What is Line Of Defense?

Line Of Defense is a sci-fi MMOG (Massively Multiplayer Online Game) in which thousands players across various servers, fight for the control of bases located on planets and in space.

The game features a massive battle between Galactic Command (GALCOM) military forces and the Insurgents paramilitary forces.

Players wage war as infantry in either first or third person perspective with the ability to use various assets such as land and sea vehicles, planetary and space craft.

As you play the game, you gain Combat Experience Points (CEP) through various actions. These can then be used to gain medals, rank as well as Combat Training Certificates (CTC) which are used to gain various skills.

The battle takes place on a massive planet which has four expansive bases. The planet, Lyrius, also provides access to the space region where the fours stations as well as a massive carrier are located. You are able to enter these station and carrier bases either in first person mode (infantry) or by flying to them and docking with a fighter or shuttle craft.

More Info


Who developed the game?

The game is owned, designed and developed by 3000AD, Inc, the leader in high-end advanced sci-fi based games.

We’ve been developing high-end games for over two decades.

Line Of Defense was developed using our own custom game engine powered by Havok Vision Engine (graphics). It also features other middleware engines including Havok Physics, Havok AI, SpeedTree (trees & foliage), RakNet (networking), Iggy Game UI, Sundog Silverling (atmospheric and skies), Sundog Triton (water masses) and many other underlying tools and modules such as LUA, MySQL, FModEX etc.

You can read more about the game engine and the world it’s powering in this In Pursuit Of Awesomeness blog post.


On what platforms is the game available?

The game is developed exclusively for the PC. There are currently no plans to port to other systems or consoles.


What are the system requirements?

Please note that these specs are subject to change at any time. You can check if your system can run the game by going to CanYouRunIt and performing the tests there.

Minimum Requirements

  • 32-Bit or 64-Bit Windows 7, Windows 8 w/ all Service Packs
  • 15GB Hard Drive Space
  • Intel® Core™ 2 Duo E8200 @ 2.66 GHz / AMD Phenom™ X3 8750 @ 2.4 GHz
  • 8GB RAM
  • nVidia GeForce 450GTX / AMD Radeon HD5870 or better
  • DirectX compatible sound card
  • Broadband internet connection

Recommended Requirements

  • 64-Bit Windows 7, Windows 8 w/ all Service Packs
  • Intel® Core™ i5-680 @ 3.6GHz / AMD Phenom™ II X4 940 @ 3.0GHz
  • 8GB RAM or higher
  • nVidia GeForce 760GTX / AMD Radeon HD7870 or better
  • Microsoft XBox 360 Controller or DirectX compatible joystick

Updated: 09/2014


Is the game persistent?

Yes. Each game world located on a server is fully persistent with no instancing or sharding. As long as the server is up, the conflict continues regardless of whether or not you are logged in.


What type of gameplay does it support?

The game is purely PvP. Though the game engine and tech support PvE elements, we are focusing on the PvP elements in the first release and will be exploring the PvE aspects post-release.

Both sides fight on planets and in space for the control of various territories. The tide and balance of war are both dynamic, fluent and happen in real-time.

However, even though the game is all about combat, you can still build up your class and play as you want. For example, there are some players who would rather not go to the frontlines, but rather stay at the home base and defend it as a sniper. With such a character class, you can acquire various CEP stats and CTC modules which give you the ability to play as this character type and with the ability to hack into facilities, operate them etc.

For example. Say you really don’t like the whole run and gun thing – or that you just plain suck at it – but you still want to play this game. You can build your character into a sniper class with full hacking and cloaking capabilities, a high velocity sniper rifle with parabellum ammo rounds, tracers, a long range scope, an infra-Red scope illuminator and perhaps a few motion detectors. If you remain at your base, you can pretty much find a nice perch on high ground and monitor the key installations at the base. You spot an enemy making his way towards the base’s shield generator with a view to hacking into and disabling it, thus bringing down the base’s shields leaving the base vulnerable to inbound missiles and such. At this point, assuming that you’re a good shot, you take him out and gain CEP for your troubles. You can do this at your own base or behind enemy lines without ever being in the forefront of the more intense combat.

Or you could build your character as a medic sub-class and go around healing your team mates, thus gaining CEP for your troubles.

Or you can focus on acquiring enough CEP and CTC so that you can build an FARP for your team, and then support them from there.

Or if you are good at flying, you can be that guy who grabs a transport gunship (or shuttle), blazes into a hot zone behind enemy lines and either extracts or drop launches your team. Nothing screams “I’m gonna live!!” like the sight of a heavy gunship coming in with automated turret guns blazing and leaving carnage and dead bodies everywhere.

