I’ve only been playing for a night so far, but I’ve had this thought since I first time I saw the card load out system. It’s a big redesign, so I’m not sure how the devs would consider this, but here’s my idea. (I know it’s CB by the way, so some of these issues I have may be in the pipes already)
The redesign for card crafting I’ve been thinking of is an adjustment to the fundamental elements of the system. As it stands now, load outs are completely random and moving up levels has no gain to the possible load out. I think instead, that moving up to Bronze, Silver, Gold should have more powerful skills, even if it’s just a percentage boost. (10% increase in Bronze, 15% in Silver, 20% in Gold etc.) It should also be documented more clearly in the game, as I only found out about this through someone on the forums.
The load outs themselves are okay to be random, but there should be options to customize it more closely to what you want. Some of the higher level cards should come with 2 empty ability slots. Then, a card with an ability you want can be applied to a slot while trashing the card it was pulled from. So for example, say I want throwing knife and faster weapon switch. I’d have a silver card with two available slots, and I’d take throwing knife off a card and fill the slot. Then I’d do the same with weapon switching. They’d be locked into the silver card and the two bronzes I pulled them from would be trashed.
I think this method gives players much more incentive to trade their cards up, while also letting them keep abilities that they like and integrate into their play style. It also preserves the value of random cards because then even if you get cards for a character you don’t play, they still have value to you.
If anyone wants too look at a system like this already implemented, look up crafting guides for Parasite Eve. It’s an old PS1 J-RPG which was pretty cool!
Everyone please leave suggestions or thoughts in the comments!