Population cap is different from the other resources in the sense that it does not accumulate over time. They are also used in upgrading individual units with more advanced weaponry. Munitions are used for powerful special abilities, such as throwing a grenade, or ordering a Strafing Run. Note: the HQ also provides a +5 fuel income. New buildings, vehicles, and global unit upgrades cost fuel, so denying your opponent this valuable resource is often a deciding factor in the game. There are no other additional costs involved in keeping units going and fighting, for example, a vehicle doesn't burn fuel as it drives around.įuel is the main limiting resource to how fast you can tech up to more powerful units, such as vehicles and tanks. There is an upkeep cost for every unit on the field: every single man you build slightly reduces manpower income. Holding sectors outside of the base increases manpower income marginally. The base sector holds no strategic point and cannot be captured by the opponent. Unlike the other resources, most of the manpower is earned through the base sector and the HQ. As such, its income is almost an order of magnitude greater than of fuel or munitions. Every unit costs manpower to purchase, it is used when constructing buildings and purchasing global upgrades. Manpower is the main resource in the game. High resource sectors are no less important than Victory Points! High resource points can give the player that holds them a significant advantage and they are often an objective of fights and pushes. As you can see, not every sector gives the same amount of resources.
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