Or you can just stay on the station and defend it from within because, trust me, given the ease with which players can move between environments, the station is a hot bed of intense action – and may never ever have to step foot on the planet if you don’t want to.

Or you can just grab a super (can fly on planets and in space) fighter, get into space and engage in space combat alongside your friends as you take on other enemy fighters and stations.

Or you can just run around collecting Energy Cells (dropped from the nuclear and solar reactors), repairing stuff (aircraft, vehicles, buildings, items etc).

There are several ways that you can play the game. Not all of those ways are combat focused. That’s why it was designed to be open-ended and freeform; with no scripted missions, grind related aspects or things like that. That’s why it supports fps (infantry) combat, vehicular combat, aerial combat and naval combat.


What sort of environment does it feature?

The game takes place on various continents on planets, each with unique topologies, characteristics, atmosphere, time of day, climates etc. You will wage war on open planetary terrain, within massive bases and cities, in space as well as inside massive buildings and stations.


How is the game world divided?

The game takes place across two large star systems, Sirius and Barnard’s Star, both within the Galactic Command mythos. This blog entry gives a detailed idea of the game world and how it is connected.

In this first release of the game, only the Lyrius planet – where the conflict takes place – is colonized and populated. The other planets and moons are there, but they are empty masses of land which will later be colonized through expansions and player housing.


There are four space regions each containing a planet, moon or both, primary station and theme.

The four space regions are linked together by jumpgates each of which has a single target destination.

Stations are linked to starbases on the planet via Dynamic Jump Pads. For example you can use the DJP on the HEATWAVE starbase on the planet to go to the ARKANGEL station in space and vice versa.

You can dock a fighter or shuttle with a station or carrier, exit the craft, then walk through the installation in fps mode. From within the installation, you can use t-shafts to move from deck to deck or use a DJP to go to another station or starbase. You can also use an HAIS to enter the planet below.

Contains 1 planet (LYRIUS) and 2 moons (PRIMUS, VERAN)
Linked to LENNEN

The region also has the GCV-STARGUARD, the last surviving Galactic Command craft from the GALCOM, Insurgent conflict. It is currently unmanned and in orbit above the planet.

Contains 1 planet (LENNEN) and 1 moon (ECLIPSE)
Linked to LYRIUS and SYGAN

SYGAN (TEMPLAR station):
Contains 1 planet (LENNEN) and 2 moons (OMARIS, STIGLER)
Linked to ZILON and LENNEN

Contains 1 planet (LENNEN) and 2 moons (WAYWARD, BLOOM)
Linked to SYGAN


There are a number of regions on each planet, each containing a primary starbase (each about 16 sq km) and theme.

The four starbase regions on Lyrius are linked together by Dynamic Jump Pads and jumpgates. Each of which has one or more target destinations in another space or planetary region or station.

In fps mode, you can use a DJP to go from one starbase region to another or to a station or carrier in orbit around the planets. You can also use a jumpgate to fly between starbase regions or to space.

STARBASE01 (HEATWAVE starbase):  (Desert Climate Zone, DCZ)
Standard starbase
Linked to ARKANGEL station

STARBASE02 (NIGHTBRIDGE starbase):  (Moderate Climate Zone, MCZ)
Standard starbase within an abandoned city
Linked to HEATWAVE and GULGE
Linked to ARKANGEL station

STARBASE03 (FROSTBITE starbase):  (Artic Climate Zone, ACZ)
Standard starbase
Linked to HEATWAVE and GULGE
Linked to ARKANGEL station

STARBASE04 (GULGE starbase):  (Hot Climate Zone, HCZ)
Standard starbase
Linked to ARKANGEL station


How do I get to other continents?

While moving around on foot as infantry, you can use a Dynamic Jump Pad to move from one planetary base to another; or even to a station or carrier in space.

If you are flying around in an aircraft, you can also use a jumpgate to move from one planetary base to another; or even to space. Similarly, you can use a jumpgate to move from one space region to another.

You can also use a High Altitude Insertion Suit, HAIS, to launch from a station or carrier in space and enter the planet surface.

World Map


What is the control scheme like?

The game is targeted for quick “jump in, jump out” engagements. So we made the control schemes as simple as possible and modeled after various gaming standards.

This means that mouse and WASD keyboard commands are  used. We also have optional support for joysticks and the Xbox 360 controller.

The scheme allows you to seamlessly control your infantry character as well as vehicles and aircraft with very little variations. So going from infantry to vehicle or aircraft is not very different.

Also, you can play the game in both first and third person mode, regardless of whether you are playing as infantry, driving a vehicle or flying an aircraft.


How many players are supported?

