able to acquire points for their individual score via kills, flag captures, and returns.


===Adapted Game Modes===
===Alpine Faction Game Modes===
While not distinguished by Red Faction's game client, a variety of community built custom maps, modifications, and "house rules" have been implemented as de-facto game modes on top of the mechanics offered by the basic DM, TDM, and CTF modes. The ones most commonly played are:
Servers running [[RF Clients#Alpine Faction|Alpine Faction]] can host a number of additional game modes beyond the stock three. Five were added in Alpine Faction 1.2, and six more in Alpine Faction 1.4. The score, capture, round, and time limits given below are the usual defaults - every server configures its own, so expect them to vary.


*'''"Deathrun" or "Run"''' - Typically built on the Deathmatch mode, these maps place players in a map where the goal is for the player to run through a course of obstacles without dying. These maps commonly implement "checkpoint" systems for players to save their progress at certain fixed points of completion. Combat is generally frowned upon if not outright restricted through various means, but some Run maps with player vs player elements do exist. For more information visit: [https://redfactionwiki.com/wiki/Run_Maps Run Maps Section]
*'''King of the Hill (KOTH)''' - A team mode fought over a single "hill" (capture zone). Standing inside the hill builds capture progress for your team, and progress builds faster with more teammates on the point; if players from both teams are inside, the hill is contested and progress freezes. An empty hill slowly loses progress, and if the enemy owns the point their claim must be worn down before yours can begin. While your team owns the hill and holds it uncontested it earns one point per second, and players standing on the point when it flips receive bonus personal score. Kills contribute nothing to the team score, and control of the hill also shifts which spawn points each team uses. The first team to the score limit (usually 100) wins, otherwise the higher score when the time limit expires.
*'''"Rail-only" or "Rails"''' - Inheriting the scoring and gameplay mechanics of DM, TDM, or CTF, the most restrictive form of this mode permits players the use of the [[Rail Driver]] exclusively. Several variants of this mode exist, but the most common implementation allows for the additional use of the Baton and C4; for close-range combat and Geo-Mod respectively. The use of the Pistol, even if seemingly available, is highly discouraged if not prohibited.
*'''Damage Control (DC)''' - Uses the same capture mechanics as King of the Hill, but the map has several control points instead of one - typically three. Each point your team owns and holds uncontested earns one point per second, so holding more points scores proportionally faster and the game becomes a contest of splitting your team between objectives. Kills do not add to the team score. The first team to the score limit (usually 300) wins, otherwise the higher score when the time limit expires.
*'''"Assault"''' - Typically built on the Capture the Flag mode, Assault maps feature "attack and defend" style gameplay, where one team seeks to achieve or reach one or more objectives and the other team attempts to prevent them from doing so. Usually these maps conclude with the attacking team pressing a button after reaching their objective, at which point a CTF flag and base are available to them, and the game ends by the attacking team capturing the flag. Most Assault maps in Red Faction cast the red team as attackers and the blue team as defenders.
*'''Revolt (REV)''' - An asymmetric attack and defend mode: red attacks, blue defends. Capture points are grouped into stages that unlock in order, and red may only capture points in the stage that is currently open. Any point red captures is permanently locked and can never be retaken - blue cannot capture anything, and can only stand on a point being taken to drain red's progress. Red's spawn points advance as stages fall. Red wins by capturing every point on the map before time runs out; blue wins simply by holding out until the time limit expires.
*'''Escalation (ESC)''' - A symmetric tug-of-war along a lane of either three or five points: each team's base, optionally a forward point, and a neutral center. Each team may only attack the next point along its path, so in a five point map, the center must be taken before the enemy forward point, which must be taken before the enemy base - and points that neither team can currently attack are locked. Team spawn points track the front line as it shifts. A team wins outright by owning every point; if the time limit expires first, the team owning more points wins.
*'''Run (RUN)''' - A dedicated non-combat mode, effectively the "Deathrun" style of map promoted to a real game type. This game type places players in a map where the goal is for them to run through a course of obstacles without dying. Players cannot damage or collide with one another at all. A per-life run timer is displayed and resets whenever you respawn or kill yourself, and position save/load is enabled so you can practice a difficult section without restarting the course each time. The scoreboard tracks deaths and position loads rather than frags. There is no win condition - the map simply runs until the time limit expires.
*'''Bagman (BAG)''' - A free-for-all fought over a single "bag" that spawns at a fixed spot in the map; walk over it to pick it up. While you carry the bag you earn one point per second and slowly regenerate health and armor, which makes the carrier the target of everyone else in the game. The bag and whoever is carrying it are outlined through walls and glow green for ''everyone'' regardless of team, so there is nowhere to hide with it. Killing the carrier rewards the killer with a chunk of effective health and drops the bag where the carrier fell, and a dropped bag returns to its home spot after several seconds if nobody claims it. The first player to the score limit (usually 150) wins, otherwise the highest score when the time limit expires.
*'''Team Bagman (TBAG)''' - The same bag rules as Bagman, played by two teams. While one of your teammates carries the bag, your whole team earns a point per second, so the game becomes escorting your own carrier while hunting the enemy's. Carrier health regeneration and the reward for killing a carrier work as they do in Bagman. The first team to the score limit (usually 300) wins, otherwise the higher team score when the time limit expires.
*'''Pit (PIT)''' - A round-based 1v1 duel game type. Exactly two players fight at a time while everyone else waits as spectators in a queue; you are placed in the queue automatically when you connect and on each new map, and the Ready key toggles whether you are in it. Duelers spawn with 200 health and 200 armor holding a [[Control Baton]] and an [[Assault Rifle]] with unlimited magazines, and the arena keeps only weapon pickups - ammo, health, armor, and powerups are all hidden. Winning a duel scores a point and keeps you in the arena as the champion while the loser drops to the back of the queue and the next challenger steps up from the front; if the round timer expires (usually one minute) or both duelers die at the same instant, nobody scores and both go to the back of the queue. The first player to the duel-win limit (usually 10) wins the match.
*'''Wipeout (WO)''' - Round-based team elimination, played as a best-of-seven. Everyone spawns with 200 health, 200 armor, and a fixed five-weapon loadout - [[12mm Pistol|Pistol]], [[Assault Rifle]], [[Sniper Rifle]], [[Rocket Launcher]], and [[Shotgun]] - with unlimited ammo, and the arena contains no item pickups. Unlike a last-man-standing mode you ''can'' respawn after dying, but every death makes your next respawn slower (five seconds, then ten, then fifteen, and so on), resetting at the start of each round. A team wins the round by wiping out the enemy team - every enemy dead at the same moment. The first team to four round wins takes the match.
*'''Gun Game (GG)''' - A free-for-all weapon-progression race. Every frag advances you to the next weapon in the ladder, and the match is won by scoring a frag with the final weapon, the [[Control Baton]]. The ladder is built from four tiers of weapons and each player receives their own random shuffle within each tier, so no two players climb it in the same order. You cannot pick up or manually switch weapons, weapons never drop, ammo is unlimited, and the map has no item pickups at all; instead each kill grants bonus effective health. Reaching a new weapon and getting a frag with it on the same life earns a random powerup as a rampage reward. The first player to get a kill with the final weapon, the [[Control Baton]], wins.
*'''Salvage (SAL)''' - A team mode played on Capture the Flag maps, but with a single neutral flag that appears in the middle of the map a short while after the level begins. Any player from either team can pick it up. You score by carrying it back to '''your own''' team's base after which it respawns at the center. Killing the carrier drops the flag where they died and either team can then pick it up. A dropped flag only returns to the center once its return timer expires. The flag and whoever is carrying it are outlined through walls and glow green for ''everyone'' regardless of team, so there is nowhere to hide with it. The first team to the capture limit (usually 5) wins, otherwise the most captures when the time limit expires.
 
