Assault Teams now earn Warfunds by participating in and / or winning battles. The Assault Team earns Warfunds based on the value of every target they destroy: a guard Assault Team doing dedicated tank-hunting with anti-tank weaponry can bring in a lot of Warfunds for the Assault Team commander.
Heroes/Soldiers earn Warfunds by defending/capturing/raiding/neutralising objectives, while Generals earn Warfunds by their Assault Teams killing enemies and destroying their vehicles.
The cost of a resource is also the amount of Warfunds that the Generals will receive as a reward for a kill/destroy. I.e. 1 Infantry costs 40 Warfunds to spawn/resupply, and 1 Infantry kill gives the killer's General 40 Warfunds. In that sense, Warfunds are finite; however, Warfunds are created and earned by Heroes/soldiers playing the objective.
Generally speaking, low-level Assault Teams earn MORE Warfunds than they need to resupply and high-level Assault Teams earn LESS than they spend on resupply. This is mostly due to anti-tank infantry hunting armor, and the sheer costs of Paratrooper and Fighter Pilot Assault Teams.
Resupplying costs Warfunds[edit | edit source]
- When joining a new war, your Assault Team is deployed with full resources, at full resupply cost. At the end of the war, you are refunded any remaining resources that your deployed Assault Teams had.
- When upgrading your Assault Team, your team's resources will be empty and you will have to fully resupply them. It is recommended to not upgrade until empty or low on resources.
- Each resource on an Assault Team costs a certain amount of Warfunds. For example, 1 Infantry resource costs 40 Warfunds each, motorcycles cost 20 Warfunds each, terrain vehicles (cars) cost 30 Warfunds each, and ISVs (APCs) cost 40 Warfunds each. Reinforcement costs depend on how many and of what resource you need to resupply.
So what's the long term goal you want to accomplish by this?[edit | edit source]
This is the first step on the road to implement scarcity of supplies and implementing the foundation of our command / social structures.
The model is made right now to allow for a completely free way to play. You'll be able to unlock the first slot by playing with your characters, and then with your first team earn money until you unlock following slots and keep improving. This will allow you to have a lot of "feeding" Assault Teams that allow a special team to be resupplied.
One of the benefits down the line for Command Structures would be to enable players to field more special units. A focus on teamwork.