The game supports up to 256 players per continent. When a continent is full, access to it is prohibited.

The game world is built to support the following:

4 planets. Each planet is built to support up to 8 continents, though we are starting out with 4 continents and on 1 planet only.

7 moons. Each moon is built to support up to 8 continents. However, for the first release of the game, these moons are empty and do not contain any bases.

4 space regions (also regarded as continents).

This means that, fully populated, the  entire game world on a server cluster can support between 2048 – 23,552 players.


How many factions (sides) are there?

Line Of Defense hails from an original IP that has thirteen alien (Terrans, Gammulans etc) nations and over twenty-three castes (Military, Insurgents etc) in a vast universe that spawned several IPs (Battlecruiser 3000AD, Universal Combat, Galactic Command, All Aspects) and to date, fourteen (LOD is our fifteenth game!) games from 1989 (when I started working on my first game) to present day.

I decided to include two opposing sides because I felt that the whole “alien” premise and focus was already overdone. So instead, we have the Terran military forces taking on the Terran insurgents on a distant planet. The other aliens were going to sit this one out. At least until I found a very good reason to introduce them in this new game.

While some may shrug or frown at the only two factions, there is no empirical evidence or research to suggest that having any particular number makes a game any good or bad. Yes, we all like choices and having a choice is good. But in LOD, with two sides, each with four unique classes – which can cater to any type of character – there are even more possibilities than having more factions and less choice.

Of course, with such a rich lore to pull from, introducing other alien races (my first choice would be the evil, formidable and far superior Gammulans) is something I had already planned to do. That’s what expansion packs are for.


How many races and classes are there?

The battle is between the Terran military forces of Galactic Command and the opposing Terran Insurgents. Each side has four classes which can be customized depending on player preference. There are no fixed classes.


Will I be able to customize my character?

No. You can only customize your class.

We wanted to get players into the game and playing as quickly as possible. So once you select a base class, you cannot customize how it looks.

However, we may consider putting in minimal support for combat armor customizations so that fireteams can easily recognize each other in the battlefield without just relying on the color coded tooltip that appears above the model for a player.


What actions can my character perform?

Your character can perform various basic physical actions including the ability to crouch, go prone, swim etc.

The speeds are character and stance related. e.g. a Elite Force Pilot can run faster than a Mobile Infantry Marine due to various factors which include physique, armor etc. These are further affected by the amount of items being carried because weight is also modeled.

Each stance has a different speed associated with it. e.g. the base speed when walking forward is 3.3 m/s, while running is 9 m/s. Similarly, crouch walk is 2.4 m/s, prone walk is 1.5 m/s, swimming is 4.5 m/s while jumping is based on the previous velocity plus 8.8 m/s upward velocity.

Also supported are various gestures such as salute, point etc.

With certain implants some actions can be improved beyond human capabilities. e.g you can run faster if you have the BIO-QUICK implant.


How is character progression handled?

Character progression is based on acquiring Combat Experience Points (CEP), which translate to higher ranks as well as Combat Training Certificates (CTC). The higher you increase in rank the more CTC skills are unlocked.

You gain CEP from various activities such as killing other players, destroying various units, healing other players, hacking into a base’s data systems (e.g. to disable the base shields) etc.

Combat Training Certificates are required to use many of the game’s vehicles (aircrafts, gunships, naval units etc), access to base units etc. You can gain CTC in the battlefield or purchase them at an inventory station. They work like neural implants which you inject into the side of your neck.

The combination of CEP and CTC is critical to character progression and the combination allows you to build up your character class as you see fit. You can chose to be a stealth player (sniper anyone?) whose sole purpose is to aggravate the forces behind enemy lines, while sneaking around and hacking into base units. Or you can chose to be heavy infantry guy with a massive shoulder mounted cannon, a pocket full of grenades and a mini nuclear weapon.


How many items can I carry?

Right off the bat, we’re not doing a game whereby you can just pull a weapon or vehicle out of nowhere. So whatever item you have is either visible or has a plausible explanation as to why it is not visible.

By default you can carry one primary weapon, one secondary weapon and as much ammo and inventory items as your character allows. If you have a backpack or weapons pack, you can carry additional items depending on their capacity.

Similarly, your character can only attach certain items to key points. e.g. if you have a backpack or weapons pack attached to your back, you can’t have a jetpack or wingsuit, since those attach to the back as well.


How is death handled?

The game allows a fixed number of characters per server.

When you die, you will spawn at the nearest friendly base.

If your alliance (Terran Military or Terran Insurgent) has its own Forward Operating Base (FOB), you can spawn there as well.

If you are part of a fireteam that has an FOB, you can spawn there too.

