User:B27906910/沙盒

Assault Team Transportation logic

All Assault Team(s) (henceforth abbreviated as AT or ATs) in the game follow simple rules while they are given the move command from battlefield A to battlefield B:

locations as they appear on the campaign screen
Access-point, battlefield and supply-line location types, as they appear on the campaign screen
  • There are 3 type of locations that an AT can be placed on.
    • Battlefield - these are represented in the action game map as the center spawn locations.
    • Access-point - these are represented in the action game map as the outermost spawn locations and are a child of the battlefield.
    • Supply-line - these are the roads that connect two access-points (by relation they also connect two battlefields).
  • All ATs are positioned on one of the above mentioned location types (except when ATs are flying).
  • AT movement speed is dependent on the AT type (paratroopers are slower than fighter squadrons), and whether its travelling on a friendly supply-line or not (they're slower on non-friendly supply-line).
  • Grounded ATs (like tanks, guards, etc.) always follow the supply-lines on the campaign map.
  • Supplies of any type travel exactly like grounded ATs, except that they cannot travel over neutral routes.
  • Flying ATs take a direct route from source to the destination battlefield.
    • Upon arrival they evaluate if they can stay at the destination (paratroopers can always stay, fighter planes cannot stay if the destination is not an airfield or does not have an ongoing battle).
    • If they can stay at the destination, then an appropriate access-point is assigned to them.

Mission Types

If ATs of opposite factions meet on the map, then a conflict (battle) is automatically spawned (no buttons to attack/retreat will be visible) at that location. This conflict is always accompanied with an action game, whose type is dependent on the location type.

A skirmish battle is triggered when opposite teams meet on an access-point
Skirmish mission being triggered at access-point A
  • Skirmish - Mission created when ATs meet on an access-point or a supply-line (note: skirmish missions on supply-line are not implemented yet)
  • Assault/Defend - When ATs of different factions are positioned on access-points of the same battlefield (which do not have a skirmish mission on them)
An assault battle is triggered when opposite teams meet on a battlefield but are not in any skirmish
Assault/Defend mission being triggered at battlefield

Battle Resolution

Once a battle has been created, its resolution is dependent on both the results of the action game as well as the strategy game.

Assault Defender Skirmish
Mechanized Infantry Infantry Motorized Infantry
Heavy Armor Recon Motorized Recon
Motorized Infantry Tank Destroyer Motorized Guard
Paratroopers Guard Mechanized Recon
Pathfinders Paratroopers (Grounded) Light Armor
Mechanized Recon Pathfinders (Grounded) Mechanized Infantry
Medium Armor Medium Armor Paratroopers
Tank Destroyer Motorized Infantry Pathfinders
Motorized Guard Motorized Recon Infantry
Motorized Recon Heavy Armor Recon
Infantry Motorized Guard Guard
Light Armor Mechanized Infantry Paratroopers (Grounded)
Paratroopers (Grounded) Mechanized Recon Pathfinders (Grounded)
Pathfinders (Grounded) Paratroopers Tank Destroyer
Recon Pathfinders Medium Armor
Guard Light Armor Heavy Armor
  • After this reinforcement, the next AT(s) will be added after the same 120 seconds period
  • These ticks would keep going on even after the 18 spawn-slot requirement has been met, but ATs will not be committed anymore.
  • The only exception being that if any extra planes are available, then they will be assigned to the action game (only 1 per tick) - the side effect of this rule is that planes should never show up in the auto-resolver.
  • An added feature is that each mission that hasn't been joined will be completely refreshed every 20 minutes, i.e. all ATs assigned to it will be removed and the same logic as above will run to assign new ATs to that mission.

These ATs allocated to the action game mission are the only ones which cannot be retreated (or moved away) until the mission has finished. All other ATs can be moved away by their owners, just like they would issue normal move commands to them (by select and drag).

Assault Team Costs

All values are in warfunds unless otherwise indicated.

Assault Team Cost Buy / Upgrade Total Resupply Cost
US GE US GE
Guard 29,500 1,260
Motorized Guard 28,000 4,349
Recon 44,000 2,200
Motorized Recon 27,000 3,581
Mechanized Recon 31,000 6,636
Infantry 36,500 2,520
Motorized Infantry 38,000 8,640
Mechanized Infantry 39,000 8,880
Pathfinders 51,000 8,500
Pathfinders on Ground 44,000 3,500
Paratroopers 73,000 20,000
Paratroopers on Ground 55,000 8,000
Light Armor 65,500 14,100
Medium Armor 94,000 41,910
Heavy Armor 166,000 66,900
Tank Destroyer 48,000 22,230
Recon Fighter 89,500 22,192
Fighter Squadron 29,000 44,384

Assault Team Earnings

Resource Warfunds / kill
Template:TemplateUSA Template:Germany
Infantry 40
Pilot 50
Paratrooper 100
Tank Crew 55
Recon 76
Motorcycle 45.6
Terrain Vehicle 45
Armoured Car 156.8
APC 160
Light Armor 750
Medium Armor 2,200
Heavy Armor 5,400
Medium Tank Destroyer 1,485
Fighter Plane 2,574
Transport Plane 1,000

Action (FPS) game Mission

Whenever players have joined and are actually playing the action game, then the auto-resolver is switched off. If any of the ATs in the action game are low on resources (less than spawn slots on that AT), then a new AT is picked out and sent to action game by using the same logic as described in the section about battle resolution.

At the end of an action game, the winner of that match stays where they were and the losing ATs are Un-deployed. The winner also assumes control of that battlefield. However, if any other enemy teams were still present on the battlefield, then another mission is created and the process is repeated; this time, the winner of the previous action game is defending. This process goes on until there are only one faction's ATs left on the battlefield.