
Template mission folders for each game mode to allow rapid creation of new missions.

Support for faction dependent multiplayer announcers in all game modes (audio files are not included). Killstreak system all core game modes support the following killstreaks 3 kills=UAV recon, 5 kills=Predator missile, 7 kills=Precision airstrike/JDAM, 10 kills=Reaper UCAV, 15 kills=AC-130 pass New gear including proximity triggered claymores, underslung shotguns, grip-pods, flashbangs, frag-12 ammo and more. Only sniper rifles and explosives are one hit kills.

Inverse armor, hitting the torso does more damage than hitting arms or legs. MP weapon balancing carefully chosen weapons and parameters to ensure no weapon is identical to another, each have their own strengths and weaknesses in terms of damage, recoil, rate of fire, magazine capacity, price and accessory range.Īrcade health system regenerating health, wounds cause blackouts depending upon severity. Up to 72 possible accessory combinations per weapon, 32 weapons available. Modular Weapon Attachments purchase custom optics and accessories. Saved custom class loadouts are available for use in core game modes.įive base classes available for use until the player replaces them with custom classes (base class loadouts can be tailored to the mission by the mission designer). Several lobby buy-in options available, in-game double down voting supported.Ĭreate-A-Class mode Try out weapons at the firing range, purchase weapons from an in-game shop that can be saved to one of five customised loadouts.

Gamble your FlashPoints against other players in wager matches. Use your FlashPoints to purchase weapons and attachments in the Create-A-Class mode. In game currency: FlashPoints, earn ten flashpoints per kill in core game modes, earn a match bonus based on how long you play. Persistent client side player profile implemented using Sinews of War saving.