When you die, you respawn with most of your stuff, though you will lose some random stuff (e.g. weapon, ammo etc) that is on your character at the time of death.


Is there a monthly fee to play?

There is no monthly fee to play the game.

The final version of the game released after the Early Access period, is free to play (F2P) – with no monthly subscriptions.

During the Early Access period, you can only purchase the game through Steam.

Buying any of the three Early Access tiers (which also contain a Tactical Advancement Kit (TAK), gives you immediate access to the game as well as Early Access exclusive Commander Perks.

When the Early Access period ends and the final game version is released through Steam and other digital distribution partners, the Early Access tiers will no longer be available for purchase. Instead, you can download the limited free game client, gain the CEP and CTC required for you to progress, buy individual items in the game’s cash shop or purchase a TAK.

The game may be considered to be pay to win by some. That notion would be incorrect because you still require skill to play and succeed. Buying the best weapon is not a guarantee of success. Similarly, obtaining a CTC to operate the best fighter, is not a guarantee of success if your flight skills are lacking.


How does the finance system work?

You gain Combat Experience Points (CEP) for combat actions such as killing enemy players, destroying enemy equipment, capturing enemy installations, healing/assisting friendly players etc. These are used to gain rank as well as Combat Training Certificates (CTC).

The accumulated CEP can be used to purchase CTC required to gain certain skills such as using various types of vehicles, aircraft, weapons, entering certain areas, hacking into installations etc.

You also have the game’s currency, GALCOM Credits (GALCRED), which can be purchased for real money. GALCRED can be used to purchase various game items. Some of these may provide gamers with some advantage, but since this is a skill based game, having a good weapon does not ensure a decisive victory.

The current exchange rate (subject to change) is 100 GALCRED = $1 USD.

Available purchase tiers:


500 $5.00
1000 $10.00
1500 $15.00
2000 $20.00
2500 $25.00
5000 $50.00


Do I have to buy stuff in order to enjoy the game?

No. Once you download the F2P client or buy an optional Tactical Advancement Kit, you can play the game for as long as you like without having to buy anything.

From the time you create your character, you will be given a basic weapon, some ammo and well wishes. From that point on, you’re on your own.

If you can fend for yourself long enough to gain Combat Experience Points (CEP) which you can use to buy stuff, then good luck to you and all that.


What is Early Access?

We are using Steam’s Early Access program in order to make the game available to the general public for ongoing testing and tweaking leading up to the final release.

After the Early Access period ends, the game will revert to its standard F2P business model.

There will be three Early Access tiers available for purchase during this phase. They are Commander ($99.99), Ambassador ($69.99), Emissary ($39.99).

Why Early Access?

The game has been in development by a small team since it was conceived almost four years ago. It is fully self-funded by our small studio. As such, we don’t have the benefit of the team size required to playtest a game of this scope; an MMO no less.

Further, we simply do not have the resources required to host servers for everybody and thus make it a PBT (Public Beta Test).

So, we decided to use a combination of Steam’s backend services as well as our own custom ones, to host and deploy the game to a select group of people who are interested in helping us make the game the best that it can be.

You – in the targeted select group – are probably interested in this sort of game, especially now that you have the chance to shape the final stages of such a massive game, rather than just running around and shooting things.

How long will this game be in Early Access?

It’s ready when it’s ready. Right now it ain’t ready.

Like you, we love Valve, so what other way to honor their awesomeness than to officially support Valve Time?

OK just kidding. Anyway, we’re looking to run the Early Access program for three to four months before releasing the final version. Of course, this being game development, delays can and most likely will happen. However, we’ll keep you informed every step of the way. Besides, with regular updates, you probably won’t even care when the final version is released since you will be part of the on-going development process and thus have access to our builds. Remember, the game is not just going into development; it has been in development for over four years now and we’re just racing through that last mile.

How is the full version planned to differ from the Early Access version?

Aside from bug fixes and playtesting tweaks and improvements, the core gameplay, world, assets (items, weapons etc) etc will remain relatively unchanged since the game is in early Beta now and is content complete, feature locked etc.

So in all respects, the full version will just be a polished version of the EA version and with all features, levels, weapons, inventory items etc enabled and fully functional.

What is the current state of the Early Access version?

An early Beta of the full game which will be “stagger” released in order to facilitate focused testing.

A staggered release is one in which not the entire world, features, items etc are enabled. Instead, depending on what we need tested, those aspects will be enabled in subsequent builds.

