[SUGGESTION] Missions Rework / New Reward System / Cases


(Zihil) #1

After having some issues with the new missions, I started thinking about the whole missions system and my experience with it. Yes, I like the extra credits for completing things. However, there are/were some issues with doing missions and being counter-productive, and I found other people doing similar things. For instance, throwing ammo packs for no reason other than to get support xp, reviving teammates who are most definitely going to be killed again, just to revive them again, or drawing out matches to spawn camp for easy combat xp.

While I don’t think there is a lack of credit bonuses, or equipment case drops, I feel as though the reward system should be less random. Well, maybe a bit lacking in regards to equipment cases. Which is why I think there should also be missions to get cases. The fundamentals of the mission system seem to be in place, but what I’d like to see is tiered progression rewards, per character. Similar to this:

[spoiler]

SKYHAMMER

  • Earn 3,000 Combat XP - 250 €
  • Earn 4,000 Support XP - 250 €
  • Earn 2,000 Objective XP - 250 €
    —Complete All 3 for Equipment Case—

** Earn 4,500 Combat XP - 400 €
** Earn 6,000 Support XP - 400 €
** Earn 3,000 Objective XP - 400 €
—Complete All 3 for Equipment Case—

*** Earn 6,000 Combat XP - 600 €
*** Earn 8,000 Support XP - 600 €
*** Earn 4,000 Objective XP - 600 €
—Complete All 3 for Equipment Case—

**** Earn 7,500 Combat XP - 800 €
**** Earn 10,000 Support XP - 800 €
**** Earn 5,000 Objective XP - 800 €
—Complete All 3 for Equipment Case—

***** Earn 9,000 Combat XP - 1000 €
***** Earn 12,000 Support XP - 1000 €
***** Earn 6,000 Objective XP - 1000 €
—Complete All 3 for Equipment Case—
[/spoiler]

These would then only be completable every 24hrs, or whatever desired time frame, and be available per character, based on their abilities. The next tier would unlock and be available after completing the previous tier. I based these on Skyhammer’s ratings for Combat, Support, and Objective abilities from the official wiki.

Then you could have game mode rewards separate from this, per game mode, and per map so that players don’t feel forced into Competitive matches. Including missions per map also helps to incentivize playing all the maps.

[spoiler]
CHAPEL - Objective

  • Disable the EV (100% dmg)- 50 €
  • Escort the EV (enough Objective XP for one respawn checkpoint) - 25 €
  • Repair the EV (100% EV health) - 50 €
  • Kill someone repairing the EV - 10 €
  • Get a kill with the EV’s Turret - 5 €
  • Construct the Ramp - 25 €
  • Destroy the Ramp - 25 €
  • Disarm C4 on the Ramp -10 €
  • Kill someone arming C4 on the Ramp - 10 €
  • Repair the Bridge Generator- 25 €
  • Destroy the Bridge Generator- 25 €
  • Disarm C4 on the Bridge Generator-10 €
  • Kill someone arming C4 on the Bridge Generator- 10 €
  • Deliver EMP - 50 €
  • Kill EMP Carrier - 10 €
  • Return EMP - 10 €

** Disable the EV 2x (200% dmg)- 100 €
** Escort the EV 2x (enough Objective XP for two respawn checkpoints) - 50 €
** Repair the EV 2x (200% EV health) - 100 €
** Kill two people repairing the EV - 20 €
** Get two kills with the EV’s Turret - 10 €
** Construct the Ramp 2x - 50 €
** Destroy the Ramp 2x - 50 €
** Disarm C4 on the Ramp 2x -20 €
** Kill someone arming C4 on the Ramp 2x - 20 €
** Repair the Bridge Generator 2x - 50 €
** Destroy the Bridge Generator 2x - 50 €
** Disarm C4 on the Bridge Generator 2x -20 €
** Kill someone arming C4 on the Bridge Generator 2x - 20 €
** Deliver EMP 2x - 100 €
** Kill EMP Carrier 2x - 20 €
** Return EMP 2x - 20 €