==Mutators==
Mutators are gameplay modifiers introduced in Alpine Faction 1.4. They are configured by the server and players can also select them as part of a Level or Match vote. A successful vote '''replaces''' the server's active mutator set rather than adding to it, and the Rotation vote can optionally carry the current game type and mutators onto the next level. Any number of mutators can be active at once, and a mutator that does not apply to the current game type is simply ignored.
 
Some mutators change gameplay in ways that need an [[RF Clients#Alpine Faction|Alpine Faction]] 1.4 or newer client and are marked below; the rest are enforced entirely by the server and work for everyone, including legacy clients.
 
===Combat and Loadout===
*'''Instagib''' - You spawn holding only the [[Rail Driver]], with unlimited ammo, no reloads, and no weapon switching. Every hit is a kill, and all level pickups are hidden. ''Requires Alpine Faction 1.4+.''
*'''One Weapon''' - The server picks one featured weapon (the [[Rail Driver]] by default) and every weapon and ammo pickup in the level is swapped to it; you spawn with only the Baton and no other pickups exist. The featured weapon is chosen by whoever calls the vote, and a further option can leave [[Remote Charge]] and [[Grenade]] pickups untouched. ''Requires Alpine Faction 1.4+.''
*'''Arena''' - You spawn at 100 health and 100 armor with an [[Assault Rifle]]. Every frag instantly restores you to full and refills your magazine with no reload pause, magazines are unlimited, and only weapon pickups remain in the level. ''Requires Alpine Faction 1.4+.''
*'''Vampire''' - Damage you deal to enemies heals you for half that amount, spread across health and armor up to the normal maximums. Self-damage and team damage heal nothing. Options can remove health and armor pickups from the level and switch the drain to full lifesteal, healing for the whole amount of damage dealt.
*'''Critical Hits''' - Shots can randomly land as critical hits, dealing triple damage with their own sound and visual effect (explosives also gain a larger blast radius and crater). Crit chance ramps up the more damage you have dealt in the last twenty seconds, and melee attacks crit far more often than ranged ones. ''Requires Alpine Faction 1.4+.''
*'''Super Drain''' - Health and armor above the normal maximum of 100 drain away at one point per second each until they reach 100. ''Requires Alpine Faction 1.4+.''
*'''Armored''' - Players spawn with 100 armor instead of the stock zero.
*'''Super Rail''' - [[Rail Driver]] pickups behave like super items: the pickup is excluded from weapon stay, and it respawns on a 60 second timer.
*'''Big Craters''' - Doubles the radius of [[GeoMod]] craters produced by explosions, so the map deforms far more aggressively.
*'''Flaming Enemies''' - Sustained [[Flame Thrower]] damage sets enemies on fire, burning them over time. The burn ends shortly after the last flamethrower hit, or immediately if the victim enters water, takes a sizeable explosive hit or any melee hit, or picks up a health kit. Teammates cannot be ignited. ''Requires Alpine Faction 1.4+.''
*'''Gibbing''' - A killing blow from a large amount of explosive damage chunks the victim into gibs instead of leaving a corpse.
*'''Delayed Supers''' - Super Health, Super Armour, Invulnerability, the Damage Amplifier and the [[Fusion Rocket Launcher]] start each level hidden and only appear once their normal respawn time has elapsed.
 
===Movement===
*'''Jetpacks''' - Every player wears a jetpack; hold Jump while airborne to thrust upward. Fuel is good for roughly five seconds of continuous burn and refills over about seven and a half seconds after a short pause, with a fuel gauge shown on the HUD. Running the tank dry locks the pack until it has partly refilled. ''Requires Alpine Faction 1.4+.''
*'''Low Gravity''' - Gravity is reduced to roughly a fifth of normal for both players and projectiles. ''Requires Alpine Faction 1.4+.''
*'''Skiing''' - Hold Crouch to ski: friction nearly disappears, you accelerate down slopes, and steering carves your velocity so turns preserve your speed. ''Requires Alpine Faction 1.4+.''
*'''Dodging''' - Double-tap a movement key, or press Jump while crouched and holding a direction, to burst-dodge that way at over twice your run speed with a small hop. There is a short cooldown between dodges. ''Requires Alpine Faction 1.4+.''
*'''Pogo''' - Holding Jump automatically re-jumps the instant you land, allowing continuous jumping without timing the key. ''Requires Alpine Faction 1.4+.''
 