For example, the first Early Access Build (internal: EAB01) unlocks one planetary scene (Heatwave) and all three decks of the GCV-Starguard carrier. Since this is a world testing build, no weapons, vehicles, aircrafts, inventory items etc are player usable. You will be able to explore both of these massive areas and carry out various actions. So we would be looking for feedback such as player movement speed, found a hole in the game world, I went swimming – and drowned, I moved from Starguard deck 1 to deck 2 and the game froze etc

Then with EAB02 and subsequent builds, we will fix bugs, make tweaks and suggestions based on feedback from EAB01, enable new scenes, features, enable weapon classes, items etc.

Rinse. Repeat.

By the end of the Early Access period, we hope to have covered all aspects of the game, the world, fixed bugs (fatal and otherwise), tweaked weapons and items, tweaked flight and vehicular dynamics etc.

Doing it this way allows us to “focus test” each aspect of such a massive game, rather than unloading everything at once and then not getting quality feedback because everyone is running around with weapons of mass destruction and waiting for someone else to do the playtesting. :)

Will the game be priced differently during and after Early Access?


  • The Early Access has three exclusive Early Access Tiers, Commander, Ambassador, Emissary (handy comparison chart) which will not be featured or available in the final full version. Once the final full version of the game is released, these tiers will no longer be available for purchase.

  • The free Early Access Commander Perk reward bundles are also exclusive to the Early Access version and will [b]not[/b] be available for purchase when the full version is released. Only Tactical Advancement Kits (TAK) as well as individual items will be available for purchase in the final version.

  • For testing purposes, some (e.g. weapons, inventory items, vehicles, aircraft etc) items available during the Early Access will be made available for free and available via Combat Experience Points (CEP) accumulation, free server loot drops etc.

    When the in-game cash shop is enabled, anything that you purchase there will be yours to keep.

  • Aside from all the items which you will receive when you purchase an Early Access tier or which you will be able to buy once the in-game shop is enabled, everything else accumulated during this phase for testing purposes will be removed and reset in the full version of the game. Similarly, all consumables (ammo, grenades, energy cells) used up will not be replenished and their counts will remain unaffected.

    Examples of what happens to your stuff after Early Access period is over and the final version is released:

    If you got a machine gun as part of your Early Access tier purchase, you get to keep it.

    If you bought a sniper rifle and ammo in the cash shop, you get to keep them (aside from whatever ammo you used up).

    If you gained or purchased Combat Experience Points and Combat Training Certificates, you get to keep them.

    If you have in-game currency (GALCREDS) in your account, you get to keep them.

    If you got a free item (e.g. jetpack, vehicle, aircraft etc) for testing purposes – and which you didn’t purchase or got via an Early Access tier, it will be removed.

Once the full version is released, the game will be made available as free to play – no purchase necessary and no monthly fee.

You will have the option to buy TAKs at any time after you have downloaded the free game client.

How are you planning on involving the Community in your development process?

Throughout his game development history, over twenty-five years now this August, Derek Smart has always valued the feedback from gamers who play his games; whether they like them or not. This is what shaped the future of all the games released by 3000AD since 1996. So rest assured, this game will be no different. In fact, we will be setting up a roadmap website where everyone can pitch in and vote on issues which can help make the game even better for everyone.

This new game is no different in terms of community involvement and feedback. However, this is our first foray into the world of massive scale MMO game development.

While our previous niche games have been massive, they were not designed to support so many players nor MMO gameplay. As a result of this, now more than ever, we need community involvement to help us test, tweak and fine tune this game so that we can make it the best that it can be for all those who play and will play it in the years to come.

This is a very complex multiplayer game that features a very large and detailed game world. As such, it is going to take a LOT of people a LOT of time to help us get it where it needs to be.

In addition to the game’s Steam discussion forums, our own discussion forums as well as a dedicated issue tracking website, we hope that you will participate in constructive feedback with us as we work hard on the game’s completion.

Will there been an open public beta test?

No. The only way that you can get access to the game is by either buying it through Early Access or waiting for the official release in 2015.


What are Tactical Advancement Kits?

In the final game version released after the Early Access period ends, you will have the option to purchase a Tactical Advancement Kit (TAK) if you want. These TAKs combine several items into one convenient discount package which works out cheaper than buying them individually.

