Difference between revisions of "Resource Node"

 
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'''"Resource Nodes"''' are non-combat nodes that upon entering, add a specific amount of a specific "main resources" ({{Fuel}}{{Ammo}}{{Steel}}{{Bauxite}}), "consumables" ({{IR}}{{IC}}{{DM}}), or "coin boxes" ({{FBsmall}}{{FBmedium}}{{FBlarge}}) to the '''stockpile'''. Resource Nodes do not refill the fleet's current resource levels.
+
'''"Resource Nodes"''' are non-combat nodes that upon entering, add a specific amount of a specific "main resources" ({{Fuel}}{{Ammo}}{{Steel}}{{Bauxite}}), "items" ({{IR}}{{IC}}{{DM}}), or "coin boxes" ({{FBsmall}}{{FBmedium}}{{FBlarge}}) to the '''stockpile'''. Resource Nodes do not refill the fleet's current resource levels.
  
 
=Nodes Behaviours=
 
=Nodes Behaviours=
Line 6: Line 6:
 
==Gain Modifiers==
 
==Gain Modifiers==
 
{{Gain Modifier|uncollapsed=true}}
 
{{Gain Modifier|uncollapsed=true}}
 +
{{Gain Modifier Sp}}
 +
{{Gain Modifier Sp2}}
 +
{{Gain Modifier Item}}
  
 
==Regular Resource Nodes==
 
==Regular Resource Nodes==
 
[[File:ResourceNode.png|right|50px|Resource Node]]
 
[[File:ResourceNode.png|right|50px|Resource Node]]
'''"Regular Resource Nodes"''' are resource nodes that add a specific amount of a specific main resource or consumable, with no specific rules or limitations.
+
'''"Regular Resource Nodes"''' are resource nodes that add a specific amount of a specific "main resources" ({{Fuel}}{{Ammo}}{{Steel}}{{Bauxite}}), with no specific rules or limitations.
  
'''"Main resource"''' gains can be increased by using some {{LandingCraft}} [[Landing Craft]], {{Amphibious Tank}} [[Special Amphibious Tank]]s, or {{Drum}} [[Drum]]s (''see the [[#Gain Modifiers|above table]]'').
+
'''"Main resource"''' gains can be increased by using some {{Landing Craft}} [[Landing Craft]], {{Amphibious Tank}} [[Amphibious Vehicle]]s, or {{Drum}} [[Drum Canister]]s (''see the [[#Gain Modifiers|above table]]'').
*There is no cap to the amount of resource gained at once, but the amount of "Gain Modifiers" that can be brought.
+
*There is no cap to the amount of resources gained at once, but the amount of "Gain Modifiers" that can be brought.
 
 
'''"Consumables"''' and '''"coin boxes"''' gains are '''1''' at base level.
 
*Using enough {{LandingCraft}} [[Landing Craft]] or {{Amphibious Tank}} [[Special Amphibious Tank]]s, will increase the chance of getting '''2''' consumables on some.
 
*See the [[#Consumables|following table]] for more details.
 
  
 
;Notes
 
;Notes
 
*The resources are added to the overall stockpile ONLY if either:
 
*The resources are added to the overall stockpile ONLY if either:
 
**The node is a "dead-end".
 
**The node is a "dead-end".
**The subsequent '''battle''' node must be completed.  
+
**The subsequent '''battle''' node must be completed.
 
*Immediately refreshing the game after reaching such nodes '''does not''' provide resources.
 
*Immediately refreshing the game after reaching such nodes '''does not''' provide resources.
  
