Futuretech

**Dev. Status** | Conceptual

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FutureTech is one of the Allies' main weapon developers. Although they are mainly the ones creating weapons, they also have their own military, in case their facilities are under attack. Recently, they started a to a more active role with their military starting to venture out an conduct “field tests”, no explanation why. They “military” mainly consisting of a high amount of expensive, and highly experimental, super units that is mired a ridiculous amount of unreliability issues and crippling overspecialization (so their unstoppable against one type of unit but anything else can end them with a flick) supported by cheap, all-round, but weak and ultimately expendable PMC infantry and the overworked, and underpaid, engineering teams responsible for making their their machines work for more than a minute without exploding.

## Gameplay Style and Development

As a faction, Futuretech is about eliminiating their enemies.

### Build Mechanic

Using their chronotechnology to instantly teleport pre-fabricated buildings that builds within seconds. Small compact bases are the best for FutureTech.

### Units

All Futuretech vehicles, aircraft, and naval units, due to the sheer amount of frankly untested technology stuffed into them, are overengineered nightmares that tend to suffer from reliability issues. What this means is that whether it takes damage, despite the unit's high health and armour, or uses its ability there is a chance for the unit to suffer a a module damage, ranging from slower speed to being unable to attack. While these can be quickly repaired the reliability issue means that Futuretech can't be too aggressive without the support of their engineers unless they want their, obscenely expensive, machines to spontaneously explode.

### Tier Mechanic

The worst possible tiers, the Future Tech MUST Tier up by building all buildings. So, first, Power Plant, Barracks, Refinery, Warfactory, Airfield, FutureTech HQ, Experimental Complex, and finally Aeronautics Mainframe.

### Reinforcement Replacement

Due to their small numbers and the secrecy of these projects. Futuretech has no reinforcements in minor faction deathmatch. Instead, Futuretech creates and install prototype upgrades that fix the unreliability issues in their forces and unlock their full potential.

## Allied Wonder Weapons

### Engineer

With frankly how unreliable Futuretech overengineered and overpriced “super weapons” are, and their utter refusal to remove or downgrade their darlings. Futuretech has a literal division consisting of only engineers who are constantly overworked, underpaid (despite their paycheck being in six digits), and highly under appreciated/disrespected due to their various “complaints” on the sheer impracticality of their design and the constant proposal of imply downsizing or downgrading their tech, if only to make it profitable since the maintenance cost are haemorrhaging profit, that lead to demotion and bullying (since their way too valuable to be fired). And whenever these weapons are sent out for “field testing” the engineers follow, willingly or not, to make sure they work, leading to said division to unintentionally being the best combat engineers in the world, equipped with “obsolete” and rejected equipment that are Futuretechs most advance equipment built on a practical, if boring, system, the knowledge of which gives the engineers who wields them constant headaches of the potential their tech could reach if led by someone with more sense than money.

## Deathmatch Reinforcement

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### Reliable Engineering

Due to their small numbers and the secrecy of these projects. Futuretech has no reinforcements in minor faction deathmatch. Instead, Futuretech buys and researches upgrades that fix the unreliability issues in their forces and unlock their full potential.

### Deathmatch Protocols

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