Players are rewarded for skillfully performing their role in the team. If you’ve played any modern shooter you can expect the usual from kills XP events (kills, squad kills, assists, assists that count as kills, spawn kill penalties, vehicle kills, fighting around an objective, etc), but we also reward you for buffing a friendly that successfully executes their role or debuffing a target as it’s taken out. (These are treated similarly to suppression assists in BF4.)
Healing and rescuing get immediate rewards, but they also highlight that we will need a general anti-exploit system. XP isn’t the be-all end-all of progression in our game so even if you cheated your way to max XP you would still be missing quite a lot for your loadouts, but we still need to have systems that detect exploit-likely activities, such as killing the same person over and over in a short period of time, rescuing the same person over and over in the same period of time. These systems need a lot of iteration to make sure they don’t penalize honest players, of course, and that’s something we’ll be handling down the line.
Additionally, for vehicles, you will get XP as a driver if someone else kills someone. We’ll experiment with giving XP to other passengers as well.