Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
of course I have no idea how this can be implemented- as its a radical idea...
The problem right now is Green has better kit than Blue, and only one of the factions dies in freezing snow, and one of the factions has a Great Wall to hide behind, which sadly for them does not extend across the water to the East.
There is no reason to add a third faction, the real issue is that the fighting is repetitive, boring, and often pre-determined in outcome because of the massive tech imbalance.
Specifically, in hexes that do not have T3 bunkers with Howis, unless you have a lot of players, you never will have T3 bunkers. And if you can push the enemy back so much you have time to build T3 bunkers with howis in week 2-3, the odds are excellent that the war will end without the enemy ever having attacked your bunker. Its like most of the Storm Cannons built every war - they never fire because they either die before they can, or they are forever out of range of the enemy. The result is players spend 2-3 weeks building T2 bunkers, only to see them blown up, burnt, or for T1 simply machine gunned down by a halftrack. And quickly a wasteland of dead T2 trench connectors is the entire active front of the game, which is ... super boring after a couple days going back and forward endlessly over the same terrain. Every war.
What they certainly should try is Red vs Light Green, with both sides using Collie tech only. Because as much as I love playing Warden, honestly they really do suck in the current balance.
Creatively, Foxhole 2 could import everything from Foxhole 1 whilst introducing Imperial Japan-esque and Soviet-esque factions and then have them on two separate shards, so that each faction fights a different faction each consecutive war and for the most part, a different group of players. The problem however is population. Which is why I think, as Foxhole is currently, is the sweet spot and my preference because otherwise devman would have too much on their plate.
Though as i dropped in another tread. Minor-oversea faction whose focus is Navy+Planes, with weak land units, and with complete ban to forming any clans inside it, would work, it's would be breath of fresh air for players who get tired of clans bossyness and tryharding, and may actually make some people return, me included.
This faction will not be able to win at they own, but will get they own results screen after war end, depending how many island/coastal hexes they control.