Extraction
Game Mode Type: Objective-Based Close Quarters Combat
Player Count: 16v16 (32 players)
Match Duration: 20-30 minutes
Difficulty: Moderate - Focus on CQC tactics and coordination
Overview
Extraction represents BattleSpace’s high-intensity, objective-focused game mode emphasizing close quarters combat, rapid decision-making, and tactical coordination. Teams compete in asymmetric scenarios where attackers must secure and extract high-value targets or intelligence while defenders prevent mission success through area denial and tactical positioning.
The mode’s compact map design and focused objectives create intense firefights in urban environments, building interiors, and confined operational zones. Success requires precise communication, role specialization, and adaptability as mission parameters evolve throughout the match.
Core Gameplay
Asymmetric Teams
Attacking Team (Extraction Force):
- Primary Objective: Locate, secure, and extract assigned target
- Secondary Objective: Minimize casualties and equipment loss
- Respawn Limit: 5 respawns per player (30-second delay)
- Time Pressure: Must complete extraction within match timer
Defending Team (Denial Force):
- Primary Objective: Prevent successful extraction
- Secondary Objective: Eliminate attackers or run out the clock
- Respawn Limit: 8 respawns per player (20-second delay)
- Defensive Advantage: Knowledge of map and objective locations
Objective Types
Extraction missions vary by tactical scenario, each requiring different approaches:
VIP Escort (High-Value Target):
- Locate VIP in designated building/compound
- Escort VIP to extraction point within 500 meters
- VIP Movement Speed: 60% of normal player speed
- VIP Health: 150 HP (can be incapacitated, requires revive)
- Extraction Zone: 20-meter radius marked zone
- Hold Time: 30 seconds uncontested in extraction zone
Intelligence Recovery:
- Breach target facility and locate intelligence package
- Intel Location: Randomized among 3-5 possible locations
- Carry Speed: 75% of normal player speed (one-handed weapon only)
- Intel Carrier: Marked on defender minimaps after 15 seconds
- Extraction Zone: Vehicle pickup requiring 20-second hold time
Asset Seizure:
- Capture physical asset (equipment case, prototype, documents)
- Asset Weight: Heavy (reduces movement to 65% speed, no sprinting)
- Requires 2 players to carry efficiently (one player = slow, two players = moderate speed)
- Asset Durability: Can withstand 500 damage before mission failure
- Multiple Extraction Points: Attackers choose from 2-3 locations
Hostage Rescue:
- Locate and free hostages from fortified position
- Hostage Count: 2-4 hostages (mission succeeds with 50%+ extracted)
- Free Time: 10 seconds per hostage to release restraints
- Hostage Movement: 50% player speed, cannot use weapons
- Escort Requirement: At least 1 attacker per hostage for safe movement
Map Design Philosophy
Environmental Characteristics
Urban CQC Focus:
- Map Size: 400m x 400m compact operational area
- Building Density: High concentration of multi-story structures
- Engagement Range: Predominantly 10-50 meters
- Vertical Gameplay: Multiple floors, rooftops, and underground areas
Key Features:
Breach Points:
- Doors: Wooden (300 HP), Reinforced (800 HP), Steel (1,500 HP)
- Windows: Accessible via breach or rappel
- Walls: Select breachable sections (explosive required)
- Floors/Ceilings: No destruction (technical/balance limitations)
Defender Advantages:
- Pre-placed defensive equipment (razor wire, barricades)
- Elevated positions with sightlines to approaches
- Interior fortification capabilities
- Proximity to objective locations
Attacker Advantages:
- Multiple approach vectors (3-5 entry points per objective)
- Element of surprise via varied breach timing
- Superior mobility equipment (rappel, breaching charges)
- Offensive equipment loadouts
Role Specialization
Recommended Team Composition (16 players)
Attack Force:
- Squad Leaders (2): Coordinate breach timing, mark objectives
- Breachers (4): Door/wall breaching, explosive entry specialists
- Riflemen (6): Standard assault infantry, flexible engagement
- Medics (2): Emergency healing, VIP/hostage medical support
- Marksmen (2): Overwatch positions, distant threat elimination
Defense Force:
- Squad Leaders (2): Coordinate defensive positions, fallback points
- Automatic Riflemen (4): Area denial, high-volume suppression
- Riflemen (6): Flexible response, objective security
- Engineers (2): Fortification placement, breach point reinforcement
- Medics (2): Casualty recovery, sustained defense capability
Match Flow
Phase Breakdown
Preparation Phase (60 seconds):
Attackers:
- Review objective location (revealed at phase start)
