Pick what you did, set where it happened and who was involved, and read what it pays with the arithmetic shown.
Every payout scales with the head count. Under ten players nothing pays, and the full rate needs 60.
Drag along the curve to set players on the server.
(1 - 0 × 0.24) × ((300 + 0 × 50) × 1 × 0.5 + (300 + 0 × 50) × 1 × 0.5) × 1 × 1 × 1 × 1 × 1 = $300
(1 - 0 × 0.24) × 250 = 250 XP
Gold lines are the picks your situation made. Grey ones are the table's constants.
Every action in WARDOGS pays through the same machine: a base amount for the event, a multiplier for where it happened, and a stack of situational factors on top. A kill in the open pays a few hundred. The same kill inside the Hot Zone pays ten times that, and a long shot into it pays more again.
Pick the event, set the situation, and the board shows the cash and the role XP, plus a receipt of every factor that moved the number. The zone strip shows what the same action is worth in each ring, so the question of where to fight answers itself.
Cash starts from a base for the event and splits into two halves: one scored on where you stand, one on where the target is. A kill weighs them evenly, so a shooter inside the circle who drops someone outside it still earns half the zone bonus. Heals and revives put the whole weight on the patient, which is why a medic's own position never matters. Sniper, artillery and explosive kills weigh the target alone.
Then the situation multiplies through: revenge, a shutdown, a kill streak, a team kill, distance for a long shot, a victim who gets revived. The receipt prints each one and the condition that switched it on.
Doing the same thing to the same player pays less each time. Kills and revives lose about a quarter per repeat, four deep, so the fifth kill on one opponent keeps four percent of its value. Refuel and repair ticks slide far more gently over forty repeats.
Streaks go the other way. Each kill after the first adds a flat bonus up to a cap, a tank or helicopter kill streak adds much more, and every consecutive tick inside the Hot Zone adds to the presence rent. A kill from a crewed vehicle is shared, and each extra crew member takes a fifth off the shooter's cut.
Every payout scales with the number of players on the server. Under ten nothing pays at all, a server in the forties pays most of the rate, and the full rate needs sixty. That is why the same revive can read $800 one evening and $640 the next.
When the match ends each faction places, and placing pays twice: a flat amount for the position, and a bonus cut of what you earned during the match, counted up to a cap. XP gets its own bonus on the same ladder. The end of match tab runs the numbers for your earnings.
XP follows the same tables with its own amounts, mostly flat figures that change with the situation rather than multiply through it. It lands in the track of the item or vehicle behind the event, and the board names that track beside the number. A rifle or pistol kill feeds Assault, an SMG kill feeds Medic, an LMG, shotgun or launcher kill feeds Support, a marksman or sniper kill feeds Recon. Medical items feed Medic, tools, explosives and supplies feed Support, spotting feeds Recon, a delivery feeds Driver from a truck or Pilot from a helicopter, and the things you do with your hands, such as capturing a tower or hacking a FOB, feed Assault. The progression board shows what those levels unlock.
A kill starts at $300, or $350 for a headshot, and 250 role XP. Inside the Control Zone the cash multiplies by five and inside the Hot Zone by ten, split half on where you stand and half on where the victim falls. A revenge kill doubles it, ending someone's streak adds half again, and a sniper kill scales with distance up to four times.
Three things cut a kill to nearly zero: the victim's team revived them, which keeps one percent of the value; you had already killed the same player several times in a row; or the server had too few players. A team kill goes further and costs you three times the kill's value.
No. Medical rewards weigh the patient's position alone, so a revive on someone lying inside the Hot Zone pays four times the open-field rate wherever you ran in from. The same patient picked up again pays about a quarter less each time.
Every reward scales with how many players are on the server. Under ten players nothing pays, a server of forty-five pays eighty percent of the rate, and the full rate needs sixty. Set the player count in the calculator to see the exact figure for your server.
A flat amount for your faction's place, $1,000 for first, $500 for second and $250 for third, plus a bonus cut of the cash you earned during the match, counted up to $100,000: thirty percent for first, twenty-five for second and twenty for third. Match XP up to 2,500 gets its own multiplier of two, one and three quarters or one and a half.
No. A running drill rig pays the Hot Zone rate for everything inside it, and firing the drill itself pays $2,500. Standing in the Hot Zone still pays double the outer circle per tick, with a growing bonus for every consecutive tick.