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Sandbox: Crew 2.0

6 min read

One of the most expected tests is now available until March 1 at 07:00 CET (UTC+1) for you to try out and give feedback: Crew 2.0!

The changes to the current Crew System will deeply affect the game and gameplay, so it’s imperative that you give feedback and show what you like and dislike. You might ask “Why does it matter?”, and the answer is simple: these changes are coming no matter what, but they could be fine-tuned to a better system.

The changes are very extensive, some not for the best, others are massive improvements, but the best way to see what changes and make your mind is to test it yourself. Check out the official article with all the information.

Crew 2.0 Mechanics and Changes

1. Why did you decide against adding new perks and skills, as many players suggested, and opted for reworking the crew system?

The current crew system in the game has not been changed for a very long time (since 2012) and it became obvious that a number of the mechanics and aspects of the crew system needed improvements and changes. The main directions in which we plan to develop the crew system are:

  • Improvement of the user experience when interacting with the crew system
  • Increasing the variety of skills and perks (talents)
  • Creating a transparent progression system with clear and achievable goals
  • Improving the interfaces and crew management tools

To bring these ideas to life, we looked at a number of solutions. In the end, they all turned out to be “half-measures” that didn’t radically change the situation. So, we decided not to focus on specific aspects, but to completely rework the current crew system.

2. Is there a release date?

There is no precise release date for Crew 2.0 at the moment. Currently, the most important and highest-priority task is to collect feedback from the players who tried out the suggested system in the Sandbox test. Play the game, share your feedback, and complete the questionnaires—your feedback will form the basis on which the future of Crew 2.0 will be built.

3. Can you briefly describe how the new crew system differs from the old one (i.e. Sixth Sense, variability, interfaces, etc.)

  1. A vehicle’s crew will now be represented by a single Commander in the Garage, but everything will remain unchanged in battle.
  2. The skill system has been reworked with Training Plans, new skills, and talents.

  3. A new game entity (Instructors) has been added.

In addition to these changes, a number of aspects will become more comfortable and convenient for players—all Commanders will have the Sixth Sense perk by default, a crew will be able to “remember” up to 3 vehicles of the same nation and class, there will be a wide variety of skills as well as the ability to unlock and improve several skills at the same time, etc.

4. What will happen to unique crew members?

According to our concept, all special crew members (Snow Maidens, Chuck Norris, Battle Pass heroes, etc.) will become new valuable characters—Instructors. They will provide additional Skill Points (on top of the 10-point limit) to the crew and increase the experience earned after each battle.

5. What are Instructors and what bonuses do they provide?

All special crew members will be converted into new valuable game entities—Instructors. Up to four Instructors can be assigned to a crew. This functionality will be unlocked for free as the crew levels up (at Levels 15, 30, 45, and 60). Instructors are divided into three Classes (III, II, and I). The higher the class, the more XP the crew gets per battle, and the more additional Skill Points are provided by the Instructor within the Training Plan. If a unique crew member had their own voiceover, the Instructor will keep it.

6. Why are conversion operations not automated, and how do I convert an old crew into a new one?

Crew conversions will be performed manually for each particular vehicle, and the players themselves will be involved in the process. It may not seem very convenient, but we do not want to make conversion-related decisions for you. Only players themselves should decide how to use such a valuable resource as Crew Experience.

When converting a crew manually, the total experience of all crew members in the vehicle will be divided by the number of members. As a result, the new crew will receive the average value of all experience earned by the old crew. Depending on the amount of experience, the new crew will immediately receive a certain Crew Level, as well as the benefits that correspond to it. This ensures that experienced crews will keep their experience in the new system.

7. How is the new amount of Crew XP calculated during conversion?

When converting a crew manually, the total experience of all crew members in the vehicle will be divided by the number of members. As a result, the new crew will receive the average value of all experience earned by the old crew.

8. How does the conversion work in the case of a crew with a zero perk?

The zero perk does not include any experience, and therefore it does not add any experience during the conversion. Only the experience that was actually obtained in battle is counted. In place of a zero perk you will receive a valuable Instructor.

Note, that this is just the approach of the current Sandbox. It may be changed in future iterations based on test results and player feedback.

9. What are Training Plans and how do they work?

Training Plans are a matrix for distributing Skill Points. They include five directions:

  • Tactical Training
  • Gunnery Training
  • Technical Training
  • Operational Training
  • Driver Training

Each course will comprise five skills and two talents. Players will increase the Crew Level by investing Skill Points. A total of 75 Points can be distributed in the matrix. Up to 10 Points can be invested into each skill.

10. What are talents and how do I unlock them?

A talent is a special type of skill that triggers in certain situations in battle. After investing 30 Skill Points in a specific Training Course, you will be able to choose one of the two talents available within that course.

11. How do I earn Skill Points?

Players can get points just like before, by earning XP in battles. However, now you do not increase the skill/perk level (%) by earning experience, but instead, receive points that can be invested in skills.

12. A maximum of 75 Skill Points – Is that a lot?

75 Skill Points is equivalent to the amount of XP required to train 5 skills/perks within the current crew system.

13. What happens after 75 Skill Points?

After investing 75 Skill Points in a Training Plan, you will no longer receive Skill Points, and the Elite Progression (Professional Expertise) will be unlocked for the Commander.

With each new level of Professional Expertise, the crew will receive a small increase to the vehicle handling level. However, for the most part, this is a token status for a well-trained crew.

14. Has anything changed in battle?

According to our calculations, the influence of a new crew on the gameplay will increase 1.5 times compared to the old crew. Additionally, a number of situational skills and talents will also be added. When triggered, they will be displayed in battle with special indicators.

15. What will happen to the Barracks?

Old experienced Reservists will stay in the Barracks, while crew members with insufficient experience to train at least one skill will be converted into Crew Books.

Bunks in the Barracks will be converted into Retraining Orders at a ratio of 16:1. Bunks in the Barracks will lose their purpose as an entity in the new system, but Dormitories (for each Garage slot) will be introduced instead.

4 thoughts on “Sandbox: Crew 2.0

  1. “According to our concept, all special crew members (Snow Maidens, Chuck Norris, Battle Pass heroes, etc.) will become new valuable characters—Instructors. They will provide additional Skill Points (on top of the 10-point limit) to the crew and increase the experience earned after each battle.”

    I guess fuck new players, amirite? Or did i miss something?

    1. If i remember correctly, they mentioned that players would be able to purchase instructors. Not sure how it works though, didn’t have enough patience to spend a lot of time on the trainwreck that screw 2.0 is.
      So, yes, screw new players – gib us your credits, that you are still struggling to make.

  2. “I guess fuck new players, amirite? Or did i miss something?”

    You missed the part with “Fuck everybody” cause that is what they are doing; HARD!

  3. Put very simply Crew 2.0 will kill the game for me. After 7 years of WOT, I feel that the proposed changes on the Sandbox are nothing short of a total unbalancing and ruining of the game.

    The only aspect that I think could be kept is to give commanders the second sight skill – but even then …to be honest I’d prefer not.

    The changes make everything too complex, they will make the game unplayable, unenjoyable and it’s incredibe to think that any of this needs to be explained.

    The amounts of money that players could use to boost themselves and their crew skills will be prohibitive to most players and will alienate about 80% of the player base from the game.

    There’s literally nothing good here to critique, it’s game over.

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