How feasible would it be to transition Foxhole to the R² Engine to remove the hex-based queuing system and create a seamless, large-scale battlefield experience? What specific technical challenges or benefits do you anticipate with such a change? Additionally, have you considered adding in-game skins or customization options as a way to help fund development and offer players more personalization?
It wouldn't be technically feasible to port Foxhole to the R² Engine at this point as the game's codebase is too mature. However, we are continuing to invest in optimizations to help the servers take on more load. While R² Engine tech can't be directly adopted, the R&D knowledge can be shared across teams at the studio.
Skins and customization options would be neat, but we'd want to do it in a way that benefits the game's goals. It was a foundational requirement at the start to not sell microtransactions in Foxhole to ensure that design decisions (whether everyone agrees with them or not) were always towards the betterment of the creative goals of the game as opposed to financial incentives. We believe strongly that in the long term better games are made this way.