So, thanks to a lovely bug today, where the AI spawned but were unable to move at all, I was able to work out some of the mechanics behind the ground Civil War / War combat zones; there's a number of very serious issues which will absolutely break PvP, and make it cheesable against the AI.
Firstly, the spawn points from the Vulture drop ship are fixed, and are not unique to a particular team. Both will be dropped at the same point, and this revealed that the player or the NPCs can fire up into the hold as you move to be dropped from above; here's a lovely screenshot of me starting to lose my shields to two NPCs waiting immediately below the drop point.
I'm sure you can imagine the damage that a few players, with rocket launchers, standing under known spawn points could get up too... The drop ships should be protecting the players with their own shields, until they can get at least down to the surface and draw their own weapons.
Also with the movement disabled, I was able to discover that the NPCs are apparently only active when a player is within a certain range of them; I confirmed it by noting that groups of friendlies were inactive until I approached, and then they were able to target the enemy team further away, but the enemy couldn't fire back as they weren't active. This may explain some of the battles people are unable to complete; the player hasn't gone close enough to activate them to return after they've gone somewhere funky.
Lastly, I think the AI can track you through walls; that's not unfair as such, as we can see them on the radar map too. But with them being unable to move by point F on the map above, I was able to test that they always have a firing solution on you, and when the walls are high enough to block a shot but they can arc a grenade over, they'll automatically through one when it will reach you, even if they can't see you. Again, the AI has to cheat a bit for NPC players to have any chance against you, but it does feel a bit cheeky.
Finally, it seems that the final bounty total at the end of the fight is only for that life; but you do have all the ones you've earned in the fight, you dont lose them at death.
Make sure folks to press the key to bring up the score board, and then press it again to get the option of an automatic Vulture back to the base you came out from. Otherwise you have to summon a taxi, that you have to chase down and can be miles away, or your own ship if you flew out in it.
Firstly, the spawn points from the Vulture drop ship are fixed, and are not unique to a particular team. Both will be dropped at the same point, and this revealed that the player or the NPCs can fire up into the hold as you move to be dropped from above; here's a lovely screenshot of me starting to lose my shields to two NPCs waiting immediately below the drop point.
I'm sure you can imagine the damage that a few players, with rocket launchers, standing under known spawn points could get up too... The drop ships should be protecting the players with their own shields, until they can get at least down to the surface and draw their own weapons.
Also with the movement disabled, I was able to discover that the NPCs are apparently only active when a player is within a certain range of them; I confirmed it by noting that groups of friendlies were inactive until I approached, and then they were able to target the enemy team further away, but the enemy couldn't fire back as they weren't active. This may explain some of the battles people are unable to complete; the player hasn't gone close enough to activate them to return after they've gone somewhere funky.
Lastly, I think the AI can track you through walls; that's not unfair as such, as we can see them on the radar map too. But with them being unable to move by point F on the map above, I was able to test that they always have a firing solution on you, and when the walls are high enough to block a shot but they can arc a grenade over, they'll automatically through one when it will reach you, even if they can't see you. Again, the AI has to cheat a bit for NPC players to have any chance against you, but it does feel a bit cheeky.
Finally, it seems that the final bounty total at the end of the fight is only for that life; but you do have all the ones you've earned in the fight, you dont lose them at death.
Make sure folks to press the key to bring up the score board, and then press it again to get the option of an automatic Vulture back to the base you came out from. Otherwise you have to summon a taxi, that you have to chase down and can be miles away, or your own ship if you flew out in it.