 
==Special Resource Nodes==
 
==Special Resource Nodes==
Some resource nodes present unique behaviors, having a cap to the amount of resource gained at once, and having [[#Gain Modifiers]] with different effects. They are [[1-6]] nodes {{MapRoute|G|green|M|green}} (with additional unique behaviours), [[2-4]] node {{MapRoute|A|green}}, [[2-5]] nodes {{MapRoute|M|green|N|green}}, [[3-2]] node {{MapRoute|I|green}}, [[3-4]] nodes {{MapRoute|K|green|O|green}}, [[3-5]] node {{MapRoute|J|green}}, [[5-4]] node {{MapRoute|I|green}}, and [[5-5]] node {{MapRoute|O|green}}.
+
Some resource nodes present unique behaviors, having a cap to the amount of resource gained at once, and having [[#Gain Modifiers]] with different effects. They are the:
 +
*Type 1: [[2-4]] {{MapNode|A|green}}, [[2-5]] {{MapRoute|M|green|N|green}}, [[3-2]] {{MapNode|I|green}}, [[3-4]] {{MapRoute|K|green|O|green}}, [[5-4]] {{MapNode|I|green}}, [[5-5]] {{MapNode|O|green}},
 +
*Type 2: [[1-6]] {{MapRoute|G|green|M|green}}, [[3-5]] {{MapNode|J|green}}.
  
  
 
[[File:FinishLineNode.png|right|50px|Finish Line / Harbour Node]]
 
[[File:FinishLineNode.png|right|50px|Finish Line / Harbour Node]]
 
In addition, '''"Finish Line"/"Harbour Nodes"''' are often considered "Ending Nodes" like Boss Nodes.
 
In addition, '''"Finish Line"/"Harbour Nodes"''' are often considered "Ending Nodes" like Boss Nodes.
*They can reward none, one, or two resources at once, but no consumable so far.
+
*They can reward none, one, or two resources at once, but no item so far.
**Like regular resources nodes, using {{LandingCraft}} [[Landing Craft]], {{Amphibious Tank}} [[Special Amphibious Tank]]s, and {{Drum}} [[Drum]]s, increases the resource gain, but equipment effectiveness may vary.
+
**Like regular resources nodes, using {{Landing Craft}} [[Landing Craft]], {{Amphibious Tank}} [[Amphibious Vehicle]]s, and {{Drum}} [[Drum Canister]]s, increases the resource gain, but equipment effectiveness may vary.
 
**In addition, some ships or ship types can also increase the resource gain.
 
**In addition, some ships or ship types can also increase the resource gain.
**So far, the only such node in regular maps is [[7-4]] node {{MapRoute|O|green}}.
+
**So far, the only such node in regular maps is [[7-4]] node {{MapNode|O|green}}.
  
*In [[1-6]], the Finish Line at node {{MapRoute|N}} has a pool of possible resources as rewards rather than a single one.
+
*In [[1-6]], the Finish Line at node {{MapNode|N}} has a pool of possible resources as rewards rather than a single one.
 
**Unlike other Nodes, the resources here cannot be increased using any equipment or ship.
 
**Unlike other Nodes, the resources here cannot be increased using any equipment or ship.
 +
 +
===Item Nodes===
 +
Nodes giving "items" ({{IR}}{{IC}}{{DM}}) and "coin boxes" ({{FBsmall}}{{FBmedium}}{{FBlarge}}) will only give  '''1''' by default.
 +
*Using enough {{Landing Craft}} [[Landing Craft]] or {{Amphibious Tank}} [[Amphibious Vehicle]]s on enough ships, can add a chance of getting '''2''' items instead, on some of those nodes.
 +
*See the [[#Items|following table]] for more details.
 +
 +
;Notes
 +
*Items are rewarded in any situation, so refreshing the game once reaching the node will still add it, even if the sortie did not properly resolved.
 +
**This is only applicable to the {{IC}} on [[2-1]] and {{DM}} on [[2-4]] for mid sortie nodes so far, all other nodes being dead-ends anyway.
  