Tactical Advancement Kit Level IV ($69.99)

  • TL22 assault rifle
  • GLE22 grenade launcher
  • AMMO: MAG_AR2 x4, MAG_AR4 x3
  • WLAPG grenade x2
  • Flash grenade x2
  • Plasma grenade x2
  • BIO-QUICK implant
  • BIO-ALERT implant
  • Waypoint Designator Unit
  • Zoom Scope 1 attachment
  • Night Optics 2 attachment
  • Wingsuit
  • Armor CL2
  • Light Weapons Training CTC
  • Advanced Weapons Training CTC
  • Beam Weapons Training CTC
  • Item Training CTC
  • Wingsuit Training CTC

Tactical Advancement Kit Level III ($39.99)

  • SCAT2 pistol
  • MK330 machine gun
  • AMMO: MAG_P2 x4, MAG_P4 x3, MAG_MG1 x4
  • APG grenade x2
  • Flash grenade x2
  • Smoke grenade x2
  • BIO-JUMP implant
  • Portable Image Enhancer
  • Laser Marker 1 attachment
  • Jetpack MK1
  • Armor CL1
  • Basic Weapons Proficiency CTC
  • Heavy Weapons Training CTC
  • Beam Weapons Training CTC
  • Item Training CTC
  • Jetpack Training CTC

Tactical Advancement Kit Level II ($29.99)

  • HK900 shotgun
  • DTR4A sniper rifle
  • AMMO: MAG_SS2 x3, MAG_SR2 x3
  • Proximity grenade x2
  • BIO-FISH implant
  • Armor CL2
  • Medium Weapons Training CTC
  • Sniper Weapons Training CTC
  • Ground Vehicle Training CTC

Tactical Advancement Kit Level I ($19.99)

  • SCAT1 pistol
  • M117 assault rifle
  • AMMO: MAG_P1 x3, MAG_P4 x2, MAG_AR1 x3
  • Armor CL1
  • Basic Weapons Training CTC
  • Light Weapons Training CTC


What are Commander Perks

As part of the game’s release on Steam Early Access, which contains a wealth of benefits from the Tactical Advancement Kits, those who purchase the game during the limited time Early Access period will also get a choice of four Commander Perks (see below) based on the Early Access tier (Commander, Ambassador, Emissary) purchased.

Some items (Jetpack MK1B, TAB MX1B, Portable Supply Pack, Special Ops ribbon) in the bundles are also not available for sale in the game and thus are unique to Early Access participants.

Airborne Ops (pilot class)

  • JETPACK MK1B. Not available for purchase. A variation of the JETPACK-MK1 with a unique texture scheme
  • Wingsuit Training CTC
  • Jetpack Training CTC

Tactical Assault Ops (heavy class)

  • TAB MX1B. Not available for purchase. A variation of the TABMX1 with a unique texture scheme
  • Ground Vehicle Training CTC
  • HAV Class License CTC

Tactical Support Ops (support class)

  • Portable Supply Pack. Not available for purchase. Using Tactical Info Pad allows the player to create a supply drop once a day and at a chosen location. This drop contains various supplies and disappears after a period of time.
  • Item Training CTC
  • Item Proficiency CTC

Special Ops (sniper class)

  • WINGSUIT-SC / WINGCHUTE-SC. A variation of the standard wingsuit / wingchute combo with a unique texture and smoke flares which emit when wingsuit is deployed.
  • PL12 sniper rifle
  • MAG_SR3 x2 sniper rifle ammo mag
  • NV Scope SR 2 sniper rifle attachment
  • Sniper Weapons Proficiency CTC


What are CEP and CTC?

Combat Experience Points (CEP)

These are awarded for performing various in-game actions such as killing the enemy, healing a fellow team mate, destroying or hacking enemy installations etc. They are also used to gain rank within each class.

Accumulated CEPs and various ranks also unlock various CTC which you can then acquire.

You can lose CEP for various actions ranging from killing other friendly players to destroying friendly units. If your CEP drops below the required amount for a rank, then you drop in rank. And if you drop in rank below some CTC which you already have, they will be deactivated – only to be reactivated when your CEP and rank build back up. For example if you have  CTC that allows you to fly a certain  class of gunship, if you lose CEP and rank to below the required levels, the CTC will deactivate and you will no longer be able to fly that gunship class.

Current (updated regularly) list of CEP awards

Combat Training Certificates (CTC)

These are neural implants which once acquired are injected into the side of your neck. Once activated, they give you various abilities ranging from hacking into installations to flying gunships.

Some CTC implants also give you a boost in physical abilities e.g. the ability to run faster, jump farther and faster, sustain more injury than normal etc.

You can acquire CTC but not activate them until needed.

You can only have a certain number of CTC implants active at any one time.

Current (updated regularly) list of CTC awards


What are Fireteams & Squads


A fireteam is a group of up to 16 players from the same side and working as a team. They are the equivalent of player guilds. They can also contain AI controlled Androids.

Fireteams can be created and disbanded by anyone and at any time.

The person creating the fireteam becomes the leader and with the ability to setup map waypoints with specific orders for each member or the entire fireteam.

