The interesting thing, however, is that deployment points never go away - when a unit is destroyed, the points used to create it trickle back to the player, who can then spend them on new units. So, if your opponent's air support is chewing up your infantry, you can use the points you get back from the destroyed soldiers to build some AA units and try to even the odds. It also means that even if your entire army is nuked into oblivion, you'll still be able, over time, to build yourself back up. And what's more, your enemy has just blown his wad of points on a very expensive nuke and is now only lightly defended. Hmmm... like we said, interesting.
What’s also new is that the multiplayer version of World in Conflict is designed more like an FPS than a traditional RTS. Multiplayer WiC is intended to be played as a team game, with each team member specializing in a particular "class" of commander - Air, Infantry, Armor and Artillery (support). An Armor commander, for example, can produce armor units very cheaply and quickly - and can access high-tech tanks and APCs unavailable to any other class. Conversely, he has almost no practical ability to create airborne units because he only has a couple from which to choose and even those cost him 10 times more than they would cost a general specializing in Air. This forces players to work together, coordinating their production and tactics, though it is possible for players to switch class any time (provided they scrap all their existing units first).