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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:
- 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.
- 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)
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.
- 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.