- Plan breach vectors and team assignments
- Distribute specialized equipment
- Position at designated spawn point 300-500m from objective
Defenders:
- Fortify objective building and surrounding area
- Deploy razor wire, barricades, traps
- Establish defensive positions and killzones
- Assign roving patrols vs. static defenders
Assault Phase (15-20 minutes):
Initial Contact (0-5 minutes):
- Attackers approach objective compound
- Reconnaissance and breach point identification
- Initial defender contact and probe engagements
- Attacker adapts to defender positioning
Breach & Clear (5-12 minutes):
- Coordinated multi-point breach execution
- Intense CQC firefights within structures
- Objective location secured by attackers
- Defenders execute counterattacks or tactical retreats
Extraction Phase (Final 3-8 minutes):
- Attackers escort objective to extraction zone
- Defenders establish ambush positions along egress routes
- High-casualty engagements during vulnerable escort
- Time pressure intensifies as match timer depletes
Resolution:
- Attacker Victory: Objective reaches extraction zone within time limit
- Defender Victory: Time expires or all attackers eliminated
- Draw: Objective secured but extraction incomplete (rare)
Tactical Considerations
Attacker Strategy
Reconnaissance:
- Deploy forward scouts to identify defender positions
- Use drones/cameras if available to map interior
- Identify primary and alternate breach points
- Assess defender fortification strength
Breach Execution:
- Simultaneous multi-point entry to divide defender attention
- Flashbangs and smoke preceding entry teams
- Rapid room clearing with lethal efficiency
- Immediate establishment of secure perimeter
Extraction Coordination:
- Designate security team vs. escort team
- Clear egress routes before moving objective
- Use suppression to protect vulnerable asset
- Maintain communication throughout extraction
Common Mistakes:
- Single breach point (easily defended killzone)
- Slow methodical clearing (time runs out)
- Abandoning wounded (depletes respawn pool)
- Poor objective protection during extraction
Defender Strategy
Fortification Priorities:
- Reinforce breach points near objective
- Create interlocking fields of fire
- Establish fallback positions for layered defense
- Deploy traps at likely attack vectors
Defensive Posture:
- Maintain 60% static defenders on objective
- Deploy 40% roving rapid-response force
- Avoid full commitment to initial breach points
- Preserve respawns for critical late-game defense
Extraction Denial:
- Pre-position ambush sites along extraction routes
- Focus fire on objective carrier (VIP/intel/asset)
- Force attackers to choose between speed and security
- Exploit attacker vulnerability during escort
Common Mistakes:
- Over-fortifying one breach point (attackers go elsewhere)
- Aggressive counterattacks (waste respawns early)
- Ignoring extraction routes (late-game surprise)
- Poor communication leading to undefended areas
Victory Conditions & Scoring
Primary Victory Conditions
Attacker Victory:
- Objective extracted within match time limit
- Score: +1000 points base victory bonus
- Bonus Points: Remaining time (10 points per second remaining)
Defender Victory:
- Match timer expires without successful extraction
- All attackers eliminated (respawns depleted)
- Score: +800 points base victory bonus
- Bonus Points: Remaining respawns (50 points each)
Secondary Scoring
Team Performance Metrics:
- Objective Secured: +500 points (attackers)
- Defender Casualties: +25 points per kill
- Attacker Casualties: +35 points per kill (higher value)
- Respawn Efficiency: Bonus for minimal respawn usage
Individual Scoring:
- Objective Carrier: +100 points
- Successful Revives: +50 points
- Breach Kills: +40 points (within 5 seconds of breach)
- Final Extraction Escort: +75 points
Equipment & Loadouts
Attacker Equipment
Standard Issue:
- Flashbang Grenades: 2 per Breacher, 1 per other roles
- Smoke Grenades: 2 per Squad Leader/Rifleman
- Breaching Charges: 2 per Breacher (door/wall destruction)
Specialized:
- Rappel Kit: Breacher/Marksman (vertical insertion)
- Bolt Cutters: Engineer (fence/chain breach)
- Medical Kit: Medic (advanced healing)
Defender Equipment
Standard Issue:
- Frag Grenades: 1 per player
- Razor Wire: 2 deployments per Engineer
- Barricades: 3 wooden, 1 metal per Engineer
Specialized:
- Claymore Mines: 1 per Engineer (placed defensive explosive)
- Motion Sensors: Squad Leader (enemy detection)
- Reinforced Barriers: Engineer (breach point hardening)
Map Examples
Urban Compound - “District 7”
