Operations Core Mechanics#

Operations Core Mechanics

Operations is Delta Force’s most deeply polished mode and the foundation of the entire economy. This page breaks down its four underlying systems: the health model, gear slots, quality tiers, and currencies. Once you master this page, every later map guide, loot decision, and economic plan has a place to land.

1. Health System: The 7-Part Wound Model#

Characters in Operations have a full 100 HP, with the body split into 7 damageable parts: head, chest, abdomen, left arm, right arm, left leg, right leg. This model is one of the biggest differences between extraction shooters and conventional shooters — injuries to different parts inflict different debuffs:

Part Injury Effect
Head Affects vision
Chest Core health zone, the deadliest bleeding threat
Abdomen Affects hearing
Arms Hard to control recoil after a fracture
Legs Cannot sprint after a fracture

Wounds and Treatment Items#

Status Treatment Item Consequence if Untreated
Bleeding Tourniquet / med kit Continuous HP loss, max HP reduced
Fracture Surgery kit Hard recoil with an arm fracture, no sprinting with a leg fracture
Reduced max HP Removable by Stinger’s skill (in-match injector) HP not full after revives or healing

Buff Injectors#

In-match injectors come in several buff directions: load-bearing, hearing, stamina, max stamina, and more. Two things to note: injectors are in-match consumables and cannot go into the secure box; within the Flea Market system, in-match injectors follow their own circulation rules. Picking injectors by map type before deploying (e.g., stamina injectors for the run-heavy Longbow Valley) is a fixed habit of high-rank players.

2. Gear Slot Layout#

Operations uses a fixed slot system for gear:

Slot Contents Notes
Primary weapon Assault rifles / SMGs / sniper rifles, etc. The main risk source on death
Secondary weapon A second primary weapon Reload rhythm and backup for gun condition
Pistol Pistol Last-resort firepower
Helmet Protects the head High-end helmets add visors and other attachments
Armor Protects the torso Paired with the helmet as the “two-slot protection”
Backpack In-match loot container Sets your per-raid carry limit
Chest rig Quick-access carry container Items in the chest rig and pockets can be used quickly
Pockets Fixed 5 cells (1×1) Keys, meds, and other small items
Keycard pouch Keycard storage Four tiers, see table below

Four Keycard Pouch Tiers#

Tier Capacity
Basic 4 cards
Advanced 6 cards
High-End 9 cards
Top-Tier 12 cards

Pouch capacity decides how many keys you can carry into a raid at once. For exact key locations and payouts per map, refer to each map page.

3. Quality Tiers: The Six-Tier System#

The game-wide six-tier quality scale, from low to high:

White → Green → Blue → Purple → Gold → Red

The quality system covers: gear, attachments, ammo, collectibles, consumables, keys, and skins. That means “read value by color” is a universal quick-judgment method for all items. Two practical corollaries:

  1. Pickup priority = quality × container value × extraction distance; quality alone misleads (gold ammo is not necessarily worth more than purple meds — factor in market prices).
  2. Compare prices before listing on the Flea Market; the same quality across different categories carries huge price gaps — big reds and collector skins are another order of magnitude of commodity.

4. Currency System: Four Currencies, Four Jobs#

Currency Role Source Main Use
Koen Operations’ in-match base currency and the Flea Market currency In-match looting, selling loot Paid extraction in-match, loadout value counting, Flea Market trades
Delta Coins Top-up currency Purchases Market / store spending
Delta Tickets Token from the pass and market Pass rewards, selling Mandel Bricks, etc. Buying Mandel Bricks, cosmetics, etc.
Limited-Time Delta Tickets Event currency Limited events (e.g., 3,900 limited tickets for the second anniversary) Event exchanges

The economic takeaway: Koen is the core of account value — it is both the unit measuring entry thresholds (112,500 for Confidential, 550,000 / 600,000 for Top Secret) and the cost unit for paid extraction in-match (10,000 normal / 40,000 Confidential). Delta Tickets are the growth resource free players can accumulate, with the pass and Mandel Bricks as the two main sources.

5. The Secure Box: Your Guaranteed Assets#

Nicknamed the “crotch box,” the secure box is Operations’ most important safety net: items inside are kept even when extraction fails. Four sizes:

Size Shape Source
1×2 Two vertical cells Base
2×2 Four-cell square Advanced
2×3 Six cells High-End (obtained by buying the season pass)
3×3 Nine cells Seasonal use rights from completing season tasks

Items that cannot go into the secure box (memorize these to avoid wasted slots):

  • Weapon attachments
  • Mandel Bricks
  • Gehross Judgment Card
  • In-match injectors

For secure box strategy (when to store keys, when to store high-value smalls), see Loot and Stash Management.

6. Systems in Tandem: One Decision Map#

Chaining the four systems, a single Operations raid runs this decision loop:

  1. Before entry: build your kit to the map’s gear threshold (armor, ammo, meds, injectors); put valuables in the secure box.
  2. In-match: loot by quality and container value, treat wounds immediately, and drop low-quality items without hesitation when the bag is full.
  3. At extraction: prefer extraction points your situation allows; trade Koen for certainty with paid extraction.
  4. After settlement: stash loot or list it on the Flea Market; Koen refills the next raid’s loadout budget.

Each step along this chain expands in later pages: extraction point rules in Extraction Points and the Extraction Loop, containers and codes in Loot and Stash Management, and the Flea Market and Mandel Bricks in Economy and Trading.

— Wubian, NTGame Editorial

内容最后验证于 2026-07