# 1. Bug Fixes
1. **Global storage lag**
Transferring or sharing supplies between entities—even within the same base—can be very slow.
2. **Inconsistent refresh intervals**
Some players see no supply-share updates for 5–10 minutes, while others use it normally. This can block vehicle spawns (e.g. you queue a LAV but another player, without the bug, spawns an attack heli and consumes all available resources).
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# 2. Proposed Tweaks (will evolve)
| System Element | Current Behavior or Cost | Proposed Change | Proposed Change |
| ------------------------------------------------------ | ------------------------------ | ----------------------------------------------------------------------------------------------------------------------------- |
|---------------------------------|---------------------------------------------------|------------------------------------------------------------------------------------------------------- **AT rockets** | Default supply cost | • 100 supplies per RPG rocket • 150 supplies per US AT rocket launchers |
| **AT rockets** | Default supply cost | • 100 supplies per RPG rocket• 150 supplies per US AT rocket launchers Vehicle spawn costs** | Baseline cost & vehicle waste | Increase each vehicle’s cost by **20–50%** to encourage smarter resource use and reduce waste |
| **Vehicle spawn costs** | Baseline cost & vehicle waste | Increase each vehicle’s cost by **20–50%** to encourage smarter resource use and reduce wasteAI reinforcement spawns in supply points** | Standard delay, standard count | • Increase time delay between spawns |
| **AI reinforcement spawns in supply points** | Standard delay, standard count | • Increase time delay between spawns • Approximately **double** the number of AIs per spawn | | |
| **Vehicle count limits per base** | Unlimited | Unlimited | Impose per-base caps (e.g. 10 cars, 5 trucks, 2 LAV), enforced until vehicles are destroyed or heavily damaged (and isolated) |
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# 3. New Feature Suggestions
-* **“Port” buildings” for coastal bases**
Add a dock slot that boosts passive supply income from ~5 every 10 s up to **100 every 10 s**.Requires all surrounding bases to be captured; once all adjacent bases are secured, If the base is attacked,the coastal base’s port begins producing passive supplies over time (\~100 every 10 s). disable the portIf the port is attacked, it is disabled for 20 minutes.
-
* **CH-47 Chinook (US heavy transport helicopter)**
Introduce a Cold War–era Chinook (first built 1962) for large-scale supply runs. It’s slower and larger than the UH-1, balancing its higher capacity.
-
* **US equivalent to the UAZ-452**
A light utility vehicle capable of hauling **800 supplies** at high speed.
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* **Enhanced convoy logistics**
– Overhaul AI pathfinding for supply convoys to follow roads and avoid obstacles.
– Add a “convoy” command allowing multiple vehicles to move together.
– Implement a “load all supplies” command for vehicles at supply depots.
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# 4. Supply Runs
Supply runs earn XP according to the formula :
```
XP = (supplies_delivered / 10) × distance_km × 2
```
- XP gain depends on distance and amountFor example, delivering 100 supplies over 0.5 km yields (100 / 10) × 0.5 × 2 = 10 XP. To prevent farming exploits currently, no XP is awarded for any run shorter than 0.2 km.
**For the new formula, XP scales linearly with the straight-line, point‑to‑point distance between the pickup and drop‑off coordinates to prevent somebody just doing circles.**
All parameters in the formula—the divisor (10) and multiplier (2)—are tunable, prevent low xp run exploitsallowing balance adjustments to overall XP rates and progression pacing.