 
==Aerial Reconnaissance Node==
 
==Aerial Reconnaissance Node==
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| 40|| 60
 
| 40|| 60
 
| 5|| 50
 
| 5|| 50
| 3.0|| 2.0
+
| 3.0<ref>Bug:7-3's bauxite node has gains likes the other resources</ref>|| 2.0
 
|-
 
|-
 
! rowspan=7| W4
 
! rowspan=7| W4
Line 413: Line 423:
 
| 3.0|| 2.0
 
| 3.0|| 2.0
 
|}
 
|}
 +
<references/>
  
 
===Special Nodes===
 
===Special Nodes===
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! rowspan=12|
 
! rowspan=12|
 
! colspan=2| Ressource Gains Pool
 
! colspan=2| Ressource Gains Pool
! colspan=7| Equipment Effects (per [[#Gain Modifiers|type]])
+
! colspan=2| Equipment Effects (per [[#Gain Modifiers|type]])
 
|-
 
|-
 
! {{Fuel}}
 
! {{Fuel}}
Line 428: Line 439:
 
! Base
 
! Base
 
! Cap
 
! Cap
! style="color:black;background-color:#A9D08E"| A1
+
! style="color:black;background-color:#A9D08E"| A
! style="color:black;background-color:#A9D08E"| A2
 
! style="color:black;background-color:#A9D08E"| A3
 
! style="color:black;background-color:#A9D08E"| A4
 
! style="color:black;background-color:#A9D08E"| A5
 
! style="color:black;background-color:#A9D08E"| A6
 
 
! style="color:black;background-color:#AEAAAA"| B
 
! style="color:black;background-color:#AEAAAA"| B
|-
 
! rowspan=2| W1
 
! rowspan=2| [[1-6]]
 
! G
 
|
 
| style="color:black;background-color:#C90"| ✔️
 
|
 
|
 
| 20|| 40
 
| 6.00|| 5.00|| 2.50|| 1.50|| 1.10|| 0.75|| 0.00
 
|-
 
! M
 
| style="color:black;background-color:#00B050"| ✔️
 
|
 
|
 
|
 
| 40|| 80
 
| 12.00|| 10.00|| 5.00|| 3.00|| 2.20|| 1.50|| 0.00
 
 
|-
 
|-
 
! rowspan=2| W2
 
! rowspan=2| W2
Line 463: Line 451:
 
| 50
 
| 50
 
| 150
 
| 150
| colspan=6| 5.0
+
| 5.0
 
| 10.0
 
| 10.0
 
|-
 
|-
Line 473: Line 461:
 
| 50
 
| 50
 
| 150
 
| 150
| colspan=6| 10.0
+
| 10.0
 
| 5.0
 
| 5.0
|-
 
! W3
 
! [[3-5]]
 
! B
 
|
 
| style="color:black;background-color:#C90"| ✔️
 
|
 
|
 
| 50|| 150
 
| 24.00|| 20.00|| 10.00|| 6.00|| 4.40|| 3.00|| 10.00
 
 
|-
 
|-
 
! rowspan=2| W5
 
! rowspan=2| W5
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| 60
 
| 60
 
| 180
 
| 180
| colspan=6| 10.0
 
 
| 15.0
 
| 15.0
 +
| 10.0
 
|-
 
|-
 
! [[5-5]]
 
! [[5-5]]
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| 40
 
| 40
 
| 180
 
| 180
| colspan=6| 10.0
+
| 10.0
 
| 15.0
 
| 15.0
 
|-
 
|-
! colspan=21|  
+
! colspan=16|  
 
|-
 
|-
 
! rowspan=2| W7
 
! rowspan=2| W7
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| 40
 
| 40
 
| 200
 
| 200
| colspan=6| 7.00
+
| 7.00
 
| 8.00
 
| 8.00
 
|-
 
|-
Line 529: Line 507:
 