===Team and Match Rules===
*'''Humans vs. Bots''' - Forces all bots onto the blue team and all human players onto the red team. Team game types only.
*'''Weird Gun Game''' - Replaces the Gun Game weapon ladder with exotic and creature weapons - jeep gun, snake spit, torpedo, sonar attack, lasers and the like - and makes the [[Riot Shield]] the final weapon instead of the Baton. Gun Game only.
*'''Score Limit Override''' - Sets the score limit for the game type being played instead of using the server's own, with the number chosen by whoever configures the mutator. Only applies to game types that have a numeric score limit.
*'''Ideal Player Count Override''' - Changes the player count the server advertises as its target size, which affects how bots backfill.


==Maps==
==Maps==
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** The [[Submachine Gun]]'s pickup does, however, award the player a single magazine of 5.56 ammo used by the [[Assault Rifle]].
** The [[Submachine Gun]]'s pickup does, however, award the player a single magazine of 5.56 ammo used by the [[Assault Rifle]].
* With exceptions for the [[Rocket Launcher]], [[Fusion Rocket Launcher]], [[Remote Charge]] and [[Grenade]], weapons do not utilize any kind of ballistics in multiplayer. Bullet spread mechanics are retained from singleplayer, but substantially reduced to the point where most weapons are at least accurate to slightly beyond mid range.
* With exceptions for the [[Rocket Launcher]], [[Fusion Rocket Launcher]], [[Remote Charge]] and [[Grenade]], weapons do not utilize any kind of ballistics in multiplayer. Bullet spread mechanics are retained from singleplayer, but substantially reduced to the point where most weapons are at least accurate to slightly beyond mid range.
* The [[Flame Thrower]] cannot ignite enemies or cause them to catch on fire.
* The [[Flame Thrower]] cannot ignite enemies or cause them to catch on fire. The exception is an [[RF Clients#Alpine Faction|Alpine Faction]] server running the '''Flaming Enemies''' mutator, which restores burning.


==Characters==
==Characters==
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* Crouching slightly reduces the player's maximum run speed.
* Crouching slightly reduces the player's maximum run speed.
* In contrast to many other Arena FPS games, there is currently no known ''"movement tech"'' or way to otherwise significantly influence player speed, velocity, and so on through client inputs.
* In contrast to many other Arena FPS games, there is currently no known ''"movement tech"'' or way to otherwise significantly influence player speed, velocity, and so on through client inputs.
** This applies to the stock game. [[RF Clients#Alpine Faction|Alpine Faction]] servers can enable the '''Jetpacks''', '''Low Gravity''', '''Skiing''', '''Dodging''' and '''Pogo''' mutators, each of which adds movement mechanics that are not otherwise present.


==Health and Armor==
==Health and Armor==
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==Sound==
==Sound==
* Enemy footsteps will only emit from players that have a pistol equipped. To move silently, equip any weapon other than the pistol.
* In the stock game, other players' footsteps are only audible when they have the pistol equipped - only the pistol animations carry footstep triggers. Against stock clients and servers, therefore, switching to any weapon other than the pistol lets you move silently.
** [[RF Clients#Alpine Faction|Alpine Faction]] 1.3 fixed this, supplying the missing triggers so that enemy and teammate footsteps are audible for every weapon. It is a client-side audio fix: you hear full footsteps if ''your'' client has footsteps enabled. Whether other players hear ''you'' depends on their own client and the server, not on anything you set.
** Landing sounds produced by falling onto surfaces of any kind do always emit, however.
** Landing sounds produced by falling onto surfaces of any kind do always emit, however.
==Alpine Faction Enhancements==
Beyond game types, mutators, and voting, [[RF Clients#Alpine Faction|Alpine Faction]] adds a number of multiplayer features worth knowing about:
* '''Match mode''' - servers can run organised matches in which every player must ready up with the Ready For Match control (F3 by default) before the match begins.
* '''Spectate mode''' - follow any player in first or third person, or detach into a free camera.
* '''Demos''' (1.4) - dedicated servers record games server-side, and demos can be played back in-game with pause, seek, and timescale controls, or browsed from the Extras -> Demos menu.
* '''Statistics and awards''' (1.4) - servers can report gameplay to FactionFiles, attributing your stats to your linked FactionFiles account.
* '''Sprays''' (1.4) - tag walls with a personal image using the bindable Spray control, if the server permits it.
* '''Location pinging''' - call out a spot in the world to your team in team-based game modes.
* '''Hit sounds and damage numbers''' - audible confirmation of hits and on-screen damage values.
* '''Player outlines''' - see players highlighted through the world, when the server allows it.
* '''Multiplayer bots''' (1.3) - servers can fill out a game with bots, with waypoint support for custom maps.
* '''Map autodownloading''' - custom maps you do not have are downloaded automatically in-game when you join a server or a level changes.


==Voting==
==Voting==
*When in a [[RF Clients#Alpine Faction|Alpine Faction]] dedicated server server, the following commands can be entered via chat, allowing players to vote to perform actions like changing the map or kicking a player.
Alpine Faction 1.4 replaced the old chat-command voting system with an in-game vote panel. Which votes you can call is entirely up to the server.
*If you host a dedicated server, see [[Alpine Faction Dedicated Server Config#Voting|Alpine Faction Dedicated Server Config]] for specifics on how to configure voting options available to your players.
 
