Difference between revisions of "Crew lock"

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(How "Crew lock" occures)
(Added note about reserves)
 
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{{DISPLAYTITLE: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]] applied to all [[:Category:Game_modes|Game modes]].
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Crew lock is applied to a nation when a player leaves the match '''prematurely'''. This includes but may not be limited to:
  
__TOC__
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* self-inflicted loss of vehicle (crashing or leaving the vehicle/"J-ing out")
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* returning to hangar before using all '''available''' vehicles in a line-up
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* disconnection from the match due to game crash or network connection issues
  
== How "Crew lock" occures ==
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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.
For all [[:Category:Game modes|game modes]]:
 
  
'''''If:'''''
 
# all accessible vehicles are lost in a match due to '''crashing''' or being '''destroyed''', as indicated by the kill feed in the bottom right corner,
 
# OR the player '''leaves the game''' pre-emptively (i.e. bails the challenge)
 
  
'''''then''''' ''crew lock'' is applied to the current nation's rooster/line-up.
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'''When under crew lock:'''
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[[File:Crew lock countdown.jpg|thumb|right|x100px|The counter and the locked line-up]]
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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.
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** The timer starts at the beginning of the match, so any time spent in the match is deducted from a resulting crew lock duration.
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* Crews for that nation cannot be switched, indicated by a red vehicle slot.
  
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.
 
  
=== [[Realistic_Battles#Ground Forces|Ground Forces RB]] ===
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;Notes
If the player dies within the first 7 minutes and cannot respawn due a respawn point shortage, crew lock applies on all vehicles in the line up, that were not used and destroyed during the battle.
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* "Reserve" vehicles are never affected by crew lock.
 
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* If '''only''' back-ups for vehicles are available to use, a crew lock will not be imposed when leaving the match.
== What it does ==
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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.
* A counter at the bottom above the line-up/rooster bar will appear. Displaying the remaining time until the locked vehicle slots can be used.
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* In game modes where multiple vehicle spawns are available, all vehicles '''USED''' (spawned in and destroyed by another player or AI) in the match will not be affected by crew lock.
* The timer's starting date is the previous match and will then run for seven minutes. Played time from the last match will be reducted.
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* 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.
* Crews cannot be switched. Indicated by a red tainted vehicle slot at the bottom.
 
* All vehicles NOT used in the previous match, can still be played for the next one.
 
  
 
[[Category:Game mechanics]]
 
[[Category:Game mechanics]]

Latest revision as of 22:05, 8 October 2020

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

Crew lock is applied to a nation when a player leaves the match prematurely. This includes but may not be limited to:

  • self-inflicted loss of vehicle (crashing or leaving the vehicle/"J-ing out")
  • returning to hangar before using all available vehicles in a line-up
  • disconnection from the match due to game crash or network connection issues

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:

The counter and the locked line-up
  • 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 duration.
  • Crews for that nation cannot be switched, indicated by a red vehicle slot.


Notes
  • "Reserve" vehicles are never affected by crew lock.
  • If only back-ups for vehicles are available to use, a crew lock will not be imposed when leaving the match.
  • 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 by another player or AI) 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.