| 20
 
| 20
 
| 120
 
| 120
| colspan=6| 10.00
+
| 10.00
 
| 6.00
 
| 6.00
 
|}
 
|}
 
+
{|class="wikitable" style="text-align:center"
 +
! rowspan=2 colspan=3| Nodes
 +
! colspan=4| Resource Type
 +
! rowspan=5|
 +
! colspan=2| Ressource Gains Pool
 +
! colspan=9| Equipment Effects (per [[#Gain Modifiers|type]])
 +
|-
 +
! {{Fuel}}
 +
! {{Ammo}}
 +
! {{Steel}}
 +
! {{Bauxite}}
 +
! Base
 +
! Cap
 +
! style="color:black;background-color:#A9D08E"| A1
 +
! style="color:black;background-color:#A9D08E"| A2
 +
! style="color:black;background-color:#A9D08E"| A3
 +
! style="color:black;background-color:#A9D08E"| A4
 +
! style="color:black;background-color:#A9D08E"| A5
 +
! style="color:black;background-color:#A9D08E"| A6
 +
! style="color:black;background-color:#A9D08E"| A7
 +
! style="color:black;background-color:#A9D08E"| A8
 +
! style="color:black;background-color:#AEAAAA"| B
 +
|-
 +
! rowspan=2| W1
 +
! rowspan=2| [[1-6]]
 +
! G
 +
|
 +
| style="color:black;background-color:#C90"| ✔️
 +
|
 +
|
 +
| 20|| 40
 +
| 6.00|| 5.50|| 5.00|| 4.50|| 2.50|| 1.50|| 1.10|| 0.75|| 0.00
 +
|-
 +
! M
 +
| style="color:black;background-color:#00B050"| ✔️
 +
|
 +
|
 +
|
 +
| 40|| 80
 +
| 12.00|| 11.00|| 10.00|| 9.00|| 5.00|| 3.00|| 2.20|| 1.50|| 0.00
 +
|-
 +
! W3
 +
! [[3-5]]
 +
! B
 +
|
 +
| style="color:black;background-color:#C90"| ✔️
 +
|
 +
|
 +
| 50|| 150
 +
| 24.00|| 22.00|| 20.00|| 18.00|| 10.00|| 6.00|| 4.40|| 3.00|| 10.00
 +
|}
  
 
{|class="wikitable" style="text-align:center"
 
{|class="wikitable" style="text-align:center"
Line 540: Line 568:
 
! rowspan=2 colspan=4| Base Resource Gains Pool
 
! rowspan=2 colspan=4| Base Resource Gains Pool
 
! rowspan=2| Avg
 
! rowspan=2| Avg
! rowspan=2| Max
 
 
|-
 
|-
 
! {{Fuel}}!! {{Ammo}}!! {{Steel}}!! {{Bauxite}}
 
! {{Fuel}}!! {{Ammo}}!! {{Steel}}!! {{Bauxite}}
Line 548: Line 575:
 
! rowspan=4| N<br>pre-clear
 
! rowspan=4| N<br>pre-clear
 
| style="color:black;background-color:#00B050"| ✔️|| || ||  
 
| style="color:black;background-color:#00B050"| ✔️|| || ||  
| 300|| 500|| 700|| 1000|| 625|| 1000
+
| 300|| 500|| 700|| 1000|| 625
 
|-
 
|-
 
| || style="color:black;background-color:#C90"| ✔️|| ||  
 
| || style="color:black;background-color:#C90"| ✔️|| ||  
| 300|| 500|| -|| -|| 400|| 500
+
| 300|| 500|| -|| -|| 400
 
|-
 
|-
 
| || || style="color:black;background-color:#A6A6A6"| ✔️||  
 
| || || style="color:black;background-color:#A6A6A6"| ✔️||  
| 100|| 300|| -|| -|| 200|| 300
+
| 100|| 300|| -|| -|| 200
 
|-
 
|-
 
| || || || style="color:black;background-color:#F90"| ✔️
 
| || || || style="color:black;background-color:#F90"| ✔️
| 100|| 200|| -|| -|| 150|| 200
+
| 100|| 200|| -|| -|| 150
 
|-
 
|-
 
! rowspan=4| N<br>post-clear
 
! rowspan=4| N<br>post-clear
 
| style="color:black;background-color:#00B050"| ✔️|| || ||  
 
| style="color:black;background-color:#00B050"| ✔️|| || ||  
| 30|| 50|| 70|| 100|| 63|| 100
+
| 30|| 50|| 70|| 100|| 63
 
