To get rid of unwanted/unused loadout cards:
For DOUBLE (2x) the cost to BUILD a new loadout card, allow us to DISASSEMBLE a loadout (with the exception of cobalt) into the same number of random (since card GENERATION is random, this is the only fair way) cards used to create it:
To disassemble an IRON card into 3 RANDOM LEAD cards would cost 1,000 credits
To disassemble a BRONZE card into 3 RANDOM IRON cards would cost 2,000 credits
To disassemble a SILVER card into 4 RANDOM BRONZE cards would cost 4,000 credits
To disassemble a GOLD card into 4 RANDOM SILVER cards would cost 8,000 credits
You may not disassemble a COBALT card. When you craft (or receive) one, this is the risk you take.
I feel this system would be balanced, and would allow people the opportunity to get rid of a card that absolutely sucks or that they would never use (EXAMPLE: I have a gold Sparks card, and I will never play Sparks. Ever. I do not like the way she plays). The high cost in credits and the fact that you get random cards back would ensure people don’t abuse it.
Taking my Sparks card as example, let’s run through a scenario:
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I got a gold Sparks card from an elite case. I will never buy or play Sparks, therefore I will never use this card
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For 8,000 credits, I disassembled this into 4 random silver cards which were not Merc specific
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I received, among the 4 silver cards, a loadout for Sawbonez (whom I own) that I really like, so I kept it
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I took the 3 remaining silver cards and crafted another from 4 bronze cards I had sitting around, paid the 4,000 credits and crafted myself a new card for Bushwhacker, a Merc I play in almost every match.
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That card was terrible, though. It had augments I really didn’t like and I hate the Blishlok.
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I played a couple dozen matches so I could rinse and repeat the entire process until I got a gold Bushwhacker card that actually had good augments, the KEK, and even the cricket bat.
Ideas? Additional suggestions? Criticism? Would really love to hear back from SD on this one…
-Jay
ADDENDUM: Someone on the steam forums suggested that a trade-down should yield one LESS card than it took to build the card you are trading-down. Maybe this system could be used INSTEAD of doubling the cost of a trade-down.
