Difference between revisions of "Crew lock"

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Crew lock is a [[:Category:Game mechanics|game mechanic]] that applies to all [[:Category:Game_modes|game modes]].
 
Crew lock is a [[:Category:Game mechanics|game mechanic]] that applies to all [[:Category:Game_modes|game modes]].
  
== How "Crew lock" occurs ==
 
 
For all [[:Category:Game modes|game modes]]:
 
For all [[:Category:Game modes|game modes]]:
  
'''''If:'''''
+
'''If:'''
  
* All accessible vehicles are lost early in a match due to '''crashing''' or being '''destroyed''', as indicated by the kill feed,
+
* All available vehicles are lost early in a match due to being '''destroyed''', as indicated by the kill feed,
* Or the player '''leaves the game''' preemptively (i.e. bails the challenge),
+
* Or the player '''leaves the match''' prematurely (e.g. self-inflicted loss of vehicle (crashing or "J-ing out"), returning to hangar without using all available vehicles in a line-up, disconnection from the match due to game crash or network connection issues, etc),
* Or the '''game disconnects''' because of poor network connection,
 
  
'''''then''''' ''crew lock'' is applied to the current nation's roster/line-up.
+
'''then''' ''crew lock'' is applied to the current nation's roster/line-up.
  
Crew lock runs for '''''seven minutes''''', starting from the beginning of the match. So if the above statements happen past seven minutes into the match, then the crew lock does NOT apply.
+
Crew lock runs for '''nine minutes''', starting from the beginning of the match. So if the above statements happen past nine minutes into the match, then the crew lock does NOT apply.
  
Note: Leaving a game early while having unused back-up vehicles will also cause a crew lock.
 
  
=== [[Realistic_Battles#Ground Forces|Ground Forces RB]] ===
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'''When under crew lock:'''
If the player dies within the first 7 minutes but leaves the battle while being able to respawn, crew lock applies on all vehicles in the line-up that were not used and destroyed during the battle.
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* A counter at the bottom of the screen above the line-up/roster bar will appear, displaying the remaining time until the locked vehicle slots can be used.
 +
** The timer starts at the beginning of the match, so any time spent in the match is deducted from a resulting crew lock.
 +
* Crews for that nation cannot be switched, indicated by a red vehicle slot.
  
== What it does ==
 
  
* A counter at the bottom above the line-up/roster bar will appear, displaying the remaining time until the locked vehicle slots can be used.
+
;Notes
* The timer's starting time is the previous match and will then run for seven minutes. Played time from the last match will be deducted.
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* If '''only''' back-ups for already-used vehicles are available to use, a crew lock will not be imposed.
* Crews cannot be switched, indicated by a red tainted vehicle slot at the bottom.
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* In game modes with a spawn point system (e.g. Ground and Naval RB), certain vehicles may become available to use in the match by adjusting weaponry options which result in a spawn point requirement reduction. In circumstances where it would have been possible to spawn had the weaponry options been adjusted, a crew lock will be given.
* All vehicles NOT used in the previous match can still be played for the next one.
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* In game modes where multiple vehicle spawns are available, all vehicles '''USED''' (spawned in and destroyed naturally by another entity) in the match will not be affected by crew lock.
 +
* Vehicles that were '''unavailable''' to spawn in the match (e.g. all other vehicles in the line-up in single vehicle game modes, incompatible vehicle types in multi-vehicle game modes) will not be affected by crew lock.
  
 
[[Category:Game mechanics]]
 
[[Category:Game mechanics]]

Revision as of 19:36, 8 October 2020

Crew lock is a game mechanic that applies to all game modes.

For all game modes:

If:

  • All available vehicles are lost early in a match due to being destroyed, as indicated by the kill feed,
  • Or the player leaves the match prematurely (e.g. self-inflicted loss of vehicle (crashing or "J-ing out"), returning to hangar without using all available vehicles in a line-up, disconnection from the match due to game crash or network connection issues, etc),

then crew lock is applied to the current nation's roster/line-up.

Crew lock runs for nine minutes, starting from the beginning of the match. So if the above statements happen past nine minutes into the match, then the crew lock does NOT apply.


When under crew lock:

  • A counter at the bottom of the screen above the line-up/roster bar will appear, displaying the remaining time until the locked vehicle slots can be used.
    • The timer starts at the beginning of the match, so any time spent in the match is deducted from a resulting crew lock.
  • Crews for that nation cannot be switched, indicated by a red vehicle slot.


Notes
  • If only back-ups for already-used vehicles are available to use, a crew lock will not be imposed.
  • In game modes with a spawn point system (e.g. Ground and Naval RB), certain vehicles may become available to use in the match by adjusting weaponry options which result in a spawn point requirement reduction. In circumstances where it would have been possible to spawn had the weaponry options been adjusted, a crew lock will be given.
  • In game modes where multiple vehicle spawns are available, all vehicles USED (spawned in and destroyed naturally by another entity) in the match will not be affected by crew lock.
  • Vehicles that were unavailable to spawn in the match (e.g. all other vehicles in the line-up in single vehicle game modes, incompatible vehicle types in multi-vehicle game modes) will not be affected by crew lock.