*Only one question can be active at any given time. Unless customized by the server host, each vote will last for 60 seconds.
===The vote panel===
*To vote yes or vote no, Alpine Faction users can press their associated keybinds (F1/F2 by default). Non-Alpine Faction users can use the <nowiki>/vote yes</nowiki> and <nowiki>/vote no</nowiki> chat commands
*Open the panel during gameplay with the bindable '''Call Vote Menu''' control, F4 by default. It is unavailable between levels and during demo playback. On a server older than Alpine Faction 1.4 the panel will tell you that menu voting is not supported, and on a server with all voting disabled it will say so.
*The panel has a row of tabs: '''Saved''' first, followed by one tab for each vote type the server has enabled, in the order '''Level''', '''Rotation''', '''Extend''', '''Match''', '''Cancel Match''' and '''Kick'''. Vote types the server has disabled do not appear at all.
**'''Level''' - pick a level from a scrollable, filterable list (or type a name manually for a map that is not listed), then optionally choose a '''game type''' and any number of '''mutators''' with their options. The game type pre-selects from the level you chose, the mutator set pre-loads from what the server is currently running, and buttons are provided to reset the game type and to restore the server's base or current mutators. Hovering a mutator shows a description of what it does.
**'''Rotation''' - a single tab covering the restart, next, previous and random map votes; pick which action you want. A '''Preserve current gametype and mutators''' checkbox (ticked by default, where the server supports it) carries the rules the session is currently playing onto the next level instead of reverting to the server's own.
**'''Extend''' - extend the current round by a chosen number of minutes, from 1 to 60, defaulting to 5.
**'''Match''' - set up a competitive match. Choose a team size from '''1v1''' up to '''8v8''' (4v4 by default) and a level, with the same game type and mutator selection as the Level tab; match game types are limited to team modes. A match vote is refused while another match is already queued or in progress.
**'''Cancel Match''' - cancel the match that is currently set up.
**'''Kick''' - pick a player from a list to kick. The list excludes you and any bots.
*The footer carries '''CALL VOTE''', '''CANCEL VOTE''' (only usable on a vote you started yourself), and '''SAVE'''.
 
===Saved votes===
*Level, Match and Extend votes can be given a name and stored for later from the '''SAVE''' button, up to 200 of them.
*The '''Saved''' tab lists your stored votes with a preview pane showing the vote type, level, game type, team size, duration and every mutator with its option values. '''EDIT''' loads an entry back into the normal form for tweaking, and '''CALL VOTE''' calls it as-is.
*Saved votes are persisted in <nowiki>alpine_settings.ini</nowiki> and follow you between servers. An entry that the current server cannot run - because the vote type, level, game type, mutator or one of its options is unavailable - is greyed out and lists the reasons why.
 
===Casting a vote===
*Alpine Faction players vote with the bindable '''Vote Yes''' and '''Vote No''' controls, F1 and F2 by default.
*Players on other clients can vote using the <nowiki>/vote yes</nowiki> and <nowiki>/vote no</nowiki> chat commands, and are prompted in chat to do so.
*While a vote is running, a HUD notification shows the question, a live tally of yes and no votes, the time remaining, and whether you have already cast your vote.
 
===Vote rules===
*Only one vote can be active at any given time, and votes cannot be called between levels.
*Unless customised by the server host, each vote lasts for 60 seconds.
*Only the player who called a vote can cancel it, and a vote is cancelled automatically if its caller leaves. A kick vote is cancelled if its target leaves.
*The caller's own YES is counted automatically, and you cannot vote twice. Server browsers, bots and idle players cannot vote at all.
*When a vote times out, players who did not vote are counted as NO by default, though a server can be configured to ignore non-voters instead. A timed-out vote can still pass.
*You cannot call a vote to kick yourself, and kick votes cannot target bots.
 
===Legacy chat commands===
Alpine Faction 1.4 servers still accept a reduced set of chat vote commands. Chat-called votes take no game type, mutator or preserve options.


  <nowiki>
  <nowiki>
vote rest </nowiki>
/vote yes </nowiki>
*Start a vote to restart the current map.
*Vote yes on the active question. <nowiki>/vote y</nowiki> also works.
  <nowiki>
  <nowiki>
vote next </nowiki>
/vote no </nowiki>
*Start a vote to change to the next map in the server's rotation.
*Vote no on the active question. <nowiki>/vote n</nowiki> also works.
  <nowiki>
  <nowiki>
vote prev </nowiki>
/vote level <map name> </nowiki>
*Start a vote to change to the previous map in the server's rotation.
*Start a vote to change immediately to the named map. (maps must be named by their [[.rfl]] filename) <nowiki>/vote map</nowiki> also works.
  <nowiki>
  <nowiki>
vote rand </nowiki>
/vote next </nowiki>
*Start a vote to change to a random map from the server's rotation.
*Start a vote to change to the next map in the server's rotation.
<nowiki>
vote ext </nowiki>
*Start a vote to extend the current map by 5 minutes.
  <nowiki>
  <nowiki>
vote kick <player name> </nowiki>
/vote previous </nowiki>
*Start a vote to kick the named player.
*Start a vote to change to the previous map in the server's rotation. <nowiki>/vote prev</nowiki> also works.
  <nowiki>
  <nowiki>
vote map <map name> </nowiki>
/vote restart </nowiki>
*Start a vote to change immediately to the named map. (maps must be named by their [[.rfl]] filename)
*Start a vote to restart the current map. <nowiki>/vote rest</nowiki> also works.
  <nowiki>
  <nowiki>
vote match <match type> <map name> </nowiki>
/vote extend </nowiki>
*Start a vote to initiate a competitive match of the named type on the named map. (or, if no map is named, the map that is currently loaded)
*Start a vote to extend the current map by the default 5 minutes. <nowiki>/vote ext</nowiki> also works.
*Valid match types are 2v2, 3v3, 4v4, 5v5, 6v6, 7v7, or 8v8.
*Maps must be named by their [[.rfl]] filename.

Latest revision as of 18:13, 4 September 2026

  • EXPLORE
    Icon RF1.png

    Red Faction

  • Red Faction's multiplayer at its core is a competitive Arena FPS. It differs in a few fundamental ways from most other Arena FPS titles - notably the armor system, movement mechanics, and of course the presence of GeoMod technology. This article will cover the main aspects of RF's multiplayer component, including the vast degree of innovation the community has shown since the game's original release in 2001.

