The Base Raid mechanic in Global Agenda is built around the instancing system that is used in the game.


The standard size of any one instanced match is 10 vs 10[1]; however, this is quite a small number of players, and luck may be on the enemy side. To help aid these factors (especially in campaign mode), the Base Raid mechanic has been created.

It works by allowing matches of 60 vs 60[1] to be coordinated by the Agencies, in order to seize control of the structure. However, not all these 120 players will be on the same map; instead, there will be 20 players (the 10 vs 10 described above) on a level, but the level will be instanced separately 6 times.

A major point of the Base Raid system is that one instance can influence another.[2] For example, if Team A in Instance 1 destroys Team B's turret defense system (also in Instance 1) - then that means that all the Team B's in all the instances turrets would be destroyed. This mechanic makes commanders think strategically of who to put into what team, and also how defensively or offensively they will play.

Here is a quote from HirezErez from the official Global Agenda forums on how 60v60 will work..[3]

"It's 60v60 split among a few teams, but it's not a simple 'here are a few matches'. For example:

- Each area being fought over affects the other areas in real time. For example, capturing and holding a point in one area will turn on defensive turrets in all the other areas.

- The team sizes can be changed, so you can send up to 12 players into one specific area to fight (but you will have fewer players on one of your other teams).

- Players can move between teams quickly.

- The raid leader has full control of who enters the raid, team leaders, etc...


The most obvious draw back of this mechanic is that there will never be more than 10 vs 10 in a standard map, and that there will never be more than 60 vs 60 on an even larger scale. Players that are expecting PlanetSide-esque experience might be disappointed by the design choices. It is important to realize, however, that at this point not much information is available regarding the gameplay mechanics, and since the beta will be under a non-disclosure agreement(NDA), coverage new information will most likely come via the gaming press.


The object of this system is to reduce server lag, load times and connection issues, whilst also allowing the maps to not become overcrowded with six times the intended number of players. The hope is also that the battles will be more meaningful for each individual soldier, knowing they can influence the other 50 men not in their team. It could be said that Global Agenda attempts to create something new while relying on tried and tested technologies. Since even if all players were behind a high speed broadband connection, real time first person shooter combat without turn or timer based combat mechanics would be impossible to realize on a single game world without instancing. In a way, Global Agenda attemps to find a middle ground between being a massively multiplayer online role playing game (MMORPG) while still aiming to guarantee fluid real time gameplay.


  1. 1.0 1.1 [1],
  2. [2], OnRPG: Interview with Todd Harris
  3. [3], A post by HirezErez concerning 60v60