*** Disable the EV 3x (300% dmg)- 200 €
*** Escort the EV 3x (enough Objective XP for three respawn checkpoints) - 100 €
*** Repair the EV 3x (300% EV health) - 200 €
*** Kill three people repairing the EV - 50 €
*** Get three kills with the EV’s Turret - 20 €
*** Construct the Ramp 3x - 100 €
*** Destroy the Ramp 3x - 100 €
*** Disarm C4 on the Ramp 3x -50 €
*** Kill someone arming C4 on the Ramp 3x - 50 €
*** Repair the Bridge Generator 3x - 100 €
*** Destroy the Bridge Generator 3x - 100 €
*** Disarm C4 on the Bridge Generator 3x -50 €
*** Kill someone arming C4 on the Bridge Generator 3x - 50 €
*** Deliver EMP 3x - 200 €
*** Kill EMP Carrier 3x - 50 €
*** Return EMP 3x - 50 €
[/spoiler]
[spoiler]
CHAPEL - Stopwatch

  • Disable the EV (100% dmg)- 100 €
  • Repair the EV (100% EV health) - 100 €
  • Deliver EMP - 100 €
  • Kill EMP Carrier - 25 €
  • Return EMP - 25 €

** Disable the EV 2x (200% dmg)- 250 €
** Repair the EV 2x (200% EV health) - 250 €
** Deliver EMP 2x - 250 €
** Kill EMP Carrier 2x - 50 €
** Return EMP 2x - 50 €

*** Disable the EV 3x (300% dmg)- 500 €
*** Repair the EV 3x (300% EV health) - 500 €
*** Deliver EMP 3x - 500 €
*** Kill EMP Carrier 3x - 100 €
*** Return EMP 3x - 100 €
[/spoiler]
[spoiler]
CHAPEL - Competitive

  • Win 1 match - 1000 €
    —Complete Mission for Rank-tier Case—
    ** Win 2 Matches - 1500 €
    —Complete Mission for Rank-tier Case—
    *** Win 3 Matches - 2000 €
    —Complete Mission for Rank-tier Case—
    [/spoiler]

(Zihil) #2

Additionally, cases could be expanded into tiers based on competitive rank (Lead Case, Iron Case, etc) where ranking up yields better chances for higher tier cards.

[spoiler]
LEAD CASE (Default)
Lead (80%) / Iron (15%) / Bronze (3%) / Silver (1.5%) / Gold (0.4%) / Cobalt (0.1%)
IRON CASE
Lead (77%) / Iron (17%) / Bronze (5%) / Silver (3.0%) / Gold (0.8%) / Cobalt (0.2%)
BRONZE CASE
Lead (63.5%) / Iron (20%) / Bronze (10%) / Silver (4.5%) / Gold (1.5%) / Cobalt (0.5%)
SILVER CASE
Lead (50%) / Iron (25%) / Bronze (15%) / Silver (6.0%) / Gold (3.0%) / Cobalt (1.0%)
GOLD CASE
Lead (30%) / Iron (30%) / Bronze (20%) / Silver (12%) / Gold (6.0%) / Cobalt (2.0%)
COBALT CASE
Lead (15%) / Iron (25%) / Bronze (30%) / Silver (18%) / Gold (9.0%) / Cobalt (3.0%)
[/spoiler]

This could also be tied to player level as the rewards from player level seem a bit lackluster, so that it would decrease chances of lower tier cards. It could work something like this lowering lead and increasing iron and bronze:

[spoiler]
LEAD CASE (Default)
Level 0-5
Lead (80%) / Iron (15%) / Bronze (3%) / Silver (1.5%) / Gold (0.4%) / Cobalt (0.1%)
Level 6-10
Lead (75%) / Iron (19%) / Bronze (4%) / Silver (1.5%) / Gold (0.4%) / Cobalt (0.1%)
Level 11-15
Lead (70%) / Iron (23%) / Bronze (5%) / Silver (1.5%) / Gold (0.4%) / Cobalt (0.1%)
Level 16-20
Lead (65%) / Iron (27%) / Bronze (6%) / Silver (1.5%) / Gold (0.4%) / Cobalt (0.1%)
Level 21-25
Lead (60%) / Iron (31%) / Bronze (7%) / Silver (1.5%) / Gold (0.4%) / Cobalt (0.1%)
Level 26-30
Lead (55%) / Iron (35%) / Bronze (8%) / Silver (1.5%) / Gold (0.4%) / Cobalt (0.1%)
Level 31-35
Lead (50%) / Iron (39%) / Bronze (9%) / Silver (1.5%) / Gold (0.4%) / Cobalt (0.1%)
Level 36-40
Lead (45%) / Iron (43%) / Bronze (10%) / Silver (1.5%) / Gold (0.4%) / Cobalt (0.1%)
Level 41-45
Lead (40%) / Iron (47%) / Bronze (11%) / Silver (1.5%) / Gold (0.4%) / Cobalt (0.1%)
Level 46-50
Lead (35%) / Iron (51%) / Bronze (12%) / Silver (1.5%) / Gold (0.4%) / Cobalt (0.1%)
Level 51-55
Lead (30%) / Iron (55%) / Bronze (13%) / Silver (1.5%) / Gold (0.4%) / Cobalt (0.1%)
Level 56-60
Lead (25%) / Iron (59%) / Bronze (14%) / Silver (1.5%) / Gold (0.4%) / Cobalt (0.1%)
Level 61-65
Lead (20%) / Iron (63%) / Bronze (15%) / Silver (1.5%) / Gold (0.4%) / Cobalt (0.1%)
Level 66-70
Lead (15%) / Iron (67%) / Bronze (16%) / Silver (1.5%) / Gold (0.4%) / Cobalt (0.1%)
Level 71-75
Lead (10%) / Iron (71%) / Bronze (17%) / Silver (1.5%) / Gold (0.4%) / Cobalt (0.1%)
Level 76-80
Lead (5%) / Iron (75%) / Bronze (18%) / Silver (1.5%) / Gold (0.4%) / Cobalt (0.1%)
Level 81-85
Lead (5%) / Iron (72.5%) / Bronze (20.5%) / Silver (1.5%) / Gold (0.4%) / Cobalt (0.1%)
Level 86-90
Lead (5%) / Iron (70%) / Bronze (23%) / Silver (1.5%) / Gold (0.4%) / Cobalt (0.1%)
Level 91-95
Lead (5%) / Iron (68.5%) / Bronze (25.5%) / Silver (1.5%) / Gold (0.4%) / Cobalt (0.1%)
Level 96-100
Lead (5%) / Iron (66%) / Bronze (28%) / Silver (1.5%) / Gold (0.4%) / Cobalt (0.1%)
[/spoiler]

The higher tier cases would follow similar progression:

[spoiler]
COBALT CASE
Level 0-5
Lead (15%) / Iron (25%) / Bronze (30%) / Silver (18%) / Gold (9.0%) / Cobalt (3.0%)
Level 6-10
Lead (10%) / Iron (29%) / Bronze (31%) / Silver (18%) / Gold (9.0%) / Cobalt (3.0%)
Level 11-15
Lead (5%) / Iron (33%) / Bronze (32%) / Silver (18%) / Gold (9.0%) / Cobalt (3.0%)
Level 16-20
Lead (5%) / Iron (31.5%) / Bronze (33.5%) / Silver (18%) / Gold (9.0%) / Cobalt (3.0%)
Level 21-25
Lead (5%) / Iron (30%) / Bronze (35%) / Silver (18%) / Gold (9.0%) / Cobalt (3.0%)
Level 26-30
Lead (5%) / Iron (28.5%) / Bronze (36.5%) / Silver (18%) / Gold (9.0%) / Cobalt (3.0%)
Level 31-35
Lead (5%) / Iron (27%) / Bronze (38%) / Silver (18%) / Gold (9.0%) / Cobalt (3.0%)
Level 36-40
Lead (5%) / Iron (25.5%) / Bronze (39.5%) / Silver (18%) / Gold (9.0%) / Cobalt (3.0%)
Level 41-45
Lead (5%) / Iron (24%) / Bronze (41%) / Silver (18%) / Gold (9.0%) / Cobalt (3.0%)
Level 46-50
Lead (5%) / Iron (22.5%) / Bronze (42.5%) / Silver (18%) / Gold (9.0%) / Cobalt (3.0%)
Level 51-55
Lead (5%) / Iron (21%) / Bronze (44%) / Silver (18%) / Gold (9.0%) / Cobalt (3.0%)
Level 56-60
Lead (5%) / Iron (19.5%) / Bronze (45.5%) / Silver (18%) / Gold (9.0%) / Cobalt (3.0%)
Level 61-65
Lead (5%) / Iron (18%) / Bronze (47%) / Silver (18%) / Gold (9.0%) / Cobalt (3.0%)
Level 66-70
Lead (5%) / Iron (16.5%) / Bronze (48.5%) / Silver (18%) / Gold (9.0%) / Cobalt (3.0%)
Level 71-75
Lead (5%) / Iron (15%) / Bronze (50%) / Silver (18%) / Gold (9.0%) / Cobalt (3.0%)
Level 76-80
Lead (5%) / Iron (13.5%) / Bronze (51.5%) / Silver (18%) / Gold (9.0%) / Cobalt (3.0%)
Level 81-85
Lead (5%) / Iron (12%) / Bronze (53%) / Silver (18%) / Gold (9.0%) / Cobalt (3.0%)
Level 86-90
Lead (5%) / Iron (10%) / Bronze (55%) / Silver (18%) / Gold (9.0%) / Cobalt (3.0%)
Level 91-95
Lead (5%) / Iron (8%) / Bronze (57%) / Silver (18%) / Gold (9.0%) / Cobalt (3.0%)
Level 96-100
Lead (5%) / Iron (5%) / Bronze (60%) / Silver (18%) / Gold (9.0%) / Cobalt (3.0%)
[/spoiler]