    Game Modes

    Red Faction stock features three distinct game modes:

    • Deathmatch (DM) - This mode pits every player against one another, with the goal of achieving the highest score by the end of the game. Each kill adds one point to an individual player's score, and each suicide subtracts one. Winner is determined by highest score, when either the kill or time limit is reached.
    • Team Deathmatch (TDM or TeamDM) - This mode pits two teams against each other in an arena, with the goal of scoring the highest number of points before the game ends. Player kills are counted towards their team's score. The winning team is determined by highest score when either the kill or time limit is reached.
    • Capture the Flag (CTF) - This mode pits two teams against each other in an arena, with the goal of achieving the highest score before the game ends. Team and player scores are tracked individually, but only team score decides the result of the game. Teams score by "stealing" their enemy team's flag from their flag stand, and "capturing" it by bringing it back to their own. Each flag capture adds one point to a team's score. The winning team is determined by the highest score, when either the capture or time limit is reached at the end of the game. Players are able to acquire points for their individual score via kills, flag captures, and returns.

    Alpine Faction Game Modes

    Servers running Alpine Faction can host a number of additional game modes beyond the stock three. Five were added in Alpine Faction 1.2, and six more in Alpine Faction 1.4. The score, capture, round, and time limits given below are the usual defaults - every server configures its own, so expect them to vary.

    • King of the Hill (KOTH) - A team mode fought over a single "hill" (capture zone). Standing inside the hill builds capture progress for your team, and progress builds faster with more teammates on the point; if players from both teams are inside, the hill is contested and progress freezes. An empty hill slowly loses progress, and if the enemy owns the point their claim must be worn down before yours can begin. While your team owns the hill and holds it uncontested it earns one point per second, and players standing on the point when it flips receive bonus personal score. Kills contribute nothing to the team score, and control of the hill also shifts which spawn points each team uses. The first team to the score limit (usually 100) wins, otherwise the higher score when the time limit expires.
    • Damage Control (DC) - Uses the same capture mechanics as King of the Hill, but the map has several control points instead of one - typically three. Each point your team owns and holds uncontested earns one point per second, so holding more points scores proportionally faster and the game becomes a contest of splitting your team between objectives. Kills do not add to the team score. The first team to the score limit (usually 300) wins, otherwise the higher score when the time limit expires.
    • Revolt (REV) - An asymmetric attack and defend mode: red attacks, blue defends. Capture points are grouped into stages that unlock in order, and red may only capture points in the stage that is currently open. Any point red captures is permanently locked and can never be retaken - blue cannot capture anything, and can only stand on a point being taken to drain red's progress. Red's spawn points advance as stages fall. Red wins by capturing every point on the map before time runs out; blue wins simply by holding out until the time limit expires.
    • Escalation (ESC) - A symmetric tug-of-war along a lane of either three or five points: each team's base, optionally a forward point, and a neutral center. Each team may only attack the next point along its path, so in a five point map, the center must be taken before the enemy forward point, which must be taken before the enemy base - and points that neither team can currently attack are locked. Team spawn points track the front line as it shifts. A team wins outright by owning every point; if the time limit expires first, the team owning more points wins.
    • Run (RUN) - A dedicated non-combat mode, effectively the "Deathrun" style of map promoted to a real game type. This game type places players in a map where the goal is for them to run through a course of obstacles without dying. Players cannot damage or collide with one another at all. A per-life run timer is displayed and resets whenever you respawn or kill yourself, and position save/load is enabled so you can practice a difficult section without restarting the course each time. The scoreboard tracks deaths and position loads rather than frags. There is no win condition - the map simply runs until the time limit expires.
    • Bagman (BAG) - A free-for-all fought over a single "bag" that spawns at a fixed spot in the map; walk over it to pick it up. While you carry the bag you earn one point per second and slowly regenerate health and armor, which makes the carrier the target of everyone else in the game. The bag and whoever is carrying it are outlined through walls and glow green for everyone regardless of team, so there is nowhere to hide with it. Killing the carrier rewards the killer with a chunk of effective health and drops the bag where the carrier fell, and a dropped bag returns to its home spot after several seconds if nobody claims it. The first player to the score limit (usually 150) wins, otherwise the highest score when the time limit expires.
    • Team Bagman (TBAG) - The same bag rules as Bagman, played by two teams. While one of your teammates carries the bag, your whole team earns a point per second, so the game becomes escorting your own carrier while hunting the enemy's. Carrier health regeneration and the reward for killing a carrier work as they do in Bagman. The first team to the score limit (usually 300) wins, otherwise the higher team score when the time limit expires.
    • Pit (PIT) - A round-based 1v1 duel game type. Exactly two players fight at a time while everyone else waits as spectators in a queue; you are placed in the queue automatically when you connect and on each new map, and the Ready key toggles whether you are in it. Duelers spawn with 200 health and 200 armor holding a Control Baton and an Assault Rifle with unlimited magazines, and the arena keeps only weapon pickups - ammo, health, armor, and powerups are all hidden. Winning a duel scores a point and keeps you in the arena as the champion while the loser drops to the back of the queue and the next challenger steps up from the front; if the round timer expires (usually one minute) or both duelers die at the same instant, nobody scores and both go to the back of the queue. The first player to the duel-win limit (usually 10) wins the match.
    • Wipeout (WO) - Round-based team elimination, played as a best-of-seven. Everyone spawns with 200 health, 200 armor, and a fixed five-weapon loadout - Pistol, Assault Rifle, Sniper Rifle, Rocket Launcher, and Shotgun - with unlimited ammo, and the arena contains no item pickups. Unlike a last-man-standing mode you can respawn after dying, but every death makes your next respawn slower (five seconds, then ten, then fifteen, and so on), resetting at the start of each round. A team wins the round by wiping out the enemy team - every enemy dead at the same moment. The first team to four round wins takes the match.
    • Gun Game (GG) - A free-for-all weapon-progression race. Every frag advances you to the next weapon in the ladder, and the match is won by scoring a frag with the final weapon, the Control Baton. The ladder is built from four tiers of weapons and each player receives their own random shuffle within each tier, so no two players climb it in the same order. You cannot pick up or manually switch weapons, weapons never drop, ammo is unlimited, and the map has no item pickups at all; instead each kill grants bonus effective health. Reaching a new weapon and getting a frag with it on the same life earns a random powerup as a rampage reward. The first player to get a kill with the final weapon, the Control Baton, wins.
    • Salvage (SAL) - A team mode played on Capture the Flag maps, but with a single neutral flag that appears in the middle of the map a short while after the level begins. Any player from either team can pick it up. You score by carrying it back to your own team's base after which it respawns at the center. Killing the carrier drops the flag where they died and either team can then pick it up. A dropped flag only returns to the center once its return timer expires. The flag and whoever is carrying it are outlined through walls and glow green for everyone regardless of team, so there is nowhere to hide with it. The first team to the capture limit (usually 5) wins, otherwise the most captures when the time limit expires.

