Mechanics

This page is dedicated to all of the mechanics within Frontline: Karelia 40 - 44. It is intended to allow those learning about the game to figure out more about how each piece of the game functions.

= Player = The player is a soldier for either faction: Russia or Finland.

Soldiers will spawn with their selected loadout and cosmetics. Soldiers will always have a 5 second (?) invulnerability timer after spawning.

 Movement 

 Combat 

 Inventory 

 Miscellaneous 

 Health 

Frontline: Karelia 40 - 44 uses a diegetic feedback system: there is no visible health bar, instead the game shows the player's health by a red vignette. When a player is hit, a red vignette will surround the player's screen and there will be a wounded hole where the player was hit. Depending on their health level, the brightness of the red vignette will range from barely noticable to severely noticable. When the player runs out of health, they will die.

When the player is hit by bullets or shrapnel, they will begin to bleed. The player must use a bandage to stem the bleeding. If the player does not bandage themself in time and runs out of health, they will die from blood loss.

It is currently impossible to regenerate health.

= Heads-Up Display =  Status bars 

On the bottom left of the player's screen, 3 bars will be present representing 3 statuses: Weight, Suppression, and Stamina.

Weight

Each item in the soldier's inventory has weight. The more items the player carries, the slower they will move and the more stamina they will consume.

The bar will depend on how much gear the player is carrying. The more the player carries, the more overencumbered they become.

Dropped weapons, grenades, and satchel charges can be picked up. This will add weight to the player.

The player is allowed to drop most items in their inventory which can alleviate some weight.

The player has an amount of weight which they will intrinsically tolerate without penalty. (More info needed)

Some items, such as the shovel and wire cutters, cannot be dropped and will always be permenant weight to the player.

Suppression

When you get shot at or near you, you are under suppressive fire.

The bar will start off full and will only decrease when you are being shot at. While being shot at, the bar will decrease in intervals until it is completely empty.

When suppressed, the player's screen will begin to desaturate into a sepia color and the soldier's heartbeat will be audible.

If the bar is completely empty, the player will no longer be able to steady aim until the bar begins to regenerate.

If the player is no longer being shot at, the bar will slowly regenerate.

Stamina

When you sprint or steady aim, you consume stamina.

The bar will start off full and will begin to deteriorate when you sprint. Weight will also contribute to the rate of how much stamina you consume.

You will also consume stamina when you steady your aim while aiming down sights.

When you stop sprinting, stop steady aiming, or the bar runs out completely, there will be a few seconds before it slowly regenerates.

 Ammunition  

On the bottom right of the player's screen, several magazines of the weapon the player has in their hands will be present. This represents how many magazines they have available. Due to the vast array of weapons, there are different ammo systems implemented.

 Detachable Magazines 

This includes Semi-Auto Rifles, SMGs, and LMGs.

Available magazines will be white when the magazine is full. When rounds are fired from a magazine, the display of the magazine in use will begin to darken black. When the magazine is empty, the display will disappear.

Magazines that were used but not empty may be tactically reloaded. This causes the used magazine to be put back into storage while the player reloads a new magazine. If the player has used all of their magazines before, they will instead reload the magazine with the most bullets. If the current magazine is the one with the most reloads, the player will not do anything.

 Internal Magazines 

This includes Bolt Action Rifles, Lever Actions, and Shotguns.

Available magazines will be displayed by a number of how many rounds they can make a full reload. Once the number reaches 0, all of the reserve ammo will have been loaded.

If the player tactically reloads, the player will use the required amount of rounds to make a full reload. If it does not go through the required amount for a full reload, the display will still say the current amount of full reloads. This changes once the player reaches the required amount of rounds for a full reload.

= Gamemodes =

There are currently 2 gamemodes.

It should be noted that not every map will have both gamemodes available.

 Conquest 

An equal oppurtunity gamemode, teams must attack points whilst also defending their previous point. The team who has the majority of points will slowly drain the enemy team's tickets.

Both teams will spawn on opposite sides of the map and spawn points are dependant on points they currently have captured.

The first team to exhaust their enemy team's tickets and capture all of the points is victorious.

 Breakthrough 

An attack/defense gamemode, one team must defend points from being captured by the attacking team. Should the attacking team capture the point, the defending team will be pushed back to another point.

Defenders spawn initially and spawn closer to the point under attack.

Attackers will have more reinforcements. They spawn farther away, but their respawn timer is shorter.

Timer starts at 10 minutes; every point captured adds 8 minutes.

Defenders win if time runs out before the attackers capture every point.

Attackers win if they capture all points before time runs out.