![]() While DAK have a whole armoury of side tech options, Brits have a structure dedicated to it as well and Americans have 3 trees of side tech. Wehr really lacks side tech relative to the other factions. Without further ado, let’s have a look at the current design: ![]() They aim to liven up the same old Wehr formula into something a bit more spicey. Here though, the changes are not the end of the World, the faction will still be fine if not implemented, but these are more experimental and creative. I’m absolutely convinced of and I think are obvious. I want to set the tone of this post as being different from my DAK thread, as the changes I propose there: So my changes are mostly superficial tweaks with an eye to the future and an eye to the past. However, in contrast to DAK, which I feel needs what I have already classified as a complete rework, Wehr basically doesn’t need that kind of surgery, it’s a really well designed faction, which you’d expect given that its essentially the third attempt in over 15 years. Now’s the time for these changes to be made as we don’t want to wait until the balance becomes solidified, its like trying to move a building to firmer ground after the concrete has already set. My DAK rewrite was received well and similarly to what I did with DAK, I want to take the opportunity to air my thoughts on Wehr and what changes I would make.
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