18Jan2010
It's well known how statistics are particularly important in this kind of gamesThe most notable effect in Parabellum will be the redistribution of players in the different servers: in order to avoid newbies facing hardcore players, after the first games the system (based on stats like frags, hit ratio, etc.) will assign every one to the server best suited to him: newbies with newbies, pros with pros and so on.
Besides, for stats lovers, all of them will be bound to the weapon, not to the character: everyone will be allowed to have two weapons, fully customizable as well with sniper scopes, silencers and other enhancementsThese weapons, though, will wear over time and will need to be repaired: with in-game currency, their efficiency will not go all the way back up to 100%To have a fully efficient weapon, either you can buy a new one (losing all the statistics attached to it)..or you can repair it completely by spending real money.

Taxi Rumble Ingame
The business model of Parabellum will be all focused around this: real money for what might be considered an added service (like statistics or, for example, a bonus to the experience gained for a limited period of time); time versus money for all the restEverything in Parabellum can be acquired spending time playing or real currency: it will be up to the players to decide whether they want to invest one or the other..but it won't be possible to buy with real money elements that might unbalance the game, like for examples the weapons themselves.
Moreover it's interesting to see how the weapons will determine the role of the playerIn Parabellum, there will be no predefined class: to be a sniper, you will just need the specific rifle, and with a weapon with greater firepower you will take the part of a heavy assalut soldier.
Sources : Wow Game Area