WF was a pretty standard class-based shooter with 4 classes:
- Rifleman: shoot stuff and supply ammo to your teammates. Uses assault rifles and machine guns.
- Sniper: just shoot stuff and try not to die, you glass cannon. Uses sniper rifles and DMRs.
- Medic: keep those reckless ray-tards alive, and don't shoot stuff, 'cause your range is shit. Uses shotguns.
- Engineer: supply armour points to your teammates and deploy mines if you can. You usually can't. Uses SMGs and (sub-)compact assault rifles like the M4 SCW, H&K G36c, or the Sig-Sauer 552/553.
Usually, everyone wanted to play as a kewl sniper, noone wanted to play as medic and take the inevitable blame, and noone gave a shit about the engineer.
There were three types of in-game currency: "warbucks", the standard play money; "crowns", which trickled in by successfully completing the three daily missions for the first time and for completing the more difficult special ops; and "kredits", which were the MTX money.
Kills and completion time were scored, and both played a large part in the amount of crowns gained for completing a mission.
There were three combat missions every day with increasing difficulty, i.e. one "easy", one "normal", and one "hard". They generally lasted 10-20 minutes depending the difficulty and stage composition. There were standard "kill everything", "safari", and "boss" missions with different locales and sections in them. Safari was a variation on "kill eveything" as it took players on a vehicle (raft, APC, flatbed truck) and had them shooting targets located along a fixed path. Boss missions ended with taking down either a mech or a Ka-52 chopper with unguided missiles. They were FIM Stingers, for fuck's sake, make them homing at least, if a chopper's going to take ten of them! Locales were either a generic "favela", a generic "burnt-out area in the Balkans", or a generic "Chinese city", and later, "African oasis", with all of them having a randomized string of stages from their own distinct pools.
Special Ops, extremely difficult, multi-stage were introduced later. They took at least an hour, had varied ares, and required experienced teams of experienced player who knew each other's strengths and weaknesses and could compensate for each them.
Upon dying, players could either be resurrected by a medic, use a resurrection token, or wait until the next checkpoint and respawn. Checkpoints also refilled every kind of ammo. Riflemen could refill weapons ammunition, but not grenades or mines. Problem is, tokens had to be bought with real money, medics used the same regenerating "healing charge" for healing and resurrection, with resurrection needing and taking all of it, and checkpoints could be too far when it counted. The usage of resurrection tokens was unlimited initially, but was later limited to 1 per checkpoint in "hard" and "spec ops" missions. This generally meant teams had to take 2 medics for these missions, and it provided some quality griefing opportunities.