# Fixes
1. **Supply “updates”**
- At bases, supply points, and vehicles, supply counts don’t refresh—or refresh too slowly. For example, after dropping off 1,500 supplies in a heavy-vehicle area, I sometimes can’t spend them for about ten minutes. I know this bug is on the radar, but I’m flagging it just in case.
- Moving supplies between a point and a vehicle (or vice-versa) lags before the new total shows up.
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# Tweaks
- Give more XP to players who deliver supplies.
- Award more XP for killing enemies while defending a base.
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# New features
- Squad Leaders get an XP bonus based on how many people are in their squad—and a penalty if they’re running solo.
- Add “logistics assists”: if someone earns XP for delivering supplies to a base, the player who loaded or unloaded those supplies also gets a share. That rewards people who guard or handle supply runs.
- Rework the Veteran XP perk:
- **Option A:** Veterans start each match as Corporal instead of Private—but only if they’ve reached Captain at least once on that server.
- **Option B:** Keep 20 % of the XP from your last session, up to Sergeant.
- Award extra XP when players revive a teammate or fully heal them with a medical kit.
- Give an XP bonus for capturing a point together with squad-mates.
- The squad leader—not each individual member—sets the current target.
- Add more intermediate ranks.
# Linked tickets
- T190770 ; T189597 ; T177503 ; T184874 ; T180686# Vision
I aim to comprehensively overhaul the XP progression loop to eliminate trivial farming exploits—like repetitive antenna captures or short, low-value supply runs—while elevating squad coordination and valuable support roles. I intend to empower squad leaders to set and steer objectives, reinforce teamwork through proximity-based XP bonuses, and recognize key logistic efforts such as supply deliveries under fire. At the same time, this redesign will introduce intermediate ranks for smoother advancement, reimagine veteran perks to reward sustained play without unbalancing new matches, and build in anti-farming safeguards to maintain fair, engaging progression for all players.
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# Biased
I'm biased: I'm currently playing on a server where matches typically last between 4 to 10 hours, which feels like an ideal span. The aim isn't to play the entire duration—life happens—but to maintain a sense of "constant warfare."
In my view, matches could stretch even longer (up to a week), but current mechanics don't allow for that scale.
This suggestion seeks to reduce short-lived matches by curbing overly rapid XP gains relative to layer progression, while also preventing frustration from excessive XP grinding. My proposed solution includes adding small XP persistence across matches, emphasizing teamwork bonuses, and reducing baseline XP rates.
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# Summary
This summary encapsulates the major proposal updates: refined progression pacing, enhanced squad mechanics, logistics improvements, anti-exploit safeguards, and tunable formulas to balance XP gains.
| **Feature** | **Mechanics** | **Intended Behavior** |
| ------------------------------------- | ----------------------------------------------------------------------------------------------------------- | ------------------------------------------------------------------ |
| Bonus XP for firefights | +30% XP when delivering supplies to bases under attack or attacked in the last 20 minutes | Draw support to high-conflict areas |
| Low-supply base bonus | +5% XP for deliveries to bases with under 1,500 supplies | Prevent base starvation and discourage exploit loops |
| Logistics assistance reward | Loader gains 20% of final delivery XP only upon full unload | Encourage genuine logistical teamwork while delaying exploit gains |
| Supply run XP formula | `(supplies/10) × straight_line_distance_km × 2`, no flat XP for runs <0.2 km | Scale XP with distance to prevent circular farming |
| General XP Adjustment | Reduce all baseline XP sources (kills, objectives, supply runs, etc) by 20% | Balance progression pacing and emphasize new bonus systems |
| Squad leader target assignment | Only the squad leader can set objectives; volunteer bonus for nearby members | Improve squad cohesion and prevent lone-wolf tactics |
| Proximity-based XP multiplier | +5% XP per nearby squadmate within 300 m (up to +20%), optional +10% leader bonus | Reward squad coordination and collective presence |
| Intermediate progression ranks | Added intermediary ranks (e.g., PFC, Lance Corporal, Staff Sergeant) smoothing XP jumps | Provide frequent milestones and maintain player motivation |
| Veteran XP perk (Option A / Option B) | Option A: Start at Corporal if previously Captain; Option B: Retain 20% of last session XP (up to Sergeant) | Reward veteran status without unbalancing new matches |
| Revival & healing bonus | Extra XP for reviving teammates or fully healing them with medical kits | Incentivize support roles and enhance team survivability |
| Defend base kill bonus | Increased XP for kills while defending a base | Encourage active defense of objectives |
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# Fixes
1. **Supply count refresh delays**
* Supply values at bases, points, and vehicles sometimes fail to update promptly, causing players to wait up to ten minutes after depositing large loads before spending resources.