This would also work well with more skin variations in silver/gold/cobalt in the future.


(Dirmagnos) #3

Mmm, no offense, but no.
There is plenty of missions to go around and plenty of cases drop after games.
Your ideas will quadruple incomes and make cases drop, on average, after each game.
Game economy is finicky as is, this will topple it.


(Zihil) #4

[quote=“Dirmagnos;54070”]Mmm, no offense, but no.
There is plenty of missions to go around and plenty of cases drop after games.
Your ideas will quadruple incomes and make cases drop, on average, after each game.
Game economy is finicky as is, this will topple it.[/quote]

It is true, economy is finicky. It is hard to determine how players will react and behave. If players have more credits than cases, how will they behave? or more cases than credits? How long does the average/casual/hardcore gamer play? How many missions will they complete? How many mercs do they own? With these changes, how will this effect their behavior? For these things I don’t have raw data, and can only guess and use my own experience. What I do know is that if you make the grind to acquire something so tedious, people will likely lose interest. However, the reward values can be adjusted. Random case rewards could also be eliminated. The amount of free rotation mercs could be lowered.

What I’m suggesting is to add more structure to the missions system and to eliminate random chance. They’ll always be there, and I’ve structured it to encourage advancement and progression from casual to competitive, while allowing players more chance at acquiring the loadout cards they’re after. The missions I’ve suggested for Objective mode is a lot of hand-holding while incentivizing more proper gameplay. Stopwatch lets go a bit, and rewards winning while eliminating potential XP/Credit/Case (time-wasting) farming. With Competitive it’s fairly straight-forward that winning is the only objective.

Also, stating that it will quadruple incomes and make cases drop every match, and topple the economy is very broad speculation. The values I’ve proposed for these missions are initially much lower, and then eventually leading up to current values. The values on the game mode missions are also much lower, apart from the Competitive suggestions. In order to get a case per match, you would have to get ~9k total exp of which is structured based on what each character is capable of, but that is only for the first tier (one star) of rewards. From my experience the average player considers someone who gets 10k+ XP per match a skilled player. Not all players are that skilled, and players who can get 10k+ XP against average/casual players when faced against a hardcore competitive player will likely achieve converse results. This is why matchmaking is important, and a more structured system such as the one I’ve suggested would also benefit the matchmaking system. So that the newb goes through “training” and eventually starts to compete and provides more data to continue ranking people within the competitive system and eventually results in more fair and balanced matches for everyone.


(Jostabeere) #5

“Giev me cases for literally doing nothing!” Sorry, but no. The system is fine as it is now. Rewarding if you play enough and encouragint long-term-playtime for people who aren’t satisfied with gameplay alone.


