Hello everyone.
In Call of War the tech tree seems a bit lackluster in that it is pretty much a straight line and 99% of the time you just go down the row upgrading and maxxing only a couple units in a match which leads to a lot of repetitiveness and a lack of diversity in army composition.
Being the history nerd I am, I would love the idea of having tech trees specific to the doctrines we have in game. In my concept, each doctrine will still have all the same unit types of course but the trees/days in how or when they can be acquired should vary according to whatever is semi-historical for that doctrine. Below I lay out an ideal tank tree for the Axis doctrine. As you can see many of the vehicles that use the same chassis historically need to be researched prior to unlocking those later units. This would not only adds a great deal if historical authenticity to the trees, but a great deal of diversity to gameplay and force players to actually think about what they want to spec into as opposed to just going in a mundane straight line.
To further explain my image, the levels filled in grey are the "Unit models" for the early/late model system Bytro has adopted. The blueprint level for each unit is outlined in gold.
In Call of War the tech tree seems a bit lackluster in that it is pretty much a straight line and 99% of the time you just go down the row upgrading and maxxing only a couple units in a match which leads to a lot of repetitiveness and a lack of diversity in army composition.
Being the history nerd I am, I would love the idea of having tech trees specific to the doctrines we have in game. In my concept, each doctrine will still have all the same unit types of course but the trees/days in how or when they can be acquired should vary according to whatever is semi-historical for that doctrine. Below I lay out an ideal tank tree for the Axis doctrine. As you can see many of the vehicles that use the same chassis historically need to be researched prior to unlocking those later units. This would not only adds a great deal if historical authenticity to the trees, but a great deal of diversity to gameplay and force players to actually think about what they want to spec into as opposed to just going in a mundane straight line.
To further explain my image, the levels filled in grey are the "Unit models" for the early/late model system Bytro has adopted. The blueprint level for each unit is outlined in gold.