Regarding Trinkets, I have a proposal for a future content update


(watsyurdeal) #1

So, after the Dickens Update is done, I think Trinkets can be made for something useful.

I know what you’re going to say, please not Ranked, YES RANKED, and here is how and why.

First, how, simple, Ranked has it’s own currency, this currency is used to buy Trinkets, since these apply to any weapon it’ll be a nice thing for people to get and worth the time investment. This incentive, on top of Ranked Seasons, will be a good way to get more and more people playing Ranked, which will increase the player pool, leading to more matches.

Why? Because the pub side of things doesn’t need much more, it’s already the most played setting, Ranked needs more special incentives to get people to play it. This way it helps both the players and devs, players FINALLY get the balanced matches they want, and devs get to see to data that paints a better picture for game balancing.

So, my proposal, is this for a future update

  • introduce a ranked currency, allowing players to buy trinkets with
  • introduce a better tutorial as well, explaining how Skyhammer, Aura, Proxy, Fragger, and Vasilli all work.
  • for completing the tutorial, give players 30,000 credits, and make the mercs above 30,000 each. as players rise in levels they should receive enough credits to buy 2 more mercs for their squad.
  • mercs on rotation recieve a discount price in cash and credits
  • Skyhammer and Aura are no longer the starting mercs, but this is fine due to the changes above
  • Merc specific cases as well, Skyhammer Cases with Skyhammer only cards, Aura Cases with Aura only cards, we could have these for Ranked Credits as well.

(HonourBound) #2

if you were to see this implementation succeed, would you favour higher skilled players in competitive earning more of the currency, or players that play competitive more in terms of time played regardless of skill?


(sentimentalDime) #3

You REALLY want ranked to be played more, don’t you?

Sounds good.


(watsyurdeal) #4

Honestly I think the currency earned should depend on your score, whether your team won or lost, and most of all, the length of the game.

If I had to graph it out

20% win/loss
30% player skill
50% length of the round

Because let’s be honest, how long a game lasts is a pretty big factor in how well balanced the teams were.

A short game on the first or second round is essentially a stomp, but a long game on both sides means both teams were fighting tooth and nail the whole game, which leads to a pretty balanced match all around.

So, it’ll be tough to figure out exact numbers but I think those 3 things are key.


(CCP115) #5

Sounds alright I suppose, maybe have a conversion rate between the new Trinket currency and Credits?

Call em tokens as well.