(Yes) #6

Complaining about people throwing too much ammo and reviving too much? Have I crossed into an alternate reality? :s


(Nail) #7

he believes it’s farming


(Dirmagnos) #8

I like random chance, it actually eliminates tediousness of grind that you made as main point. You dont have to farm 3-4-5 games to get guaranteed next case.
And it will quadruple cred gains, if not increase it higher. Half of your propose rewards would give 50 creds per completion, allowing players to earn 2-3 times more creds per average game. And considering how generous those rewards are, ppl will be more concerned to farm them, rather than doing anything else.
Exponential mission reward progression is bad idea also. Since it would make nolifers millionaires in no time, while more moderate players, who play maybe an hour a day(ho are majority of players) will simply be left behind. As result it will divide community and lead to a lot of hostilities between 2 groups. And i wont even try to predict effect that it will have on game economy.
Also, amount of point is nowhere near being indicator of skill. Its a team-based, objective oriented game and point farmers may be as ussless to the team as afk players.


(Fleshpound) #9

It would be actually good on one thing.

Pernament achievements for little credit reward(Let’s just say that reward=difficulty :I)

That won’t break the economy like a charging EV.

Still,the achievements will be very specified to the main point(Farming and spending tons of

time for getting something).

EDIT:Reward will not be like 10k or 9k or 8k or 7k or 6k or 5.5k.

Just max reward would be 5k credits and a ton of things to get that reward :innocent:


(Zihil) #10

Wow. This is actually quite literally the opposite of what you’ve attempted to mock about my suggestion. Here, let me explain it to you: random is getting something for nothing. You don’t know when you’ll get it, so you keep playing until you do, thus potentially increasing playtimes indefinitely. Rewarding players for playing the game and gaining XP is not doing nothing. However, in the current game system that is not the case and they seem to be frequent enough to keep people somewhat satisfied. If you are actually helping the team and trying to complete the objectives and playing the game as it should be played, should your actions not be rewarded? No? Gameplay alone is enough? What about the guy throwing ammo packs mindlessly up at his vantage point few people would be likely to find or receive when needed, when he could have been shooting the guy arming C4? This is why the direct hit XP bonus is a good addition.

No. People need ammo. The game developers have intentionally designed the ammo count so that it is likely the average player will run out of main weapon ammo within the course of one wave if firing and attempting to kill other players continuously. What I’m saying is that there are people being counter-productive to the team objectives doing mostly useless things in an attempt to farm XP. Sparks, she heals, she kills, is ironic paradox, but there are players who would rather revive you 10 times for the support XP rather than point it at the guy who is killing you. If there is to be a reward system it should try to eliminate these types of behaviors, and reward the ones that will help your team succeed. From my experience there have been times where getting revived several times repeatedly eventually paid off, but that was almost always because someone damaged or killed the attacking player(s).

Yes. Yes, it is. +1 post count acknowledged.

Under the current game settings, getting cases does not seem tedious. However, getting enough cases to trade in enough cards to get the cobalt card with the loadout you want is incredibly grindy. They are two different things. Also, it does sometimes take 3,4, or even 5 matches to get a random case.

What I’ve suggested is not exponential. I would hope that you wouldn’t express your predicted effect of what you think it will do to the game economy lest someone actually read it and agree with you, creating similar-minded individuals. So, really, don’t do that. Players having millions of credits and some bling loadout cards is unlikely to divide the gaming community. It would be more likely that individuals such as yourself would be responsible for dividing a community, repeating garbage you saw somewhere else in a non-applicable situation causing conflict. Don’t. There is no economy between players, so there is nothing to divide them in terms of wealth as you described. You need a lot of credits to trade up the cards. It is quite the time/credit sink. I will give two examples:

  • Cobalt = 10k + 6 Gold
    Gold = 4k + 4 Silver
    Silver = 2k + 4 Bronze
    Bronze = 1k +3 Iron
    Iron = 500 + 3 Lead
  • Cobalt
    6 Gold ---- 10k
    24 Silver —48k
    96 Bronze --96k
    288 Iron —144k
    864 Lead --216k
    Total 864 Lead + 514,000 credits
  • [1] Player A doesn’t buy cases, and eventually trades up the cards they receive to cobalt, assuming all opened cases result in a lead card. This requires 514,000 credits and 864 lead cards.

