Currently in Dirty Bomb , you have a means of selecting the weapon type of the card you’re crafting with weapon kits, now this is cool and all, but it’s got a lot of problems to go with it. For one, the amount we need is OBSCENE, and two, the fact we can only get them from cases, is also a major problem. But the reason this is detrimental, is because it only encourages people to quit the game, rather than keep playing, it is having a negative effect on the community, cause the goal they are working toward, or in this case card, now seems so much farther out of reach than it used to be.
So, to solve these problems, I am going to propose a number of things to toss around at your meetings, that I hope will increase the likelihood of players playing the game for longer periods of time. Keeping the game alive, and keeping the players happy by letting get their dream cards.
- Remove fragments, entirely, instead, we should simply require x amount of credits to get y amount of crafting kits from the store. This way if someone wants to pay in the credits they’ve earned in game, or in the cash they make in real life to get the card they want, either way both players are happy.
- Make crafting kits the only things needed to craft a card, 1 for a bronze, 2 for silver, 4 for gold, and 8 for cobalt.
- Recycling cards now gives you credits instead of fragments, 250 for lead, 500 for iron, 1000 for Bronze, 2000 for silver, 4000 for gold, and 8000 for cobalt.
- Make crafting kits 10000 each, this is imo a fair price considering the fragments are out of the picture.
- Make weapon kits 12500 each, and you only need one per card, regardless of rarity.
- Make skin kits, (these allow you to select different types of cobalt, gold, and silver skins), and make them 12500 each as well.
- Make Augment Kits, these kits have a specific augment that that you can use to get the set you want, we can make these 7500 each
- These Augments kits do NOT need to be combined with others to get the card you want, instead, it corresponds with the first augment for a given card, so if I wanted an M91 Power Rifleman for Fragger, I would only need a Drilled Augment Kit.
- All these kits are given out n Arsenal Cases, AND as an added bonus, Arsenal Cases now also have a rare chance to drop as regular cases from matches, and now only contain elite cases instead of regaular or expert cases, or sets of them.
- If needed, add more rarities, like Diamond, Brass, etc
With these changes, let’s say I wanted to make a cobalt card.
Random Cobalt = 80000 total credits needed
Random Cobalt skin with a weapon kit = 92500 total credits needed
Random Cobalt with skin and weapon kits = 105000 total credits needed
Cobalt M91 Power Rifleman with Fragmented finish = 112500 total credits needed
Now these numbers seem steep, but keep in mind you are not spending as much as you once were in EITHER system, it’s basically a little more upfront, for a lot less in the long run. You don’t need to spend as much breaking down cards for fragments, you only need to spend 100000 credits for a specific card you want, rather than spending that amount for TWO cards you never wanted.
I know it seems like a steep price initially, but I think the initial steep price upfront, is better than the overall price you’d spend in the long stretch, all of those wasted credits you would spend trying to get what you really want.
Now why is all this a good thing? It sets a clear goal for players who understand crafting, now people who want to collect cards for their favorite mercs, can do so with a better efficiency, in other words, it keeps people playing by allowing them to keep a collection, and earn their cards fairly rather than through random chance.
I’ve got 300k saved up and nothing to spend it on so this system would be great for me.