In light of the new weapons and vehicles I feel its relevant to get some actual numbers before we find a lot of this tech potentially locked away.
Before voting I urge you to read the following constructive feedback on the Foxhole Tech system.
The tech system can be split into 2 main chunks; **Resource gathering** and **Tech choices.**
**Resource gathering** The current system requires you to gather scrap which has a chance to spawn tech materials. The amount of tech appears to be a mixture of players online (more people online, less tech materials) and manual dev altering (to ensure one team does not .
drastically get ahead.
Now this system is both laborious, but also encourages bad habits (tech farming, i.e. scraping to purely get tech in lower times and just dumping scrap on the floor) and does not add an entertaining or strategic mechanic to the game. This is because whilst getting ahead in tech is momentarily useful ultimately it will balance out anyway. It makes an already fairly grindy part of the game (scrapping) even more grindy as the need for tech materials is high.
**Tech choices**. The current system means you spend tech materials in order to role for a prototype kit and that adds your “vote” into the tech choice (usually between two options, occasionally three).
This causes many issues as the choice in some circumstances can be either pre-decided by large groups, forced by a group who hordes their tech materials, or simply isn’t really a choice given the two techs being pit against each other.
For example, the choice between a Bus and a MG Motor-cycle. People will inevitably pick the one with the gun and generally more utility. This means there is no actual choice and the bus will inevitably not be tech, therefore any ideas, usage or fun you wanted to have with a vehicle that is in the game is not possible.
Another example, say tactically a large group or the majority of all chat, has decided that a weapon seems the best use of the tech materials given the way the enemy is playing that war, say its a choice between an RPG and an SMG and there are many many tanks, it seems the obvious tactical choice is the RPG. However a group of players who do a lot of farming want the SMG for their backline, they can dump all of their tech materials into what they want a force the hand of everyone else.
The other issue with a “this or that” system is that, for new players they only ever get to see half the items that are in the game, and if by the general mass of people an item is considered “not worth it” (see the Colonial Ballista when it was used as a main tank), then its unlikely that those players will get to use that tech for many many wars.
**TL:DR** The current tech system is laborious, unfun, causes needless arguments, which has caused a lot of toxic behaviour and tension needlessly. It also means that half of the new weapons/tech don’t get used and we do not have the ability to easily try new combinations to allow for (as the vision suggests) emergent and unthought of methods of play
Your vote: No, tech only needs minor tweaks or is fine as is.