|-
 
|-
 
| || style="color:black;background-color:#C90"| ✔️|| ||  
 
| || style="color:black;background-color:#C90"| ✔️|| ||  
| 50|| 70|| 100|| -|| 73|| 100
+
| 50|| 70|| 100|| -|| 73
 
|-
 
|-
 
| || || style="color:black;background-color:#A6A6A6"| ✔️||  
 
| || || style="color:black;background-color:#A6A6A6"| ✔️||  
| 50|| 70|| 100|| -|| 73|| 100
+
| 50|| 70|| 100|| -|| 73
 
|-
 
|-
 
| || || || style="color:black;background-color:#F90"| ✔️
 
| || || || style="color:black;background-color:#F90"| ✔️
| 50|| -|| -|| -|| 50|| 50
+
| 50|| -|| -|| -|| 50
 
|}
 
|}
<references/>
+
*The clearing run on 1-6 always gives 1000 {{Fuel}}
  
==Consumables==
+
==Items==
Consumables include the main ones ({{IR}}{{IC}}{{DM}}), and the coin boxes ({{FBsmall}}{{FBmedium}}{{FBlarge}}):
+
"Items" include the main ones ({{IR}}{{IC}}{{DM}}), and the coin boxes ({{FBsmall}}{{FBmedium}}{{FBlarge}}):
  
 
{|class="wikitable" style="text-align:center"
 
{|class="wikitable" style="text-align:center"
 
! rowspan=2 colspan=3| Nodes
 
! rowspan=2 colspan=3| Nodes
! colspan=6| Consumable Type
+
! colspan=6| Item Type
 
! rowspan=11|
 
! rowspan=11|
 
! rowspan=2| Base
 
! rowspan=2| Base
Line 694: Line 721:
 
*[[Nodes]]
 
*[[Nodes]]
 
*[[Air Reconnaissance]]
 
*[[Air Reconnaissance]]
 +
*[[Resource Farming]]
 
{{Mechanics}}
 
{{Mechanics}}

Latest revision as of 17:01, 13 September 2025

"Resource Nodes" are non-combat nodes that upon entering, add a specific amount of a specific "main resources" (FuelAmmunitionSteelBauxite), "items" (Instant repairInstant construction MaterialDevelopment material), or "coin boxes" (Furniture Box (Small)Furniture Box (Medium)Furniture Box (Large)) to the stockpile. Resource Nodes do not refill the fleet's current resource levels.

Nodes Behaviours

"Resource Nodes" can be divided into several types, depending on the type of rules they follow regarding resource gains. The vast majority of nodes fall in the "Regular" category, with a dozen "Special" nodes following unique sets of rules.

Gain Modifiers

Normal Resource Nodes Gain Modifiers
Equipment / Ship Bonus Gains (per DLC / Ship)[1]
Type Name    
(& 7-3 O  )
 
  A Toku Daihatsu Landing Craft 
Daihatsu Landing Craft 
Armed Daihatsu 
DLC + T89 Tank 
DLC + Panzer II 
Soukoutei 
Toku DLC + Ho-Ni Tank 
3.0 2.0
  Ka-Mi Tank 
Ka-Tsu Tank 
Ka-Tsu Tank Kai 
  B Drums  2.0 1.5
  C Toku DLC + 11th Reg 
M4A1 DD 
Toku DLC + Panzer III 
Toku DLC + Chi-Ha 
Toku DLC + Chi-Ha Kai 
Toku DLC + Panzer III J 
0.0
All ships 0.0
Resource Cap N/A
Random Resource Increments 5
Notes:
  1. If the total value has a decimal, only the rounded-down value is applied.
Special Resource Nodes Gain Modifiers
Type 1
Equipment / Ship Bonus Gains (per DLC / Ship)[1]
Type Name 2-5 5-4 I
 