Groups that want to create larger fireteams can do so by creating several 16 player fireteams and giving them different named designations. e.g. Fireteam Alpha, Fireteam Bravo, Fireteam Charlie etc.

You need a specific leadership CTC in order to create and/or join a fireteams.


A squad is a team of up to 4 players from the same side and working as a team. They can only contain human players.

Squads can be created and disbanded by anyone and at any time. The person creating the squad becomes the leader.

Squad leaders cannot set waypoints or give orders to the team.

There are no CTC requirements in order to create and/or join a squad.


What are the key base installations?

Each base has a series of special installations which it requires for continued operation. These installations operate only within the confines of that base. So for example, if the Area Defense Shield at one base goes down, it has no effect on the same unit at another base.


Protects the central area of the base from launched missiles which are jammed and self-destruct when fired.

Asset Requisition Center (ARC)

Produces assets (vehicles, aircraft etc) for use by players.

Regenerates certain base assets (e.g. defense systems) at certain intervals after being destroyed.


Protects the central area of the base from launched missiles which are destroyed by the shield when fired.


Regenerates player health, fatigue and armor at a certain rate as long as you are inside the building. The longer you are inside the building, the higher these values will be regenerated.


This unit is responsible for the status certain base units (ADJ, ADS, ARC, COMMS, EWR, LAUNCHPAD, DEFENSE SYSTEMS). There is a Tacops console from which these units can be activated/deactivated.


Provides access to global communications. If this unit is offline, then communication is restricted to only players within the current base. e.g. if the comms unit in Heatwave is down, you can’t communicate with anyone outside of Heatwave.

It also provides the map overlay used in assets and inventory items (e.g. Tactical Info Pad). Without this, those maps will only display static.


This is a base wide early warning system which sounds an alarm when hostile units are first detected within a certain proximity of the following units.


Can automatically repair and rearm vehicles which are inside or nearby. The longer you are inside or near the building, the higher these values will be regenerated.

Provides free Energy Cells to players with a Portable Repair Unit.


Can automatically repair and rearm fighters, gunships and shuttles. The longer you are inside or near the building, the higher these values will be regenerated.


Provides power to all units at the base. If it goes offline – and the solar reactor is offline – then each of the key base installations will start to shutdown. This unit also produces Energy Cells which are required by various units in the game. These spawn at random locations all over the base and can be collected by players.


Provides backup power to all the units at the base. This unit also produces Energy Cells which are required by various units in the game. These spawn at random locations all over the base and can be collected by players. NOTE: The solar plant only produces Energy Cells during the day.


Regenerates player health, fatigue and armor at a certain rate as long as you are inside the building. The longer you are inside the building, the higher these values will be regenerated.

Provides free Energy Cells to players with a Portable Repair Unit or Portable Medical Unit.

Controls the functionality of the DJP and Jumpgates which can be activated/deactivated at a terminal.


Regenerates player body armor.

Provides free Energy Cells to players with a Portable Repair Unit or Portable Medical Unit.

Provides free ammo for any weapon owned by a player.



How are installations captured?

Each base has a set of installations. These range from the shield systems to early warning radar. When all these installations are either disabled (through hacking or destruction) or destroyed, the base is essentially taken over and then belongs to the other side.

Even when all bases belong to the other side, the game does not end. The opposing side can continue the fight either from behind enemy lines or from remote FARP sites.

Stations can also be captured by hacking into certain terminals.


Are there multi-user player assets?


Various vehicles, aircrafts and gunships can support more than one player. Some have positions for the pilot/driver, gunner(s) and/or passengers.

Also there are some massive gunships and vehicles capable of transporting up to 16 players at a time.


What sort of player assets are there?

There are numerous player assets, most of which can be customized thus amounting to various combinations.

For example there are various types of body armor, weapons (machine guns, combat and sniper rifles, pistols, automated turrets, rocket launchers etc), aircraft (various fighter classes, gunships and shuttles), naval units (small transports), vehicles (ranging from fast an nimble hover bikes to massive tanks), defense and offense units (e.g. SAMS, turrets, cannons), special units (shields, radar, jammers etc), various inventory items (e.g. motion detectors, portable turrets, scopes etc), various mech-type battle suits etc.

Also, most weapons have a variety of customizations such as scopes, ammo etc


Can a player own an asset?


If you can afford it – or can steal it – you can acquire and own your own vehicle or aircraft. Only you can have access to it as the driver or pilot, though you can give another player access permission to use it.

Your personal asset(s) can be stolen (by someone with the requisite CTC) if you don’t acquire and install an anti-theft device for it.

It can also be destroyed unless you give it adequate protection.

It can be repaired by you (if you have the requisite engineering CTC) or another player.


