My 2 cents on it with help from [TAW]Corpse and @MisterBadmin ; separate functional loadouts and skins by having default-skinned triple-augment “Bare Loadouts” and “Paint packs” for each of the skin variants we have currently.
There is really a lot about this that I can’t slap here due shortage of space and simplicity, hell I already had to divide this to 2 posts and its a wall monster of text. Also I am definitely not the first one to bring such idea up, not my idea but I did try to flesh it to fit current system.
Overall
[spoiler]How I think about this is to keep it simple and also as similar as current system. Advantage in separation would be that no longer player would face the situation where they get lucky but only in half. “Oh cool Gold from equipment case…Oh goddamnit not another Remburg for Aura” // “Oh nice BL41 for Aura, too bad I hate this skin”. You get the desired functional card with relative ease, think much like current Bronzes are quite doable to obtain. Trick here is these “basic” cards would be with default skin. Even though the process would take slightly longer, once you get your hands on the desired skin you have more freedom to apply it to card you like.
Whenever there would be 2 types of equipment cases for dropping cards and paint separately, or just 1 type which drops both is a thing that affects this system’s profitability and player-friendliness a lot but here goes:
2 case types. Current equipment cases would drop single-, duo-, and triple augment default cards for all mercs, comparable to our Lead, Iron and Bronze now but without the skin. Theres 513 possibilities to these, which while is the same amount of functional cards as now, since skins are separated overall is considerably less stuff to drop from single case. These could all be turned into fragments if one wishes, which again could be used to create again duo and triple augment default cards. Some of the Fragment value would be lost in order to stop infinite rerolls. These cases would drop just like equipment cases now, and you could buy triple augment default cards from the shop like Bronzes now.
Then you would have paint pack cases which drop one of the 10 different skins (Lead, Iron, Bronze, 2x Silver (Carbon, Urban), 3x Gold (Bamboo, Crown, Swiss) and 2x Cobalt (Fragment, Shard) for all mercs, merc specific. So for example you can get Fragger Carbon that you can then use to paint a Fragger loadout card you like. These cases would be slightly more rare to come by, for example replace some Equipment case drops in Arsenal crates and have chance to drop in Ranked mode etc. Percentages would be somewhat the same as current equipment cases (66% lead and so on). These should also be recycle-able into Fragments (so that our inventories don’t get flooded with unused Leads) but in what relation / conversion rate compared to loadouts, I don’t really know.
So in the end of the day functional cards would be easier to get, but skins would be considerably harder to get. However you have all the power over where the skin is gonna end up in.[/spoiler]
Separation and some speculating about the current way
[spoiler]So we would have bare function loadout cards with preset 3x augment and weapon combination, think like Bronzes we have now, only with Default skin. Through free cases/bought cases/crafting you would obtain merc-specific paint packs you then merge with these loadout cards, creating something that works and looks exactly like cards we have now. Except that this separation opens possibilities to use i.e Iron skin with 3 augment combo and so forth. As can be seen, depending on how skins are obtained even if or when there would still be RNG involved, once you have your hands on that functional loadout you like it all comes down to matter of finding the wanted skin.
There should still be completely preset loadouts like Humble Bundle ones (functionality and skin preset) and random functional loadouts should be dropped from cases, and crafting these should still stay somewhat randomized. This is because core principle SD stated in somewhere that they want players to set out of their comfort zone every now and then, trying out loadouts that don’t immediately strike to players as preferable. Call them “pleasant surprises” or whatnot.[/spoiler]
How is this in any way profitable?
[spoiler]Increased freedom should come with a price however, because if everything would be easy to obtain there would be no reason to spend money on the game. As anyone sensible knows, game doesn’t get done from nice thoughts and intentions, there needs to be profit, no freebies no matter how much people crave for them.
What I’m proposing as “increased price” is lowering the percentages of getting silver/gold/cobalt paint packs for free, from those paint pack cases I mentioned. Leads/Irons/Bronzes would dominate those, with still some chance of getting vanity skins. Mind you that I possess no skills on going further with this math so more precise calculations should definitely be done by people with more insight. Bottom line is free way of obtaining skins would still definitely be there (and trading is coming at some point in foreseeable future) but with possibility reduced due more freedom to choose once you find one. Fairer for players on average all across the board, but the lucky jackpots few people here and there get would no longer be there.
What would one get with cash then? Shortcut for vanity goodies. Core of the suggested system, ability to merge loadout with a skin, already gives more freedom and makes obtaining the preferred combination easier, so how I see it RNG would still be present in these cases. How much or if at all is however debatable, I’m trying to find golden line between player-friendliness and profitability. Knowing exactly what one gets when investing money would definitely be the optimal route but then again I have no proper idea how to keep system so that it’s not too easy to get the vanity stuff one wishes. If this wall of text of an idea hits home for you, feel free to drop a suggestion.
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Keeping whatever possible from current system
[spoiler]Recycling could still stay intact. The part which I’m still unsure of is whenever loadouts and skins should both be transferable into fragments and/or credits or not. Its a huge part of all this and I haven’t thought it much, which is why in my first post on this thread I was hoping someone else would grab the ropes.
In terms of kits. Crafting kits for now are simply a replacement for credit cost in the crafting process. So were there to be come kind of “trash lower tier skins into currency to create higher”- system, they would stay pretty much what they are now. Just replace them being used to create entire loadout+skin combo to just creating a skin. Or maybe a loadout? However, we already have more suitable kit for that…
…weapon kits. Those buggers that we’re supposed to need 45 for a Cobalt skinned card for still rather random functionality. Scrap weapon kits being used to create entire loadout+skin combo again, and use them only to craft loadout cards only, just like now deciding what weapon we’ll get. Put the requirement to something between 4-7 and it makes sense getting them through Arsenal crates and possibly some minor ways in future.
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…continues down below (hope I ain’t getting combo-broken :3 )
E: Edited a lot of “How is this profitable” paragraph due a brainfart I had because I took breaks in writing this. Pfft, silly.