5-5 E
 
7-4 O
M
 
N
 
   
  A Toku Daihatsu Landing Craft 
Daihatsu Landing Craft 
Armed Daihatsu 
DLC + T89 Tank 
DLC + Panzer II 
Soukoutei 
Toku DLC + Ho-Ni Tank 
5.0 10.0 15.0 10.0 7.0 10.0
  Ka-Mi Tank 
Ka-Tsu Tank 
Ka-Tsu Tank Kai 
  B Drums  10.0 5.0 10.0 15.0 8.0 6.0
  C Toku DLC + 11th Reg 
M4A1 DD 
Toku DLC + Panzer III 
Toku DLC + Chi-Ha 
Toku DLC + Chi-Ha Kai 
Toku DLC + Panzer III J 
0.0
Ship Souya 
 
 
0.0 0.0 0.0 0.0 22.0 16.0
AO 15.0 10.0
BBV 10.0 10.0
LHA 8.0 7.0
CVL 7.0 4.0
AV 6.0 5.0
AS 5.0 5.0
Other types 0.0 0.0
Resource Cap 150 150 180 180 200 120
Random Resource Increments 0
Notes:
  1. If the total value has a decimal, only the rounded-down value is applied.

Sources: [1] [2] [3]

Special Resource Nodes Gain Modifiers
Type 2
Equipment / Ship Bonus Gains (per DLC / Ship)[1]
Type Name 1-6 3-5
N G
 
G
 [2]
M
 
M
 [2]
J
 
J
 [2]
 
 
A 1 Toku Daihatsu Landing Craft  0.0 6.00 0.3800? 12.00 0.?? 24.00 0.??
2 Ka-Tsu Tank Kai  5.50 0.?? 11.00 0.?? 22.00 0.2??
3 Daihatsu Landing Craft  5.00 0.0350? 10.00 0.?? 20.00 0.??
4 Ka-Tsu Tank  4.50 0.?? 9.00 0.?? 18.00 0.2??
5 Armed Daihatsu  2,50 0.0720? 5.00 0.?? 10.00 0.??
6 DLC + T89 Tank 
DLC + Panzer II 
1.50 0.0100? 3.00 0.?? 6.00 0.??
7 Soukoutei 
Toku DLC + Ho-Ni Tank 
1.10 0.0200? 2.20 0.?? 4.40 0.??
8 Ka-Mi Tank  0.75 0.0041? 1.50 0.?? 3.00 0.??
  B Drums  0.0 N/A 0.0 N/A 10.0 N/A
  C Toku DLC + 11th Reg 
M4A1 DD 
Toku DLC + Panzer III 
Toku DLC + Chi-Ha 
Toku DLC + Chi-Ha Kai 
Toku DLC + Panzer III J 
0.0
Ship Kinu Kai Ni [3] 5.0 N/A 10.0 N/A 20.00 N/A
Other Ships 0.0 0.0 0.0
Resource Cap N/A 40 80 150
Random Resource Increments N/A 0 0 0
Star Bonus[2]
[math]\displaystyle{ \text{Bonus}_\text{Star} = \sum_\text{All Types} \text{N}_\text{Type}^2 \times \sqrt{\text{N}_\text{Star Type} } \times \text{Star Bonus}_\text{Type} }[/math]
With
  • [math]\displaystyle{ \text{Bonus}_\text{Star} }[/math] the total bonus resource gain bonus for the fleet,
  • [math]\displaystyle{ \text{N}_\text{Type} }[/math] the number of craft of a given type (A1 to A6),
  • [math]\displaystyle{ \text{N}_\text{Star Type} }[/math] the total number of stars on a given type,
  • [math]\displaystyle{ \text{Star Bonus}_\text{Type} }[/math] the bonus given by stars of each type.

Notes:

  1. If the total value has a decimal, only the rounded-down value is applied.
  2. 2.0 2.1 2.2 2.3 Exact values an behaviors still under investigation
  3. Those bonuses only appear if any type from A1 to A8 is equipped in the fleet.