Does the game have crafting?


With the required CEP and CTC, you can however build outposts (a.k.a. player housing) on specially designated parts of the terrain using prefabricated (a.k.a. prefab) buildings, units etc. So for example once you find a plot of land and lease it (you need to purchase the required CTC), you can then build a small (e.g. four person) outpost which serves as player housing. You can then purchase various units such as shields, radar, turrets etc to protect and defend it.


Does the game have resource gathering?

You can collect Energy Cells produced by the Nuclear and Solar plants. These ECs are used by various assets (vehicles, aircraft etc) and certain inventor items.

All assets (weapons, ammo, vehicles etc) are available at the various stations within the planetary bases or space stations. At game start, each player is given a standard rifle, pistol and some ammo.

During the course of the game you can acquire other assets from the battlefield or from various inventory stations. In actuality, you don’t buy any items. It’s all there, being manufactured by the base and station facilities.

In order to acquire, for example an infra-Red scope for your rifle, you simply need to have the CTC required to use the item. So if you must have that scope, you either have to achieve the required CTC in the battlefield or purchase the CTC neural implant at an inventory station.


Does the game have pets?

Wait! Wot?!?! Pets? Absolutely not!

However you can obtain AI controlled androids who then act as your fireteam mates and/or sidekicks. You can give them basic orders, but their primary role is to follow you into combat and defend you at all times.

You can also use them to create your own fireteam if you don’t want to join a fireteam of human players.


Does the game have player housing?

Player housing is planned for a future post-release update of the game. It will not be in the initial release.

Once implemented, players will have the ability to build their own bases and outposts within the game using building prefabs. These are called Forward Operating Bases (FOBs).

You first locate specially marked plots of terrain, then lease it. Then you can purchase your building prefabs which are then immediately available at that location for use as player housing or an F.A.R.P.

You will also have to buy defense systems (e.g. shields, surface-to-air turrets etc) to protect it, though they each come with built in protection.

You can also pay for insurance. With your own outpost created in this manner, you or your fireteam can use it as a base and you can also store your personal game assets (weapons, ammo, vehicles etc) here as well.

Your player housing is protected (by the game) if you are not logged in and playing. This way, nobody gets to destroy it when you are gone.

Your player housing is leased and a CTC maintenance must be paid each week to keep it active otherwise it will be deactivated and removed from the game world, leaving the plot of land open for others to lease.


How Does The Automated Transport System Work?

The ATS is a series of shuttles that fly around the scenes and make frequent stops at special ATS launch pads. They are free to use and are primarily for use by players who do not have the skills or certs to use vehicles and/or aircraft in the game since not everyone is going to be able to do that.

You can hop on or off at any time; even when the shuttle is in flight. This allows you to make jetpack or wingsuit jumps wherever possible.

A shuttle stops for 60 seconds at a space dock (station and carrier) and 30 seconds at a planetary launchpad before taking off for the next waypoint in the pattern.

You can track the shuttles using the in-game map. On a planet, you can also tell which launchpad it is stopping at next because they have a special ATS-LAUNCHPAD identifier on the map which makes them different from the standard launchpads.

All the views (refer to keyboard map) are enabled, allowing you to look around the environment. You can also switch between first and third person views.

To enter the shuttle, get close to it and press the F action key. Then select an available seat position from the menu.

Since there is no player control of an ATS shuttle, it doesn’t matter which seat you pick because even if you pick the pilot/driver seat, you still won’t have flight control of the shuttle.

Once inside the shuttle, the ATS waypoint number & the shuttle departure time are displayed in the HUD. e.g. ATS-01 / DEP 01:32:04

You can exit a seat at anytime by again pressing the F key. If the shuttle is airborne when you do this, you will be in a fall state during which you can activate your jetpack or wingsuit if you have one. If you don’t, well, wait and see what happens when you hit the ground.

Using the ATS inside stations and ships is different. You have to go to the docking bay (look on the in-game map), stand in front of the ATS beacon (looks like a T-Shaft platform) and then press F. You will then be transported to an auto-assigned seat in the shuttle waiting in space above the station or ship.


Are There Printable Game Docs?

The game docs and commands are accessible from within the game’s interface.

If you wish to print them or just want to access them outside of the game, they are located in the .\DOCS folder where the game is installed in your Steam library.

e.g. C:\Program Files (x86)\Steam\SteamApps\common\Line Of Defense\Docs\

They are also available online at the links below:

GAME COMMANDS (IMAGES:p1-2, p3-4, p5-6, p7-8, p9-10, p11-12)



NOTE: You should right-click each one and open it in a separate browser tab so that you can print it easily.