USA Base — a new warfare system in Last Front
I'm starting to build the full USA infrastructure for Last Front.
I don't want to just take the existing Russian base, swap the models, and call it a different faction. The USA should feel different — through construction, power, production, doctrines, and interactions between buildings.
That's why each building is gradually getting not only its own model, but also its own mechanics, animations, and small details that make the base feel "alive".
POWER GRID — ENERGY NETWORK


Instead of the classic substation system used by Russia, the USA gets a distributed energy network.
Each Power Grid Node independently produces +8 energy. But the real power emerges when several nodes are connected into a single network.
The stronger the network, the more advantages the American base gains:
increased production speed
increased radar range
faster ability recovery
But there is a downside. Destroying individual nodes weakens the network. So the American player has to protect not only the army but also the very infrastructure that makes it effective.
This creates a choice for the player: concentrate the energy network in one place to get maximum bonuses, but make the base vulnerable to infrastructure strikes, or distribute nodes across different parts of the base, sacrificing bonuses for greater survivability.
COMMAND CENTER — COMMAND CENTER


The main building of the American base and the center of all infrastructure management.
This is where construction vehicles are produced, which deploy new structures on the battlefield. The Command Center is also linked to general abilities and is one of the key elements of the base.
WAR FACTORY — VEHICLE PRODUCTION


The US War Factory is not just another production box.
I deliberately made it open from the top so that vehicle production is visible directly from the player's camera. Inside the building, a robotic assembly system operates: a robot moves along the production line, performs welding operations, and gradually assembles the ordered vehicle.
The vehicle itself appears on the assembly platform from bottom to top while the robot works around it. After production is complete, the finished vehicle leaves the factory through the main exit.
WAR DOCTRINE COMMAND — WAR DOCTRINE


One of the key buildings of the American faction.
The War Doctrine Command allows the player to choose the direction of army development. The chosen doctrine doesn't just change numbers in the interface — it visually changes the building itself.
Air Doctrine — strengthens air units and aviation capabilities. After selecting the doctrine, corresponding equipment unfolds on the roof.
Armor Doctrine — focuses on ground vehicles and armored forces. The building gets its own mechanical elements tied to the chosen doctrine.
Fortification Doctrine — strengthens US infrastructure and defensive structures.
Switching doctrines costs resources and has a cooldown. The enemy can visually see which specialization the player has chosen — the equipment on the building's roof changes according to the selected doctrine.
DEFENSE — SPECIALIZED PLATFORMS
AT DEFENSE POD — TOW


American anti-tank defense. The platform is armed with eight TOW missiles and is designed exclusively for engaging ground vehicles.
High damage is balanced by a limited ammo capacity and long reload time. The system does not target infantry or air units.
PATRIOT BATTERY


A specialized US anti-air system.
The Patriot is designed to engage air targets and intercept enemy missiles. Ground units are not its intended targets.
🔧 THIS IS JUST THE BEGINNING
The American base is currently in active development. I'm gradually adding not only new models but also construction animations, vehicle production, destruction, visual effects, and unique building behavior.
The main idea of the USA is networking and specialization. The energy infrastructure strengthens the base, the doctrine determines the army's development direction, and specialized buildings each play their role in the overall system.
And I want the American base to feel alive: for buildings to not just sit on the map but actually work — robots assembling vehicles, equipment extending from structures, hatches opening, antennas rising, and the infrastructure reacting to what's happening.
These are only the first structures. Still ahead are the airfield, barracks, additional production and infrastructure buildings, and many details that will connect them all together.
The USA are already beginning to take their place on the battlefield.
If you want to see the faction in the game when it appears in the demo — add Last Front to your wishlist.