    Mutators

    Mutators are gameplay modifiers introduced in Alpine Faction 1.4. They are configured by the server and players can also select them as part of a Level or Match vote. A successful vote replaces the server's active mutator set rather than adding to it, and the Rotation vote can optionally carry the current game type and mutators onto the next level. Any number of mutators can be active at once, and a mutator that does not apply to the current game type is simply ignored.

    Some mutators change gameplay in ways that need an Alpine Faction 1.4 or newer client and are marked below; the rest are enforced entirely by the server and work for everyone, including legacy clients.

    Combat and Loadout

    • Instagib - You spawn holding only the Rail Driver, with unlimited ammo, no reloads, and no weapon switching. Every hit is a kill, and all level pickups are hidden. Requires Alpine Faction 1.4+.
    • One Weapon - The server picks one featured weapon (the Rail Driver by default) and every weapon and ammo pickup in the level is swapped to it; you spawn with only the Baton and no other pickups exist. The featured weapon is chosen by whoever calls the vote, and a further option can leave Remote Charge and Grenade pickups untouched. Requires Alpine Faction 1.4+.
    • Arena - You spawn at 100 health and 100 armor with an Assault Rifle. Every frag instantly restores you to full and refills your magazine with no reload pause, magazines are unlimited, and only weapon pickups remain in the level. Requires Alpine Faction 1.4+.
    • Vampire - Damage you deal to enemies heals you for half that amount, spread across health and armor up to the normal maximums. Self-damage and team damage heal nothing. Options can remove health and armor pickups from the level and switch the drain to full lifesteal, healing for the whole amount of damage dealt.
    • Critical Hits - Shots can randomly land as critical hits, dealing triple damage with their own sound and visual effect (explosives also gain a larger blast radius and crater). Crit chance ramps up the more damage you have dealt in the last twenty seconds, and melee attacks crit far more often than ranged ones. Requires Alpine Faction 1.4+.
    • Super Drain - Health and armor above the normal maximum of 100 drain away at one point per second each until they reach 100. Requires Alpine Faction 1.4+.
    • Armored - Players spawn with 100 armor instead of the stock zero.
    • Super Rail - Rail Driver pickups behave like super items: the pickup is excluded from weapon stay, and it respawns on a 60 second timer.
    • Big Craters - Doubles the radius of GeoMod craters produced by explosions, so the map deforms far more aggressively.
    • Flaming Enemies - Sustained Flame Thrower damage sets enemies on fire, burning them over time. The burn ends shortly after the last flamethrower hit, or immediately if the victim enters water, takes a sizeable explosive hit or any melee hit, or picks up a health kit. Teammates cannot be ignited. Requires Alpine Faction 1.4+.
    • Gibbing - A killing blow from a large amount of explosive damage chunks the victim into gibs instead of leaving a corpse.
    • Delayed Supers - Super Health, Super Armour, Invulnerability, the Damage Amplifier and the Fusion Rocket Launcher start each level hidden and only appear once their normal respawn time has elapsed.

    Movement

    • Jetpacks - Every player wears a jetpack; hold Jump while airborne to thrust upward. Fuel is good for roughly five seconds of continuous burn and refills over about seven and a half seconds after a short pause, with a fuel gauge shown on the HUD. Running the tank dry locks the pack until it has partly refilled. Requires Alpine Faction 1.4+.
    • Low Gravity - Gravity is reduced to roughly a fifth of normal for both players and projectiles. Requires Alpine Faction 1.4+.
    • Skiing - Hold Crouch to ski: friction nearly disappears, you accelerate down slopes, and steering carves your velocity so turns preserve your speed. Requires Alpine Faction 1.4+.
    • Dodging - Double-tap a movement key, or press Jump while crouched and holding a direction, to burst-dodge that way at over twice your run speed with a small hop. There is a short cooldown between dodges. Requires Alpine Faction 1.4+.
    • Pogo - Holding Jump automatically re-jumps the instant you land, allowing continuous jumping without timing the key. Requires Alpine Faction 1.4+.

    Team and Match Rules

    • Humans vs. Bots - Forces all bots onto the blue team and all human players onto the red team. Team game types only.
    • Weird Gun Game - Replaces the Gun Game weapon ladder with exotic and creature weapons - jeep gun, snake spit, torpedo, sonar attack, lasers and the like - and makes the Riot Shield the final weapon instead of the Baton. Gun Game only.
    • Score Limit Override - Sets the score limit for the game type being played instead of using the server's own, with the number chosen by whoever configures the mutator. Only applies to game types that have a numeric score limit.
    • Ideal Player Count Override - Changes the player count the server advertises as its target size, which affects how bots backfill.

    Maps

    Red Faction (PC) multiplayer may be played on one of the 27 default maps, or any one of the several thousand custom maps that have made made throughout the years using the Red Faction Level Editor.

    To find and install custom multiplayer maps, see the Guide on Installing Custom Levels.

    Multiplayer Gameplay

    Red Faction's online multiplayer has significantly different gameplay mechanics in comparison to the singleplayer campaign. Some noteworthy changes are:

    • Player movement speed and acceleration is greatly increased.
    • The Rocket Launcher, Submachine Gun and Pistol's alternative fire modes are disabled.
    • With exceptions for the Rocket Launcher, Fusion Rocket Launcher, Remote Charge and Grenade, weapons do not utilize any kind of ballistics in multiplayer. Bullet spread mechanics are retained from singleplayer, but substantially reduced to the point where most weapons are at least accurate to slightly beyond mid range.
    • The Flame Thrower cannot ignite enemies or cause them to catch on fire. The exception is an Alpine Faction server running the Flaming Enemies mutator, which restores burning.

