why are you guys trying to re-invent the wheel?
league of legends found a payment model that flourished; dota 2 and smite copied it, with some twists
csgo found a payment model that flourished (and could flourish for a f2p game with some simple twists) yet you try to do something completely different and, imo, silly
loadout cards won’t hold the value things like skins do because while loadout x might have a really cool looking m4 and knife skin or w.e, maybe it has perks that are not very good or do not suit one’s playstyle, or maybe the pistol is a bad pistol…what i’m trying to say is unless you’re blatnatly selling power (the clear best loadout), there will be little appeal for “rare” loadouts. many players like myself would rather use a skinless, not-so-rare loadout if it’s significantly better than the rare, pretty one ( which there are currently PLENTY of “uncommon” loadout cards that are much better than the “artifact” ones or whatnot)
why not just have a simple progression tree for each character that unlocks weapons/perks, monetize that and the purchasing of new mercs faster and just do weapon skins in the crates like csgo? it WORKS. i’m not so sure this will
csgo blew up simply because of weapon skins & betting; i don’t think loadout cards have and ever will have the same level of intimacy as a csgo skin to the player, and will therefore not be as attractive in terms of rarity & asthetics
not to mention, as another post pointed out, it can present certain problems in the competitive scene that other f2p games have always had.
again i probably just wasted 5 minutes of my life because this game is probably too far in development for any significant input like this to matter to the developers