Golza, on 13 January 2021 - 09:42 AM, said:
With this 1 commander for 3 tanks, a lot of crew will be useless.
I'm sure [hopeful] that this isn't their intention. I'm still trying to understand it, and figure out what is their intention though.
Here is what I think they want to acheive with Crew 2.0 - Varation. Or, to put it more bluntly, more random effects in the game.
From what I've been able to gather, and I haven't tried too hard and no doubt miss understood a lot.
- Instead of the current multi-person crew, each grinding up their own skill/perk set. The tank will be manned by a single crew who could get any of the skills/perks. This is to avoid the problem when the next tank up needs an extra loader.
- Instead of the current fixed set of skills/perks for each crew member to eventually attain. The new system will force choice through limits. 75 Skills/Levels - you can't get them all on one crew.
Those skill choice features work in games where you can change your skills to suit the moment - Ori type gamess. They also work in games with multiple play-through variations - Skyrim type games. Not so useful in current WOT. Maybe that's the change they need/want - multiple commanders that you choose once you know the map?
The purpose is to introduce more permutations and hence more randomness. If you get the same effect from both the Rammer and maxing out the Loading Skill. Do you use both, or choose one plus something else to get a side benefit.
I think they know where they want to get too, but they haven't worked out the conversion path yet. Or, at least not shared it.