Strongholds
The Stronghold System is a comprehensive territory control feature in Italy Mafia Roleplay that adds strategic depth to faction warfare through specialized stronghold turfs that require coordinated attacks and defense mechanisms.
Overview
Strongholds are enhanced turfs (turfSpecial = 2) that feature complex attack and defense mechanics, requiring attackers to complete multiple objectives during vulnerable time windows while defenders can purchase upgrades and equipment to protect their territory.
Key Features
- Vulnerability Windows: 4-hour configurable periods when strongholds can be attacked
- Multi-Objective Attacks: Attackers must complete 2+ main objectives to capture
- Defensive Upgrades: Radar, camera, and sentry systems with upkeep costs
- Equipment System: Specialized tools for both attackers and defenders
- Economic Integration: Money deposits, item storage, and hourly upkeep payments
Stronghold Components
Core Structure
Each stronghold consists of:
- Turf Base: Links to existing turf system with special type marker
- Buildings: Up to 20 targetable structures for objectives (bombs, fires)
- NPCs: Up to 10 non-player characters for poison objectives
- Upgrades: Three defensive systems with 5 levels each
- Economy: Money balance and item stock management
Defensive Systems
System | Base Cost | Upkeep/Hour | Effect |
---|---|---|---|
Radar | $50,000/level | $5,000/level | Early attack detection, enhanced defender alerts |
Cameras | $30,000/level | $3,000/level | Faster objective detection (5-45s delay reduction) |
Sentries | $100,000/level | $10,000/level | Automated defense systems |
Attack System
Vulnerability Windows
- Default: 18:00-22:00 (4 hours)
- Configurable: Tier 0-1 faction members can set custom windows
- Required: Attacks can only begin during vulnerable periods
- Time Limit: Attacks timeout after 2 hours of inactivity
Victory Conditions
Attackers must complete at least 2 main objectives:
Primary Objectives
Objective | Requirement | Equipment | Vehicle Needed |
---|---|---|---|
Fire | Light 10 buildings | Molotov/Flamethrower | None |
Bombs | Plant 5 bombs | Vehicle Bomb | Pony (413) or Moonbeam (418) |
Poison | Affect 15 NPCs | Poisoned Ice Cream | Mr. Whoopee (423) |
Secondary Objectives
- Power Outage: Disable electrical systems
- Cyber Hack: Compromise digital infrastructure
- Hostage Taking: Capture stronghold personnel
- Supply Disruption: Interrupt resource flows
Equipment System
Attack Equipment
Equipment | Cost | Usage | Notes |
---|---|---|---|
Molotov Cocktail | $5,000 | Fire buildings | Press FIRE key near building |
Flamethrower | $15,000 | Fire buildings | Higher range and effectiveness |
Vehicle Bomb | $25,000 | Plant on vehicles | Requires /shplantbomb command + minigame |
Poisoned Ice Cream | $8,000 | Poison NPCs | Press CROUCH in Mr. Whoopee near NPCs |
Defense Equipment
Equipment | Cost | Usage | Notes |
---|---|---|---|
Fire Extinguisher | $3,000 | Extinguish fires | Press FIRE key near burning building |
Bomb Defusal Kit | $20,000 | Defuse bombs | Use /shdefusebomb + complete minigame |
Bomb System
The bomb planting and defusal system features an interactive minigame:
Planting Process
- Purchase bomb equipment from stronghold menu
- Exit vehicle near Pony (413) or Moonbeam (418)
- Use /shplantbomb command near target building
- Complete WASD sequence minigame (6-8 steps, 30 seconds)
- Successfully planted bombs have 5-minute countdown timers
Minigame Mechanics
- Sequence: Random WASD key combinations
- Time Limit: 30 seconds base time
- Bonus Time: +3 seconds per correct input
- Penalty: -5 seconds per wrong input
- Success: Complete all steps before time expires
Bomb Effects
- Vehicle Locking: Bomb vehicles cannot be moved
- Explosion Damage: 15-meter radius, up to 100 HP damage
- Visual Effects: Multiple explosions with fire and smoke
- Countdown Labels: Real-time timer display with color coding
Fire System
Fire Mechanics
- Spreading: 5% chance per 30 seconds to spread to nearby buildings
- Natural Extinguishing: 2% chance per 30 seconds to self-extinguish
- Manual Extinguishing: Defenders can use fire extinguishers
- Visual Effects: Dynamic fire objects on affected buildings
Fire Strategy
- Attackers: Focus on clustered buildings for chain reactions