Sources: [4] [5] [6] [7] [8]

Item Resource Nodes Gain Modifiers
Equipment / Ship Bonus Gains
Type Name 2-1
E  
2-2
J  
2-4
G  
3-3 2-4
A  
3-2
I  
3-4
D   H   K   O  
  A Toku Daihatsu Landing Craft 
Daihatsu Landing Craft 
Armed Daihatsu 
DLC + T89 Tank 
DLC + Panzer II 
Soukoutei 
Toku DLC + Ho-Ni Tank 
+0 +1
~40 %[1]
+1
~40 %[1]
+1
? %[1]
+1
? %[1]
  Ka-Mi Tank 
Ka-Tsu Tank 
Ka-Tsu Tank Kai 
  B Drums  +0
  C Toku DLC + 11th Reg 
M4A1 DD 
Toku DLC + Panzer III 
Toku DLC + Chi-Ha 
Toku DLC + Chi-Ha Kai 
Toku DLC + Panzer III J 
+0
All ships +0
Item Cap 1 2
Fleet
Requirements
Number of Landing Craft Carriers N/A 1+ 2+ 2+? 2+?
Number of Landing Craft 4+ 2+ 6+? 8+?
Notes:
  • To have a chance to gain the additional item, the fleet's minimum requirements must be fulfilled.
  • The amount of landing craft or landing craft carriers used does not seem to affect the rate of obtaining the additional item.
  1. 1.0 1.1 1.2 1.3 Exact values still under investigation

Sources: [9] [10] [11] [12] [13]

Regular Resource Nodes

"Regular Resource Nodes" are resource nodes that add a specific amount of a specific "main resources" (    ), with no specific rules or limitations.

"Main resource" gains can be increased by using some   Landing Craft,   Amphibious Vehicles, or   Drum Canisters (see the above table).

  • There is no cap to the amount of resources gained at once, but the amount of "Gain Modifiers" that can be brought.
Notes
  • The resources are added to the overall stockpile ONLY if either:
    • The node is a "dead-end".
    • The subsequent battle node must be completed.
  • Immediately refreshing the game after reaching such nodes does not provide resources.

Special Resource Nodes

Some resource nodes present unique behaviors, having a cap to the amount of resource gained at once, and having #Gain Modifiers with different effects. They are the:


In addition, "Finish Line"/"Harbour Nodes" are often considered "Ending Nodes" like Boss Nodes.

  • They can reward none, one, or two resources at once, but no item so far.
    • Like regular resources nodes, using   Landing Craft,   Amphibious Vehicles, and   Drum Canisters, increases the resource gain, but equipment effectiveness may vary.
    • In addition, some ships or ship types can also increase the resource gain.
    • So far, the only such node in regular maps is 7-4 node O.
  • In 1-6, the Finish Line at node N has a pool of possible resources as rewards rather than a single one.
    • Unlike other Nodes, the resources here cannot be increased using any equipment or ship.

Item Nodes

Nodes giving "items" (   ) and "coin boxes" (   ) will only give 1 by default.

Notes
  • Items are rewarded in any situation, so refreshing the game once reaching the node will still add it, even if the sortie did not properly resolved.
    • This is only applicable to the   on 2-1 and   on 2-4 for mid sortie nodes so far, all other nodes being dead-ends anyway.

Aerial Reconnaissance Node

"Aerial Reconnaissance Node" are a special kind of nodes only seen on 6-3, giving ammo  , bauxite  , and DevMats  .

  • See here for more details.

