Master Progression Tree with Tactical Upgrades and Anti-Spawn Camp Features
Master Progression Tree (Levels 1-20)Every level provides a distinct tactical upgrade, strictly capping before any world-ending weapons.Level 1 | Infantry Basics: Standard rifles, sidearms, and manual weapon maintenance kits.Level 5 | Mortar Barrage: Fast-recharging, localized mortar strike for defensive infantry use.Level 8 | Base Security Control: Grants access to the Base Command Room to monitor radar and manually steer the Phalanx CIWS turrets against campers.Level 10 | Artillery Strike: Heavy, long-range bombardment shells to crack open enemy tanks, APCs, and remote structures.Level 12 | Forward Observer Role: Access to the invulnerable, weaponless target-marking class.Level 13 | Faction Vehicle Mastery: Activates combat flight controls, basic helicopters, and unguided vehicle rockets.Level 15 | Air Strike: High-speed jet runs dropping high-explosive ordnance directly onto painted waypoints.Level 17 | Cluster Bomb: Wide-area anti-personnel submunitions to wipe out open armor convoys.Level 19 | Napalm Run: A devastating 60-second firewall to completely block choke points and burn out hostile bases.Level 20 (MAX) | Fleet Command & Strategic Aviation: Warships, Aircraft Carriers, Heavy Strategic Bombers, Aerial Tankers, and Fleet Captain roles.Weapon Restrictions: Absolutely no nuclear weapons or ballistic missiles exist.The Invulnerable Forward Observer Class (Level 12)A highly specialized role designed to neutralize vehicle dominance through absolute coordination.Total Invulnerability: Completely immune to bullets, explosives, vehicle crashes, or tactical strikes.Zero-Damage Loadout: Carries zero firearms, knives, or grenades. They cannot harm any player or vehicle.Tracking Gear: Equipped with a tripod-mounted Handheld Laser Designator (G/VLLD) for painting targets, a Thermal Recon Drone for scouting, and a Tracer Gun firing sticky chemical tracking darts.Master of Ordnance: The only class that can call in all five tactical strikes without any class restrictions, granting teammates a 50% faster lock-on bonus against painted targets.Balancing Caps: Cannot pilot or drive any vehicles (passenger only). Entering an enemy base territory instantly fries and disables all their tracking gear via electronic jammers. Leaves a faint, glowing energy trail so enemies know they are being actively watched.Combat Strikes & Class VariationsEvery player can call in fire support to defend themselves against heavy armor, split by class specializations:Assault Class: Napalm & Cluster Strikes.Engineer Class: Heavy Artillery Strikes.Support Class: Localized Mortar Barrages.Recon Class: Precision Jet Air Strikes.Faction Airbase Security & Anti-Spawn Camp SystemBuilt specifically to stop base lockouts from enemy jets, tanks, APCs, and helicopters.The Phalanx CIWS Network: Automated, high-velocity gun towers lining the base perimeter that instantly track and shred any enemy aircraft or armor entering a 500-meter radius.The "Iron Dome" Barrier: An invisible tactical shield over the barracks and runways that completely absorbs incoming enemy tank shells, rockets, and mortar rounds.Underground Tunnel Logistics: Eliminates open-ground traversal. A network of fortified concrete tunnels runs beneath the base, letting players walk from the barracks directly inside the sealed hangar bays.Vengeance Buff & Spotting: Players spawning into a camped base receive a 75% faster cooldown on their tactical strikes. Any enemy vehicle lingering near the base gates for over 45 seconds receives a permanent red skull HUD marker visible to the entire team through walls.High-Fidelity Aviation & Mandatory LogisticsNo menus, no instant spawns, and pure physical simulation.Forced Airbase LogisticsNo Spawn Menus: Vehicles cannot be spawned via UI. You must physically walk through the underground tunnels into a physical hangar.Manual Handling: Pilots or ground crews must manually hook up a physical tow bar to pull the plane out onto the active. Combat .