2 VLK. I don't mean to argue, but the template was designed this way — occupying your own zone as much as possible and marching through the treasure zone without major bonuses, to kill the enemy, while consuming any remaining treasure zones if possible. It's a speed-focused game, but not overly extravagant; respawns are moderately rich and sufficient for early development, in my opinion, while by the second week a meeting is very likely. This is blitz, even faster than SMK (disregarding specific cases; SMK on average is played until mid-to-late week 3), whereas here a typical result is the end of week 2.
2 Vik. The distribution always matters, and leaning into scale does not guarantee balance. The game is indeed more stable, even, and measured, so to speak... but here I aimed to create an especially fast-paced game, because even on SMK players progress very quickly to treasure zones by the start of week 2... while here you can kill 1-2 enemy units as early as week 1, simultaneously assessing the goodies and setting priorities for week 2, during which contact will begin, making the center another contact-strategic arena.
2 Forrest. I don't think comparisons are warranted — the template has been seriously reworked, adjusted to the current faction layout for online play, and is largely balanced, also taking into account the modern style and tempo of the game.
In any case, please offer specific suggestions and criticism; let's work with data!
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