Environment: Mixed commercial/residential urban block Objective Locations: Bank vault, apartment complex, underground parking Size: 350m x 350m Elevation: 3-story maximum building height Key Features: Multiple alleyways, rooftop access, underground connections
Tactical Notes:
- Tight corners favor CQC weapons
- Vertical control essential for attackers
- Defenders can create chokepoints at stairwells
Industrial Facility - “Ironworks”
Environment: Active industrial manufacturing plant Objective Locations: Control room, warehouse floor, administrative offices Size: 400m x 300m (elongated) Elevation: Catwalks, gantries, 5-story office building Key Features: Heavy machinery cover, ambient noise (affects audio cues)
Tactical Notes:
- Long sightlines in warehouse sections
- Vertical gameplay via catwalk system
- Environmental hazards (steam, moving equipment)
Coastal Villa - “Seabreeze”
Environment: Luxury oceanfront estate Objective Locations: Main house, guest house, yacht at private dock Size: 300m x 400m (includes beach/dock area) Elevation: 2-story main structure, elevated cliff position Key Features: Open grounds, limited cover, water extraction option
Tactical Notes:
- Exposed approach forces attacker speed
- Multiple extraction points (helicopter/boat)
- Defender overwatch from elevated positions
Advanced Tactics
Breaching Techniques
Dynamic Entry:
- Flashbang through window/door
- Immediate breach 1-2 seconds after detonation
- First man clears immediate threat sector
- Subsequent entries clear remaining sectors
- Establish 360° security before advancing
Slow Methodical Clear:
- Pre-breach reconnaissance (cameras/drones)
- Identify defender positions before entry
- Suppression fire to fix defenders
- Alternate entry point breach during suppression
- Room-by-room clearance with security halts
Explosive Breach:
- Place breaching charge on door/wall
- Stack team on hinges side (away from breach)
- Detonate charge
- Wait 1-2 seconds for debris/smoke
- Simultaneous entry from multiple teams
Defender Counter-Tactics
Ambush Positioning:
- Avoid standing directly behind breach points (explosive danger)
- Position at angles to breach (crossfire killzone)
- Maintain communication with adjacent defenders
- Fallback trigger: 50% defender casualties in area
Delaying Actions:
- Use grenades to deny entry temporarily
- Reposition during enemy suppression/smoke
- Force attackers to clear same room twice
- Waste attacker time without wasting defender lives
Extraction Ambush:
- Identify likely extraction routes early
- Pre-place defenders in concealed positions
- Allow objective to pass initial checkpoints
- Ambush during vulnerable escort phase
Developer Notes
Design Pillars
- Fast-Paced CQC: Engagements conclude in seconds, reward quick reflexes
- Asymmetric Balance: Different advantages create varied tactical approaches
- Objective Focus: Combat serves mission goals, not pure elimination
- Team Dependency: Solo play ineffective, coordination essential
- High Replayability: Randomized elements and multiple tactics
Balance Testing Focus
Metrics to Monitor:
- Win rate balance (target: 50-55% attacker advantage)
- Average match duration (target: 20-25 minutes)
- Extraction phase engagement rate (should be high-intensity)
- Role utilization (ensure all roles relevant)
- Spawn point exploitation (prevent camping)
Adjustment Vectors:
- Objective location randomization
- Respawn count per team
- Extraction zone hold times
- Defender fortification strength
- Map approach vectors
Future Expansion
Post-Launch Additions
New Objective Types:
- Demolition: Plant explosive on target, defend timer
- Data Exfiltration: Upload data from location before extraction
- Asset Denial: Destroy asset to prevent enemy recovery
Map Variations:
- Desert compound
- Airport terminal
- Underground bunker complex
- Maritime oil rig
Equipment Expansion:
- Riot shields for breachers
- Deployable cameras
- Smoke screen launchers
- Non-lethal options (flashbangs, tasers)
Conclusion
Extraction delivers focused, high-stakes combat where every decision impacts mission outcome. The mode’s emphasis on objective-based gameplay, tactical coordination, and close quarters engagement creates intense matches where attackers must balance speed with caution, and defenders must balance aggression with preservation.
Unlike large-scale territorial modes, Extraction condenses BattleSpace’s tactical depth into compact 20-30 minute engagements. Every player matters, every breach point counts, and every second on the clock creates pressure. This is BattleSpace at its most focused: small teams, tight spaces, critical objectives.
Extraction is precision tactical combat: fast, lethal, unforgiving.
Document Version: 1.0
Last Updated: November 2025
Status: Post-MVP Expansion - Design Complete
Target Implementation: Month 18+