    Characters

    There are 20 playable characters in Red Faction PC multiplayer. See Red Faction Multiplayer Characters for a full list.

    • Characters have slightly different characteristics. Player view height, collision size, animations, and hitboxes vary between characters. Some characters are considered to be generally advantageous. These characters are:

    Movement Physics

    • Red Faction features symmetric player movement in all directions.
    • Player movement is affected by a minor acceleration curve that brings the player up to a capped speed while running, and decelerates the player when switching directions or releasing input to standstill.
      • The rate of acceleration/deceleration is dependent upon the traction value associated with the material type of the surface the player is on. For example, the rate is doubled for water surfaces and roughly halved for sand.
    • Crouching slightly reduces the player's maximum run speed.
    • In contrast to many other Arena FPS games, there is currently no known "movement tech" or way to otherwise significantly influence player speed, velocity, and so on through client inputs.
      • This applies to the stock game. Alpine Faction servers can enable the Jetpacks, Low Gravity, Skiing, Dodging and Pogo mutators, each of which adds movement mechanics that are not otherwise present.

    Health and Armor

    • Weapon damage is adjusted by static multipliers assigned to specific regions of the body. Hits to the torso deal the standard amount of damage, while hits to the arms and legs deal half. Headshots deal two times as much damage per hit.
    • Armor absorbs damage received before health. If the damage received exceeds what the amount of armor equipped is capable of absorbing, the remaining damage will be taken from the player's health.
    • Armor absorbs twice as much damage as health. Put another way, one point of armor is equivalent to two points of health. It may help to consider your combined health and armor as "effective health" - meaning if you're at 100 health and 100 armor (normally written as 100/100), you have 300 effective health. Some examples are listed below.
      • Example 1: You have 100/100 and take 150 damage. Because armor counts for twice as much as health, you will lose 75 armor, and end up at 100/25.
      • Example 2: You have 100/10 and take 100 damage. Your armor will soak up 20 out of the 100 damage since armor counts for twice as much as health. This leaves 80 additional damage, which is taken from your health. You will end up at 20/0.
      • Example 3: You have 100/100 and take 275 damage. Your armor will soak up 200 out of the 275 damage since armor counts for twice as much as health. This leaves 75 additional damage, which is taken from your health. You will end up at 25/0.

    Pickups and Powerups

    Health

    • First Aid Kit: Heals 25 (max 100)
    • Medical Kit: Heals 50 (max 100)
    • Super Health: Heals 200 (max 200)

    Armour

    • Suit Repair: Adds 50 (max 100)
    • Miner Envirosuit: Adds 100 (max 100)
    • Super Armour: Adds 200 (max 200)

    Powerups

    • Damage Amplifier: Multiply all weapon damage by 4; lasts for 30 seconds
    • Invulnerability: Ignore all damage that would be dealt by other players; lasts for 15 seconds

    Item Respawn Times

    • Damage Amplifier: 90 seconds
    • Super Health, Super Armor, Fusion Rocket Launcher: 60 seconds
    • Invulnerability: 45 seconds
    • Everything else: 20 seconds
      • NOTE: Level designers do have the option to set different respawn times for items in their map - though most level designers just leave the default values.

    Weapons

    Red Faction's multiplayer features all fifteen of the weapons from singleplayer, albeit with some changes to their mechanics. Here are a few things to note:

    Please see Red Faction Weapons for a comprehensive list of Red Faction's weapons.

    Bullet Penetration & Spread

    • The Sniper Rifle and Precision Rifle become 100% accurate (spread does not apply) when the scope is engaged, regardless of the zoom level.
    • The impact location of bullets on your screen does not indicate where the bullet landed for damage calculation purposes. If you hear a blood impact sound and see a blood particle emitter spawn, that does not necessarily mean the hit dealt damage to your opponent. This is because spread is calculated independently on the server and for each client, but only the server's perspective matters for damage calculation purposes.
      • In contrast to other Arena FPS games where edge tracking can be advantageous, it's best to aim as close to the center of the enemy player's model to reduce the occurrence of arm or leg hits. Additionally, spread will sometimes cause perfectly aimed shots to either miss or hit an unintended location, such as the arms, legs, or even the head. This can make it very difficult for players to estimate how much damage they've dealt in an encounter.
    • You can shoot through any grating with bullet weapons in multiplayer with 100% penetration. Even if you see and hear the bullet hit a "solid" looking part of a grating texture, that bullet still went through the grating and dealt damage.
    • Bullet ricochets do not deal any damage in multiplayer. Even if you see and hear the bullet ricochet, ricocheted shots do not deal damage to players.

    Lag Compensation and Hit Detection

    • Red Faction's network protocol utilizes client-side interpolation to smooth player movements visually and server-authoritative backwards reconciliation for hit detection with hitscan weapons. As a result, there is no need for a player to lead shots or otherwise adjust for their ping when aiming. Historically, this was a major boon for the game, as it is relatively playable on a variety of connection speeds, even down to 56k.
      • Some consequences of this approach is that it can result in some visual discrepancies for players, most of which become increasingly apparent with high ping (over 100ms). Two commonly experienced issues are: continuing to receive damage or dying after diving into cover and kills being delayed by a half second or more. Both issues as perceived by the player are simply the result of the reconciliation of the skew between the client and server's perspective.
    • Projectile based weapons do not have lag-compensated hit detection. In general, players do need to lead with these weapons in accordance with their ping. While most of these weapons have a substantial range for inflicting splash damage, the amount of damage inflicted falls off sharply from the center of the blast. Additionally, for players with high ping (over 100ms), direct or near hits from the client's perspective against a moving enemy will almost always be either misses or near-misses from the server's perspective. Lastly, it's worth mentioning that with all pings it is possible, if not likely, for direct hits against moving enemies to deal zero damage to enemies due to the projectile missing the enemy entirely on the server's perspective. Even on LAN, it is extremely common for there to be a substantial discrepancy in the position of moving players between the client's perspective and the server's. Ultimately, the server's perspective is authoritative when determining whether or not a hit has occurred, and it is therefore wise for players to prioritize splash damage over direct hits against moving enemies.
    • Red Faction's hitboxes are simply 3D rectangles encapsulating the player model and therefore have a number of known flaws. Notably, the feet of most player models will not register hits. Crouched enemies that are moving will often fail to register headshots. As a result, with hitscan weapons, it's generally advised to aim at the upper torso/neck line for standing enemies, and center mass for crouched enemies.

