OWNER DESIGN PREVIEW · MASTERY03626-R4 · NO SAVED PROGRESS CHANGED

Your class. Your colours.

Keep the character you recognise. Let its outer rim, ribbons and service medals tell the story of how you play.

This is a cosmetic preview. Levels, XP and medals below are examples. They do not unlock classes, change combat stats, spend points or edit your Service Card.
A SEPARATE CAREER FOR EACH CLASS

Grow into your role.

Both factions share class XP

Field Issue keeps the standard character icon and its normal border, with no earned material trim, ribbons or side ornaments. Every material has I–V divisions. Silver and higher keep their side laurels on the small HUD portrait too.

INCREASING CLASS XP REQUIREMENTS

From field issue to Diamond.

Proposal: 30 XP per active class minute, plus up to 30 for useful performance. Each promotion costs roughly 10% more than the previous one. Wood V → Iron I resets the Roman division, never your accumulated XP. These are planning estimates, not measured earn rates.

MaterialDivisionsTotal XP to I → VIllustrative time to I → V
THE SAME DISTINCTION, HARDER TO EARN

Bronze. Silver. Gold.

Medals recognise qualified tactical feats, rather than ordinary hits. Keep the same approved symbol and earn its Bronze, Silver and Gold grades by repeating the feat: usually 10 / 50 / 125 times, with 5 / 25 / 75 reserved for rare, demanding feats.

More things worth doing.

Eligible enemies means humans and named class-role bots, not Grunts or Heavies. Explicit objective-termite feats are separate. Repeated damage, harmless healing and empty-zone idling do not qualify. Existing awards would be preserved, but old hit totals cannot prove these new feats. This page changes no saved progress.

REASONS TO RETURN

Three goals at different distances.

Next match

Earn class XP through active time plus useful combat, objectives and support. Progress does not depend on one rare feat.

Next session

Reach the next Roman division or attempt a tactical medal. A new material begins at I after the previous V.

Long term

Work towards Diamond V, earn Gold distinctions and choose three medals to display on your Service Card.

Class XP: only the class you are actively using earns it. Death and class changes keep each career's progress. Both factions contribute to the same class career.

Active time: travelling to an objective, fighting, escorting and defending under threat count. Menus, respawn waits and idle camping do not. A proposed 30 XP/minute time reward gives steady progress even in a difficult match.

Performance: useful class support, objectives and eligible combat contribute up to another 30 XP/minute. No per-target multiplication for an AoE and no Grunt/Heavy kill farming. Event weights still need a separate balance trial.

Where to show it: class selection and your own HUD first; selected-class badges on the scoreboard, kill card and Service Card. Keep large in-world badges out of crowded fights.

Progress safety: the current trial saves cosmetic Service Cards in this browser. Account-backed class progression and cross-device saving are a later step; this preview does not pretend those systems exist.

The material milestones and medal multipliers are approved starting directions. The XP curve and extra medal families are proposals for this review. Queen/rare-class earning rates need separate pacing before persistence is integrated.