Progression layerCash Economy
Persistent cash rewards useful actions and changes respawn decisions.
Editorial entries based on public information, footage, and source-linked observations.
Use system entries to connect cash, three-team warfare, building, destruction, and FOB-style positioning. These topics explain why a squad may leave a fight, preserve cash, or build for a reset instead of chasing one more elimination.
Read each entry as a decision prompt: what problem does it solve, when does it become risky, which guide expands the topic, and what official signal would change the recommendation. This keeps the database useful before Early Access without pretending that every class, weapon, map, or system value is final.
Use the tags on each card to compare entries quickly, then open the detail page when you need related guides, source context, confidence notes, and practical next steps for squad preparation.
| Current confidence | Moderate. These entries are source-aware editorial planning pages, not final official data sheets. |
|---|---|
| Best use | Start with the overview, open the related detail entries, then follow guide links for practical decisions and update triggers. |
| Update rule | Update this category when official UI, patch notes, or public tests confirm exact system rules and values. |
Progression layerPersistent cash rewards useful actions and changes respawn decisions.
Mode structureThree teams create unstable fronts where the third force can punish overextended winners.
Terrain controlConstruction and destruction matter when they change timing, cover, or revive safety.
A systems entry for players researching how cash can make support actions, resets, and equipment timing matter.
A construction-focused topic for players tracking how forward bases, cover, and destruction can reshape objective timing.