    Sound

    • In the stock game, other players' footsteps are only audible when they have the pistol equipped - only the pistol animations carry footstep triggers. Against stock clients and servers, therefore, switching to any weapon other than the pistol lets you move silently.
      • Alpine Faction 1.3 fixed this, supplying the missing triggers so that enemy and teammate footsteps are audible for every weapon. It is a client-side audio fix: you hear full footsteps if your client has footsteps enabled. Whether other players hear you depends on their own client and the server, not on anything you set.
      • Landing sounds produced by falling onto surfaces of any kind do always emit, however.

    Alpine Faction Enhancements

    Beyond game types, mutators, and voting, Alpine Faction adds a number of multiplayer features worth knowing about:

    • Match mode - servers can run organised matches in which every player must ready up with the Ready For Match control (F3 by default) before the match begins.
    • Spectate mode - follow any player in first or third person, or detach into a free camera.
    • Demos (1.4) - dedicated servers record games server-side, and demos can be played back in-game with pause, seek, and timescale controls, or browsed from the Extras -> Demos menu.
    • Statistics and awards (1.4) - servers can report gameplay to FactionFiles, attributing your stats to your linked FactionFiles account.
    • Sprays (1.4) - tag walls with a personal image using the bindable Spray control, if the server permits it.
    • Location pinging - call out a spot in the world to your team in team-based game modes.
    • Hit sounds and damage numbers - audible confirmation of hits and on-screen damage values.
    • Player outlines - see players highlighted through the world, when the server allows it.
    • Multiplayer bots (1.3) - servers can fill out a game with bots, with waypoint support for custom maps.
    • Map autodownloading - custom maps you do not have are downloaded automatically in-game when you join a server or a level changes.

    Voting

    Alpine Faction 1.4 replaced the old chat-command voting system with an in-game vote panel. Which votes you can call is entirely up to the server.

    The vote panel

    • Open the panel during gameplay with the bindable Call Vote Menu control, F4 by default. It is unavailable between levels and during demo playback. On a server older than Alpine Faction 1.4 the panel will tell you that menu voting is not supported, and on a server with all voting disabled it will say so.
    • The panel has a row of tabs: Saved first, followed by one tab for each vote type the server has enabled, in the order Level, Rotation, Extend, Match, Cancel Match and Kick. Vote types the server has disabled do not appear at all.
      • Level - pick a level from a scrollable, filterable list (or type a name manually for a map that is not listed), then optionally choose a game type and any number of mutators with their options. The game type pre-selects from the level you chose, the mutator set pre-loads from what the server is currently running, and buttons are provided to reset the game type and to restore the server's base or current mutators. Hovering a mutator shows a description of what it does.
      • Rotation - a single tab covering the restart, next, previous and random map votes; pick which action you want. A Preserve current gametype and mutators checkbox (ticked by default, where the server supports it) carries the rules the session is currently playing onto the next level instead of reverting to the server's own.
      • Extend - extend the current round by a chosen number of minutes, from 1 to 60, defaulting to 5.
      • Match - set up a competitive match. Choose a team size from 1v1 up to 8v8 (4v4 by default) and a level, with the same game type and mutator selection as the Level tab; match game types are limited to team modes. A match vote is refused while another match is already queued or in progress.
      • Cancel Match - cancel the match that is currently set up.
      • Kick - pick a player from a list to kick. The list excludes you and any bots.
    • The footer carries CALL VOTE, CANCEL VOTE (only usable on a vote you started yourself), and SAVE.

    Saved votes

    • Level, Match and Extend votes can be given a name and stored for later from the SAVE button, up to 200 of them.
    • The Saved tab lists your stored votes with a preview pane showing the vote type, level, game type, team size, duration and every mutator with its option values. EDIT loads an entry back into the normal form for tweaking, and CALL VOTE calls it as-is.
    • Saved votes are persisted in alpine_settings.ini and follow you between servers. An entry that the current server cannot run - because the vote type, level, game type, mutator or one of its options is unavailable - is greyed out and lists the reasons why.

    Casting a vote

    • Alpine Faction players vote with the bindable Vote Yes and Vote No controls, F1 and F2 by default.
    • Players on other clients can vote using the /vote yes and /vote no chat commands, and are prompted in chat to do so.
    • While a vote is running, a HUD notification shows the question, a live tally of yes and no votes, the time remaining, and whether you have already cast your vote.

    Vote rules

    • Only one vote can be active at any given time, and votes cannot be called between levels.
    • Unless customised by the server host, each vote lasts for 60 seconds.
    • Only the player who called a vote can cancel it, and a vote is cancelled automatically if its caller leaves. A kick vote is cancelled if its target leaves.
    • The caller's own YES is counted automatically, and you cannot vote twice. Server browsers, bots and idle players cannot vote at all.
    • When a vote times out, players who did not vote are counted as NO by default, though a server can be configured to ignore non-voters instead. A timed-out vote can still pass.
    • You cannot call a vote to kick yourself, and kick votes cannot target bots.

    Legacy chat commands

    Alpine Faction 1.4 servers still accept a reduced set of chat vote commands. Chat-called votes take no game type, mutator or preserve options.

    /vote yes 
    
    • Vote yes on the active question. /vote y also works.
    /vote no 
    
    • Vote no on the active question. /vote n also works.
    /vote level <map name> 
    
    • Start a vote to change immediately to the named map. (maps must be named by their .rfl filename) /vote map also works.
    /vote next 
    
    • Start a vote to change to the next map in the server's rotation.
    /vote previous 
    
    • Start a vote to change to the previous map in the server's rotation. /vote prev also works.
    /vote restart 
    
    • Start a vote to restart the current map. /vote rest also works.
    /vote extend 
    
    • Start a vote to extend the current map by the default 5 minutes. /vote ext also works.