Resource Gains

Main Resources

The main resources     :

Normal Nodes

Nodes Resource Type Base Resource Gains Pool Equipment Effects (per type)
        Min Max Increments Average A B
W1 1-2 B ✔️ 10 20 5 15 3.0 2.0
1-3 D ✔️ 10 20 5 15 3.0 2.0
G ✔️ 10 30 5 20 3.0 2.0
1-4 C ✔️ 10 20 5 15 3.0 2.0
E ✔️ 10 20 5 15 3.0 2.0
G ✔️ 10 20 5 15 2.0 1.5
W2 2-1 B ✔️ 10 30 5 20 3.0 2.0
2-2 A ✔️ 10 20 5 15 2.0 1.5
F ✔️ 15 35 5 25 2.0 1.5
2-3 D ✔️ 15 45 5 30 3.0 2.0
G ✔️ 15 45 5 30 3.0 2.0
H ✔️ 20 40 5 30 3.0 2.0
I ✔️ 15 45 5 30 3.0 2.0
2-4 D ✔️ 25 60 5 43 3.0 2.0
N ✔️ 20 60 5 40 3.0 2.0
W3 3-1 B ✔️ 35 140 5 88 3.0 2.0
3-2 B ✔️ 50 150 5 100 3.0 2.0
3-4 E ✔️ 25 150 5 88 2.0 1.5
W7 7-1 E ✔️ 10 20 5 15 3.0 2.0
I ✔️ 30 50 5 40 3.0 2.0
7-2 K ✔️ 25 40 5 33 3.0 2.0
7-3 H ✔️ 30 50 5 40 3.0 2.0
O ✔️ 40 60 5 50 3.0[1] 2.0
W4 4-1 B ✔️ 40 120 5 80 3.0 2.0
4-2 J ✔️ 40 60 5 50 2.0 1.5
K ✔️ 20 80 5 50 3.0 2.0
4-3 B ✔️ 30 90 5 60 3.0 2.0
J ✔️ 50 100 5 75 2.0 1.5
4-4 C ✔️ 60 150 5 105 3.0 2.0
J ✔️ 40 105 5 73 3.0 2.0
W5 5-1 C ✔️ 25 50 5 38 3.0 2.0
H ✔️ 40 80 5 60 3.0 2.0
5-2 G ✔️ 20 50 5 35 3.0 2.0
J ✔️ 40 80 5 60 2.0 1.5
5-3 F ✔️ 60 80 5 70 3.0 2.0
H ✔️ 50 80 5 65 3.0 2.0
  1. Bug:7-3's bauxite node has gains likes the other resources

Special Nodes

Nodes Resource Type Ressource Gains Pool Equipment Effects (per type)
        Base Cap A B
W2 2-5 M ✔️ 50 150 5.0 10.0
N ✔️ 50 150 10.0 5.0
W5 5-4 I ✔️ 60 180 15.0 10.0
5-5 E ✔️ 40 180 10.0 15.0
W7 7-4 O ✔️ 40 200 7.00 8.00
✔️ 20 120 10.00 6.00
Nodes Resource Type Ressource Gains Pool Equipment Effects (per type)
        Base Cap A1 A2 A3 A4 A5 A6 A7 A8 B
W1 1-6 G ✔️ 20 40 6.00 5.50 5.00 4.50 2.50 1.50 1.10 0.75 0.00
M ✔️ 40 80 12.00 11.00 10.00 9.00 5.00 3.00 2.20 1.50 0.00
W3 3-5 B ✔️ 50 150 24.00 22.00 20.00 18.00 10.00 6.00 4.40 3.00 10.00
Node Resource Type Base Resource Gains Pool Avg
       
W1 1-6 N
pre-clear
✔️ 300 500 700 1000 625
✔️ 300 500 - - 400
✔️ 100 300 - - 200
✔️ 100 200 - - 150
N
post-clear
✔️ 30 50 70 100 63
✔️ 50 70 100 - 73
✔️ 50 70 100 - 73
✔️ 50 - - - 50
  • The clearing run on 1-6 always gives 1000  

Items

"Items" include the main ones (   ), and the coin boxes (   ):

Nodes Item Type Base Cap
           
W2 2-1 E ✔️ 1 1
2-2 J ✔️ 1 1
2-4 A ✔️ 1 2
G ✔️ 1 1
W3 3-2 I ✔️ 1 2
3-3 D ✔️ 1 1
H ✔️ 1 1
3-4 K ✔️ 1 2
O ✔️ 1 2

See Also