    [2] Player B buys 864 cases and receives 864 lead cards at 1000 per case. Worst case scenario, but that’s why it is an example. Although the rate for lead cards is 80% chance. This increases the total cost to 1,378,000 credits.

If you’re after 1 specific Cobalt card, with 1 specific color theme there is a 1 in 18 chance you will receive the color scheme and loadout you want because there are currently two cobalt color schemes and 9 possible loadouts. Assuming you get one of each of the 18 loadouts and get the one you want on your 18th attempt, it would cost 24,804,000 credits using Player B’s method. There are currently 14 mercenaries in the game. Now try for all of the other mercenaries: again, 18th attempt for all 14 mercs, costing 347,256,000 credits. As a side note, it is also statistically possible to never get the card you want, making 18 attempts seem paltry in comparison. This is also why I’ve suggested increased rates and tiered cases as you progress, because once you have the mercenaries you want, the only thing other than gameplay to play for is the loadout cards.

[quote=“Dirmagnos;54286”]
Also, amount of point is nowhere near being indicator of skill. Its a team-based, objective oriented game and point farmers may be as ussless to the team as afk players.[/quote]

Well, I guess we sort of agree on this. However, in my example using 10k+ points it was meant to be used as a statistic indicator. People who are skilled will generally achieve 10k+ points in a match, not statement of fact that all players who achieve 10k+ points are skilled and/or helpful to the team. What I’m trying to do is make the xp and point system more closely represent a player’s skill, and reward them for it, but you seem opposed to it. It seems you would rather continue playing in a less representative system and continue making such statements, while mindlessly grinding away and ignoring the true cost of these cards.

Edit: math error, clarification.


(Zihil) #11

[quote=“Zihil;53945”]
This would also work well with more skin variations in silver/gold/cobalt in the future.[/quote]

As an addendum, I am aware that my proposed suggestion could potentially decrease profit for the company, which is why I’ve suggested this (not that I think they weren’t eventually planning on releasing more mercs/skins anyway). In conjunction with these suggestions, I would also like to add that increased visibility of the mercenaries can potentially increase desirability of specific cards. Meaning, a showcase of the post-bronze skins in some manner. Advertizements within the game, splash screens showing off the fancy skins. This can also be achieved with an end-of-game victory screen showing the winning team in a dramatic, eye-catching, appealing manner. Including the loadout card increases awareness, and potential “must-have-now” purchasing decisions. This concept is already somewhat implemented with showing the killing player’s card on death, but can also be expanded. It would also be a good idea to expand the character poses per tier of card, more than every other tier to differentiate them, making them more identifiable/desirable. It’s also feasible to expand the tiers even further, and include more purchasing options in regards to cases/cards. Currently for post-bronze cards you can only purchase the elite case, or the elite case in bulk. Additional options could be offered for lesser/greater chances at specific tiers of cards. Elite Silver Cases, Elite Gold, Elite Cobalt. Additionally, these options could be expanded for different price ranges for lesser/greater chances within these types in addition to buying in bulk. With so few commodities it is almost hard to believe these types of avenues haven’t been paved. In regards to that, it would also be a good idea to add more content/services for sale to increase revenue. It may only be in open beta, but if it’s ever going to reach completion (unlike so many games which you should not compare yourselves) then you’re going to have to offer more things for sale and make them seem desirable. Do more, be better.


(Dirmagnos) #12

Main problem with your logic is that one does not need a cobalt loadout to play. Card quality is maxed at bronze and everything after that is purely visual improvement(altho some skins i would hardly call an improvement).
Yes, sometimes it can take 5 matches, and sometimes one can get a case after each game. I did get 3 in a row a few times.

