Wardogs, a military simulation first-person shooter, operates on a unique economic model where players must purchase essential gear like weapons, magazines, helmets, and body armor. The game rewards players with in-game currency for contributing to team objectives, which can then be used to unlock permanent upgrades and acquire temporary equipment. While the game allows for diverse playstyles, new players may find it challenging to accumulate enough funds for consistent unlocks, and some of the most profitable methods are not immediately apparent.
Developer Bulkhead has indicated that the beta's economy may be adjusted for the early access release, so specific figures are subject to change. This guide details several reliable methods for generating income based on extensive beta testing.
Spotting and Reconnaissance
Purchasing a pair of binoculars, which cost $75 in the beta, is presented as the simplest and most efficient early-game moneymaker. These tools allow players to mark enemy soldiers, vehicles, and structures, making them visible to teammates on the in-game map and world. Each successful spotting earns a small immediate cash bonus. Furthermore, when a spotted target is eliminated by a teammate, the spotter receives an assist bonus worth hundreds of in-game currency. This strategy offers a low-risk method to contribute and earn, allowing players to remain at a distance and observe enemy positions near Hot Zones or Forward Operating Bases (FOBs).
Constructing Forward Operating Bases (FOBs)
Another low-risk, high-reward playstyle involves constructing FOBs. Players can acquire a hammer and a FOB module to build a base in strategically advantageous locations. The default FOB spawn is typically near the team's starting area. After obtaining FOB supplies, players can transport them to a designated tower location. Constructing the FOB involves using the hammer on designated build points, with each swing earning approximately $15 in the beta. Completing a FOB can yield between $1,200 and $1,500, significantly more than a typical kill.
Medic and Support Roles
Reviving and healing teammates offers a profitable, action-oriented, non-lethal approach. Reviving a fallen ally is worth approximately $900 in the beta, and this can be accomplished without purchasing additional equipment. However, the default revive speed can be slow, necessitating the use of resuscitators. These single-use items are inexpensive and can be stocked in a large backpack. By following teammates and quickly reviving downed players, and also bandaging those with lower health for $200 each, players can accrue significant income. Upon reaching a higher Medic level, defibrillators become available for $1,600, with each battery usable for five revives, offering an even faster revival method.
Vehicle Operations
Driving the team's spawn vehicle, an APC equipped with a satellite dish, from headquarters to the objective zone can be a lucrative, albeit singular, task. Once delivered to a FOB, the vehicle generates income each time a teammate utilizes it. Alternatively, players can act as a "taxi" service by flying helicopters to transport teammates to the objective zone. This role provides direct cash for drop-offs, potential tips from appreciative passengers, and assist bonuses if those players secure kills. Proficiency in helicopter piloting is essential to avoid crashes or enemy fire, and it means foregoing direct combat, but it offers a steady income stream.
Economical Combat and Zone Control
A more direct approach involves playing the "cheapskate" role: equipping the least expensive weapons, ammunition, and armor. This allows players to engage in combat with minimal initial investment. The objective is to secure a kill, loot the enemy's gear for upgrades, and effectively save money while earning. Additionally, players passively earn hundreds of dollars per minute for simply occupying the Hot Zone, with bonus earnings for kills and assists within the area. This makes the Hot Zone a high-activity, high-reward location for those seeking direct engagement.