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Overview
Turfs are faction-controlled zones on the map. Owning a turf shows your faction color on the map and lets your faction earn money from businesses inside the zone.
Regular, non-special turfs now use the HP turf system. In this system, attackers start a 15 minute siege and must drain the turf HP to 0 before time runs out.
Special turfs and war turfs still use the old takeover system for now. These turfs use progress bars, fixed member counts, and the older takeover timers.
Turf Categories
| Category | Current System | Notes |
|---|---|---|
| Regular turf | HP siege | New default system for normal faction turf fights |
| Special turf | Old takeover | Used for special-resource and special-rule turfs for now |
| War turf | Old takeover | Only appears during active faction war windows |
| Stronghold turf | Stronghold siege | Uses /sh, not the normal turf takeover flow |
/turf while standing inside a turf to view its owner, information, and available actions.Turf Types
Turfs can have a special type that gives extra benefits or restrictions.
| Type | Description |
|---|---|
| Normal | Standard regular turf |
| Lead | Owning faction or alliance gets access to lead resources |
| Metal | Owning faction or alliance gets access to metal resources |
| Gun Loading | Allows loading guns at a reduced price ($285,000) if your alliance owns it |
| Bullet Crates | Allows loading bullet crates if your alliance owns it |
| Gun Crates | Allows loading gun crates if your alliance owns it |
| SA Bank | Can be taken by law enforcement factions |
| SA Weapon Factory | Can be taken by law enforcement factions |
| War | Only visible and takeable during a faction war |
New HP Turf System
To start an HP turf siege, stand inside a regular turf and use /turf, then choose the takeover option.
| Requirement | Value |
|---|---|
| Minimum attackers inside the turf | 5 |
| Faction must be official | Yes |
| Attacker may own the turf already | No |
| Player must be in the main world | Yes |
| Siege duration | 15 minutes |
| Win condition for attackers | Drain turf HP to 0 |
| Win condition for defenders | Keep HP above 0 until time expires |
HP is scaled from the owning faction's online non-AFK defenders. With no defenders online, passive decay is tuned around a 15 minute drain. With 10 or more defenders online, passive decay is tuned around a 5 minute drain.
| HP Siege Result | Cooldown |
|---|---|
| Attackers capture the turf | 1 hour |
| Defenders win by timer | 5 minutes |
| Attackers abandon the siege | 5 minutes |
HP Siege Rules
During an active HP siege:
- RK is allowed inside the active turf zone until the siege ends.
- The HP bar appears while you are inside the active zone.
- Attacker and defender allies count as participants for HP bar visibility and kill/death HP changes.
- Ownership and fpoint rewards still go to the original attacking and defending factions.
- If no attackers are inside the turf, passive HP decay pauses.
- If the owning faction has no direct defenders inside the turf for 3 minutes, passive decay becomes faster until an owning-faction defender returns.
The attacking faction can abandon an active HP siege with /turf abandon if the player is the siege starter or faction tier 0/1. Abandoning counts as a defender win.
Active HP sieges are saved and restored after a server restart. If the server starts after a saved siege's end time, the siege resolves as a defender timer win.
Special Turfs
Special turfs still use the old takeover system for now. War turfs also use the old takeover system, with their own war-specific window and rewards.
Start the takeover through /turf while standing in the zone.
| Requirement | Special Turf | War Turf |
|---|---|---|
| Minimum members | 8 | 5 |
| Takeover duration | 6 minutes | 4 minutes |
| Faction must be official | Yes | Yes |
| Must stay inside the turf | Yes | Yes |
| Must stay out of interiors | Yes | Yes |
Members are removed from an old-system takeover if they:
- leave the turf zone;
- enter a building or interior;
- die;
- leave the faction;
- go below or above the turf's height limits;
- enter or surf a plane, helicopter, or train;
- are not using the launcher;
- are in or surfing a vehicle driven by a non-launcher user.
Between 00:00 and 12:00, old-system special turfs can only be taken if the owning faction has at least 3 non-AFK members online. This does not apply to unowned turfs, government-owned turfs, or war turfs.
| Old-System Result | Cooldown |
|---|---|
| Successful special takeover | 6 hours |
| Defended special takeover | 1 hour |
| Successful war takeover | 5 minutes |
| Defended war takeover | 5 minutes |
War Turfs
War turfs are special turfs tied to faction wars. They still use the old takeover system.
| Setting | Value |
|---|---|
| Active hours | 19:00 to 21:00 |
| Cooldown after takeover or defense | 5 minutes |
| Income per minute | $50,000 in death fees to the opposition |
| Fee notification interval | 8 minutes |
| Takeover fpoints | 0 |
| Defense fpoints | 0 |
War turfs are only visible to factions participating in the same war. Owning a war turf adds death fees to the opposing faction every minute. These fees count toward the war's financial totals and can help end a war.
/togwarturfs to toggle periodic war turf fee notifications.Faction Points
Factions earn fpoints from turf captures, defenses, and passive holding rewards.
| Action | Fpoints |
|---|---|
| Hold HP turf | 2 |
| Capture HP turf | 55 |
| Defend HP turf | 35 |
| Hold legacy special turf | 4 |
| Capture legacy special turf | 90 |
| Defend legacy special turf | 50 |
| Capture war turf | 0 |
| Defend war turf | 0 |
Income from Turfs
Owning a turf generates passive income through business turf tax. Businesses inside your turf pay turf tax when business money is unloaded.
When a non-war turf is captured through the old system, business turf tax inside it is reset to 10 percent. Faction leaders can adjust turf tax from 0 to 10 percent.
/turf and selecting the information option.Giving a Turf
Faction leaders can transfer ownership of a turf to another official faction with /giveturf. The receiving faction's tier 0 leader must be online and accept the offer within 1 minute using /accept turf.
Commands
| Command | Description |
|---|---|
/turf | Opens the turf menu |
/turftakeover | Alias for /turf |
/turf abandon | Abandons your faction's active HP turf siege, if allowed |
/traceturf <turfid> | Places a checkpoint at the center of a turf |
/tt <turfid> | Alias for /traceturf |
/giveturf <factionId> | Offers your turf to another official faction |
/turftax <0-10> | Sets turf tax for businesses in the turf you are standing in |
/turftaxall <0-10> | Sets turf tax for all turfs your faction owns |
/togwarturfs | Toggles war turf death fee notifications |