What I’ve suggested is not exponential. I would hope that you wouldn’t express your predicted effect of what you think it will do to the game economy lest someone actually read it and agree with you, creating similar-minded individuals. So, really, don’t do that. Players having millions of credits and some bling loadout cards is unlikely to divide the gaming community. It would be more likely that individuals such as yourself would be responsible for dividing a community, repeating garbage you saw somewhere else in a non-applicable situation causing conflict. Don’t. There is no economy between players, so there is nothing to divide them in terms of wealth as you described. You need a lot of credits to trade up the cards. It is quite the time/credit sink. I will give you two examples:

  • Player A doesn’t buy cases, and eventually trades up the cards they receive to cobalt, assuming all opened cases result in a lead card. This requires 47,500 credits and 864 lead cards.
  • Player B buys 864 cases and receives 864 lead cards. Worst case scenario, but that’s why it is an example. Although the rate for lead cards is 80% chance. This increases the total cost to 911,500 credits.

Not exponential ? What is it then ?
By your idea player who plays a bit gets a lot less than one who plays a lot per unit of time.
And only a complete moron can consider uneven division of wealth, be it irl or game, not to have any impact on intercommunity relations. History, for whole its duration, tends to disagree.
And pls dont even try to pin it all on me, if you dont have any arguments to support your claim. You obviously have very little understanding of what you are talking about urself.
First, your every example start with “cobalt this” or “cobalt that”, while there is absolutely no difference between cobalt and bronze other than visual. And second, all those your “worse case scenarios” are absurd, since they are unrealistic.

In general, all that rambling about cobalt loadouts is simple pointless. To be competitive, in terms of loadouts, player dosnt need cobalt, or even gold, or even silver cards.
All loadouts that are present in those versions are exactly the same in copper version.
And to base whole argument around inability to get card with purely visual differnece, compared to same copper loadout, that will generally cost player just a few thousand creds, that can be made in just an hour… it beyond silly.


(Zihil) #13

OK, you got me. I’m idiot. You win internet.


(Zihil) #14

A player does not require any loadout card past Bronze quality for any advantage. A player’s likelihood to obtain bronze quality cards is not tedious or unfair. However, the issue is in trying to increase awareness and desirability of higher tier (Cobalt) cards, while simultaneously allowing easier access to them. Since this is a F2P, there will be a lot of players who will be unlikely to ever purchase anything. If you still make these things reasonably acquirable, this can still work to the company’s benefit. This is what my proposed suggestion is attempting to accomplish. This can increase competitive play, and keep people interested in playing the game. It gives people incentive.

Player A kills player B with X Fletcher Cobalt loadout. Player B wants to be better than Player A and juxtapose his situation. What are his options? “Gold looks better! I like that!” But there is no option for him to buy a gold quality card for his desired mercenary. There should be mercenary-specific options for sale within the expanded proposed Elite cases:

  • guaranteed Mercenary, but random Tier/Loadout/Skin for increased cost
  • guaranteed Tier/Skin, but random Mercenary/Loadout for increased cost.
  • guaranteed Mercenary/Tier, but random Loadout/Skin for increased cost.
  • guaranteed Mercenary/Tier/Skin, but random loadout for increased cost.
  • guaranteed Mercenary/Tier/Loadout, but random Skin for increased cost.

So that you can almost get exactly what you’re looking for by purchasing it, and be at least somewhat satisfied. While you could offer every specific loadout for a price, it would mostly defeat the case system and require a total rework, but be completely fair business. In order to prevent obsolescence of the current Elite Case, access to these types of cases could be associated with the level/ranking system, so that a player must earn the ability to purchase more specifically what they want. The more specific the case type, the higher level/rank required. Tying additional rewards/services to the level and ranking systems would then make offering an XP Booster a profitable commodity. This could be offered similarly as the credit booster, in packs, and in packs together. If the cards, and future additions offer no real gameplay advantage then this will still remain non-P2W. More additional cases could also be implemented as rewards which could also include XP and Credit boosters. Offering these types of things in the level/ranking systems as rewards would again increase awareness, and potential sales.

Player B kills Player C with X Mercenary. Player C wants to be better than Player B. What are his options? He decides he wants the biggest, meanest thing he can find and wants to buy Rhino, but is uncertain paying $9.99 is worth it. Offering accessibility for decreased prices, can increase sales ($1.99/36h). Offering mercenary rentals can further increase awareness and accessibility in addition to the Free Rotation system or other promotions. As the mercenary pool size increases, this seems almost mandatory. Even offering mercenary rentals for credits would benefit this (10,000credits/36h for 50,000credit mercenaries, 6,000credits/36h for 30,000credit mercenaries).