* Transfers of supplies between points and vehicles exhibit lag before reflecting the updated totals, disrupting gameplay flow.
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# General XP Adjustment
To maintain a balanced progression curve and support the new teamwork and logistics features, baseline XP rewards will be reduced by 20%. This adjustment ensures that total XP acquisition remains in line with intended match durations and underscores the value of cooperative and strategic gameplay.
* **Baseline reduction:** Decrease all standard XP sources (kills, captures, objectives) by 20%.
* **Integration with bonuses:** Coordinate the reduction with new proximity, supply, and veteran bonuses to encourage players to engage with the revamped systems.
* **Progression pacing:** Slow rank advancement to extend match engagement, reduce rapid power spikes, and sustain a “constant warfare” feel.
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# Squads Rework
**Target assignment refinement**: The squad leader exclusively designates the current objective, rather than each member. Intended behavior : Quality of life for players behaving in squads, prevent lone-wolf members going solo in another point. Keep the "volunteer" bonus when capturing a point for any members in the area of the point if the squad lead selected it.
**Implement a proximity-based XP multiplier tied to squad engagement**: when earning XP from personal actions (objectives, logistics, troop movement), players gain bonus XP based on the number of squadmates within 300 meters. No "shared XP".
* +5% XP for one nearby squadmate, scaling up to +20% with five or more.
* Applies both to squad members and leaders.
* Optional additional +0% bonus for the squad leader’s actions.
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# Extended Progression Ranks
To provide clearer milestones and steady feedback, this proposed structure adds intermediary ranks between existing tiers, smoothing out large XP jumps and offering more frequent rewards and prevent people grinding a level for a "small" thing. (example : Silencers, having intermediate level instead of downgrading them into lower ranks)
| **New Rank** | **Position** | **Approx. XP Range** | **Previous XP** |
| ------------------- | ----------------------------- | -------------------- | --------------- |
| Private | 0 XP start | 0 – 1,000 | 0 |
| Private First Class | Between Private → Corporal | 1,000 – 2,000 | 1,500 |
| Corporal | Current 2nd rank | 2,000 – 5,000 | 2,000 |
| Lance Corporal | Between Corporal → Sergeant | 5,000 – 8,000 | 6,500 |
| Sergeant | Current 3rd rank | 8,000 – 12,000 | 8,000 |
| Staff Sergeant | Between Sergeant → Lieutenant | 12,000 – 16,000 | 14,000 |
| Lieutenant | Current 4th rank | 16,000 – 20,000 | 16,000 |
| Warrant Officer | Between Lieutenant → Captain | 20,000 – 24,000 | 22,000 |
| Captain | Current 5th rank | 24,000 – 30,000 | 24,000 |
| Master Sergeant | Between Captain → Major | 30,000 – 36,000 | 33,000 |
| Major | Current 6th rank | 36,000+ | 36,000 |
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# Supplies
In this chapter, each supply-focused feature shares a core goal: ensuring strategic, high-impact contributions rather than trivial or exploitative runs. The intended behavior is to direct player incentives toward supporting frontline bases under fire, maintaining resilient supply levels, and rewarding genuine logistical teamwork.
* **Bonus XP for firefights**: +30% XP when delivering supplies to bases currently experiencing firefights or attacked within the past 20 minutes. Bonus available but not cumulable when having firefights during transport.
* **Bonus XP for low-supply bases**: +5% XP for deliveries to bases with under 1,500 supplies. *Potential exploitation risk: Loading and unloading 1500 supplies between 2 bases or things like this?*
* **Logistics assistance reward**: 20% of the final delivery XP is awarded to the player who loaded the supplies, but only when those supplies are fully unloaded at the destination. For example, if 1,000 supplies are loaded and the delivery earns 100 XP, the loader receives 20 XP (20%).
*Potential exploitation risk.*
*Open question:* What measures can prevent abuse while fairly recognizing support roles?
* **Supply run XP formula**: Under the current system, supply runs shorter than 0.2 km earn a fixed XP based solely on the supply amount, regardless of distance. In this redesign, XP is calculated as `(supplies_delivered / 10) × straight_line_distance_km × 2`, scaling directly with the point‑to‑point distance between pickup and drop‑off to prevent circular farming exploits. All formula parameters (divisor = 10, multiplier = 2) are tunable to balance overall XP rates and progression pacing. (see Supplies rework request : T191533)
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# Linked tickets
* T190770
* T189597
* T177503
* T184874
* T180686