- Defenders: Prioritize extinguishing fires near building clusters
- Timing: Coordinate with other objectives for maximum effectiveness
Poison System
NPC Poisoning
- Vehicle Requirement: Must use Mr. Whoopee (423) ice cream truck
- Range: 10-meter detection radius for NPCs
- Recovery Time: NPCs recover after 10 minutes
- Sound Effects: Ice cream truck jingle plays during poisoning
Stealth Mechanics
- Camera Detection: 15-60 second delay before defender alerts
- Disguise Factor: Ice cream truck provides natural cover story
- Timing Strategy: Coordinate with other objectives during detection delays
Economic System
Stronghold Finances
- Initial Balance: $500,000 for new strongholds
- Money Deposits: Faction members can contribute funds
- Item Storage: Resource stockpiling for extended sieges
- Upkeep Costs: Hourly payments required for upgrades
Upkeep Consequences
- Automatic Downgrading: Systems downgrade if upkeep unpaid
- Downgrade Order: Sentries → Cameras → Radar
- Financial Pressure: Balances offensive spending vs. defensive maintenance
Commands
Player Commands
Command | Description | Requirements |
---|---|---|
/stronghold | Main stronghold management menu | Must be in stronghold area |
/shequip [type] | Purchase equipment directly | Faction member, proper context |
/shplantbomb | Plant vehicle bomb | Bomb equipment, outside vehicle |
/shdefusebomb | Defuse planted bomb | Defusal kit, near bomb |
/shquickequip | Testing: Get free equipment | Debug/testing mode |
/shclearequip | Remove current equipment | Any time |
Administrative Commands
Command | Description | Access Level |
---|---|---|
/createstronghold [turf_id] | Convert turf to stronghold | Head Admin+ |
/destroystronghold [turf_id] | Remove stronghold status | Head Admin+ |
/addshbuilding [turf_id] [building_id] | Add target building | Senior Admin+ |
/addshnpc [turf_id] [npc_id] | Add target NPC | Senior Admin+ |
Menu System
Defender Options
- View Status: Comprehensive stronghold information
- Manage Upgrades: Purchase radar/camera/sentry systems (Tier 0-1 only)
- Configure Settings: Set vulnerability window (Tier 0-1 only)
- Deposit Money: Add funds to stronghold balance
- Deposit Items: Contribute supplies to stockpile
- Defense Equipment: Purchase extinguishers and defusal kits
Attacker Options
- View Status: Current stronghold status and defenses
- Start Attack: Begin assault (during vulnerability window)
- Attack Equipment: Purchase bombs and weapons (during attack)
- View Objectives: Monitor attack progress and requirements
Technical Implementation
Database Schema
The system uses three main tables:
- strongholds: Core stronghold data (money, upgrades, settings)
- stronghold_buildings: Building positions and states
- stronghold_npcs: NPC positions and status
Timer Systems
- Upkeep Timer: Hourly upgrade maintenance (3600s)
- System Timer: Restoration and cleanup (300s)
- Objective Timer: Dynamic event processing (30s)
- Bomb Countdown: Individual bomb timers (1s intervals)
Integration Points
- Turf System: Strongholds are special turf types
- Faction System: Ownership and permission controls
- Vehicle System: Bomb vehicles and ice cream trucks
- Economy: Money transactions and faction points
Strategies
Attack Strategies
- Coordinated Assault: Multiple players targeting different objectives simultaneously
- Timing Windows: Strike during defender low-activity periods
- Resource Management: Balance equipment purchases with faction funds
- Objective Prioritization: Focus on achievable combinations (fire + bombs, poison + bombs)
Defense Strategies
- Upgrade Investment: Prioritize camera systems for early detection
- Resource Stockpiling: Maintain sufficient funds for equipment purchases
- Patrol Schedules: Organize defender presence during vulnerability windows
- Quick Response: Coordinate fire extinguishing and bomb defusal efforts
Version History
- v9.7.15: Initial stronghold system implementation
- Integration with existing turf and faction systems
- Multi-objective attack mechanics with minigames
- Comprehensive upgrade and equipment systems
Related Systems
- Turf System: Base territory control mechanics
- Faction System: Ownership and member permissions
- Vehicle System: Specialized vehicles for objectives
- Economy: Financial costs and faction point rewards