Edit: added more to the list, reordered, and added more in case ideas. Also edited to add the “edit”.


(Zihil) #15

In addition to increased quantity of mercenary skins, you could offer unique custom skins for competitive teams, or offer things such as masks:

You can monetize this.


(RuschGaming) #16

[quote=“Zihil;55780”]In addition to increased quantity of mercenary skins, you could offer unique custom skins for competitive teams, or offer things such as masks:

You can monetize this.[/quote]

lol really ? xD


(Zihil) #17

Yes. Really. As many people as there would be who would want to buy/wear them, there would also be a lot of people who would want to shoot them off their faces.


(Zihil) #18

Daily Missions Revised - Bonus Case
This is a slight overhaul, but maintains similarities to the current Daily Mission system. It is intended to make it more robust, desirable, engaging, encourage more proper gameplay and player retention. It can also be implemented alongside my other proposed suggestions. The concept is that of a mercenary being paid a bonus. There are 3 case types, each corresponding to the types of XP to be gained (Support, Combat, and Objective). Each case type contains missions that would then become active in the now-present daily mission slots. The player chooses between the three colors, with a maximum of 3 active missions.

Daily Log-in Bonus: Choose up to 3 Bonus Cases (random quality)
3x Daily Log-in Bonus: Choose up to 3 Bonus Cases (min. ** quality)
7x Daily Log-in Bonus: Choose up to 3 Bonus Cases (*** quality)

After-mission Bonus Case: based on performance and XP type earned
Total XP: determines quality (ie. 2000-4999: *, 5000-7999: **, 8000+: ***)
Dominant XP type: determines case color

Missions (500/750/1000credits):

Healer - 2,500/5,000/7,500 Heal XP
Backup - 100/200/300 Backup XP
Supplier - 2,500/5,000/7,500 Ammo XP
Accurate - 200/400/600 Direct-Hit XP

Finisher - 2,500/5,000/7,500 Finish XP
Guardian - 100/200/300 Guardian XP
Killer - 3,500/6,000/9,500 Kill XP
Hunter - 2,500/5,000/7,500 Assist XP

Interceptor - 500/1000/1500 Intercept XP (prevent enemy objective: Disarm, Kill carrier or C4 planter)
Specialist - 2,500/5,000/7,500 Objective XP
Guard - 500/1,000/1,500 Guard XP (add ‘Return Objective’ to Guard type)

This should reward players, and still allow them a higher level of personal-choice freedoms. It also introduces the Intercept XP bonus (which I believe should be added regardless of the suggested mission rework). It should also be relatively balanced in terms of rewards based on time played between game modes of objective versus stopwatch. Longer play times of stopwatch will allow higher potential scores, and potential rewards through 3-star cases. XP and Credit values could be adjusted, or time limits (such as the current 3h one) can still be imposed, but I would favor balancing of the values (based on desired income rate) rather than an imposed time limit.


(PapaHoleNUrHead) #19

I would have to vote no to this. Not only does it negatively impact the economy of the game, it also shortens the playability of the game. Once you get what you determine to be the best loadouts, mercs, etc, the likelihood of you actually continuing to play the game decreases because you get bored. Besides, wouldn’t it be nice to see someone’s Cobalt or even Silver killcard and think wow, that guy must be something to have earned that? IMHO, the gaming industry needs to shift back to making a player truly earn something instead of handing things out randomly.


(Vexed) #20

I skimmed your proposal and I hate more or less all of it. Your goals with the drop system and the mission system don’t seem to line up at all with those of the devs.

It seems to me that the missions have two purposes:

  • Encourage players to play mercs/roles they might not normally choose.
  • Provide a faster way to earn credits than the eye-wateringly slow base fee.

While your proposal adequately serves the latter of these, it completely neglects the former - if all of these activities are available every 24 hours, you allow people to fall into a routine again. Additionally, you have taken a fun way to mix up people’s playstyles and turned it into an MMO style daily grind. No thank you.

As far the cases… no. You’re again working at cross-purposes with the devs - they want to monetise the game so that they can continue to support it, which is the entire reason this game is f2p. You just seem to want to hand out shinies to people who play long enough. Which discourages people from spending money.