Enlisted's linear tech tree must be removed

Here are some problems that Enlisted’s progression system has:
1.Same weapons have to be unlocked again and again
2.We have to unlock a bunch of things we are not interested in before getting what we really want to use.
3.We are forced to play certain squads to upgrade certain weapons(especially rifles)

Here is the summary of what I am about to suggest:
-Faction techtree, weapons/vehicles/equipment are categorized into branches
-Can use exp earned from one campaign to unlock equipment from other campaign.
-‘Baseline equipment’ in every campaign

Each faction has their own techtree. Each techtree has several branches depending on country and weapon type(rifle, assault, mg, AT weapons, mortar, flamethrower, tank, fighter, attacker, mine, grenade, bag). Weapon upgrades, a part of squad upgrades, are moved to the tech tree.

Every weapon can be used in specified campaigns(for historical accuracy). In the current system, the sum of exp from squads(total exp) goes to the campaign levels. And the exp earned by a squad(squad exp) is used for the squad upgrades.

In the new system, the total exp is used to unlock weapons in the tech tree. So, the exp from Moscow squads can be used to unlock Berlin equipment. Theoretically, a player can play only one campaign as allies and unlock all allied equipment. However, there is a system to encourage playing different campaigns. When using exp from one campaign to unlock equipment from that campaign, a 50% discount is applied. Let’s suppose 40000 exp is needed to unlock Grb-39, an AT weapon used in Moscow, Stalingrad, and Tunisia. In order to unlock this weapon, only 20000 Moscow/Stalingrad/Tunisia exp is required. A combination of different exp is possible as well(10000 Moscow exp + 20000 Berlin exp = 40000).

After reading this, one can say: there is a problem when a new player wants to play late-war campaigns, such as Berlin. Most of Berlin equipment are far from the start of the tech tree, so a new player have to spend a lot of time to unlock weapons. To resolve this issue, baseline equipment, one from each equipment type, are provided. These weapons/vehicles can be unlocked even though previous equipment is not researched. For example, baseline equipment of Berlin Axis would be Kar98k Kriegsmodell(rifle), mp3008(assault, next weapon would be mp40), mg34, Pz.4 J, etc. The baseline equipment that a 0 hour player receives at the start are rifle(bolt action), smg, tank, attacker, and fighter. Baseline equipment can be unlocked without researching previous equipment, but it has a disadvantage. Before preliminary research is done, further research can’t be done.

Let’s suppose the axis mg line is in the following order.
axis mg
Mg34 is baseline equipment for the Berlin axis(highlighted in yellow). A new player starting in Berlin can unlock the mg34 and research its upgrades without researching previous weapons, but mg42 can be researched only after 1)mg13 and zb26 or 2)Breda mod.30 and zb26 are unlocked. Unlocking all three weapons is unnecessary.

Extra suggestion: How about the soldier class unlock and upgrades?

I suggest that the soldier class unlocks to be rearranged, so that players can unlock whatever class they want first. Riflemen, engineer, and assault classes will be unlocked for beginners. Soldier class upgrades remain in the squad upgrades, just like the current system. How about getting the ‘II’ and ‘III’ classes? I think a player must play with the ‘I’ squads thoroughly before getting the ‘II’ squads. So I suggest that ‘II’ class unlock to be possible after all ‘I’ class upgrades are complete. Squad exp is used to upgrade squads and total exp is used to unlock new soldier classes. When a new soldier class is unlocked, a new squad is given. For example, when a player unlocks all upgrades in assaulter I squad with squad exp, the player can unlock the assaulter II class with total exp. Once the research is complete, the assault II squad is given.

Reminder:
total exp: sum of exp from squads
squad exp: exp earned by a squad

Thanks for reading this suggestion post. Please ask if you have any questions related to the suggestion.

11 Likes

I like tbe suggestion yet I need to say:
Does it help for some underdog factions in some campaigns. The only issue I have with your suggestion is that some factions for some campaigns will be empty. People will stick with some meta faction to grind more easily the other. To what end?
Again, i don’t like the current system either but I am afraid that popular campaigns will be favoured in order to avoid frustration.
A squad represents a division, regiment, battalion. The upgrades of the squads should remain per campaign. However you are right about weapon upgrades tech tree.
On the other side: i don’t have any other solutions to propose, except a buyable X2 or X4 booster pack for campaigns to advance faster. To make that pack more interesting: reduction of upgradable weapons, equipment and soldiers, like Stalingrad.
I say it again: your suggestion is good :blush: it’s just my opinion.

Thanks for the reply. The issue of empty factions that you mentioned can’t be solved with the system I suggested. I want players to have more freedom in making their grind plan. I think that bigger playerbase, good maps, and more unique weapons(things that can be grinded, not bought with money with premium squads) can draw players into different campaigns.
I have to admit that unlocking soldier classes with total exp is nonsense. Unlocking soldier class with total exp would mean a class is unlocked for all campaigns in that faction. I will change that to the following:
For example, ‘Unlock assaulter II class and get one more assaulter squad’ upgrade is in the assaulter I squad upgrade. It can be unlocked only after all upgrades in the assaulter I squad are done with squad exp(total exp can’t be used in squad upgrade). Unlocking assaulter II in Berlin doesn’t affect other campaigns.
Then there is a question of unlocking ‘I classes’ except the ones provided in the beginning(riflemen, engineer, and assaulter). Instead of complicating things further, I think providing all ‘I class’ squads’ in the beginning would be fine as weapons have to be researched separately with soldier classes.