A new in game store proposal

This is how I recommend the game store be changed, with explanations as to why.

Information for pricing was taken from Koromac’s compilation of requirements: [http://forum.star-conflict.com/index.php?/topic/29823-economy-required-resources-for-all-secret-project-ships-and-destroyers/](< base_url >/index.php?/topic/29823-economy-required-resources-for-all-secret-project-ships-and-destroyers/)

 

Monocrystals: Monocrystals should be available for purchase individually for 30GS, Bulk packs of 50, 100 or 500 Monocrystals should be available, costing 1,250GS, 2,500GS and 12,500GS respectively.

Neodium: Neodium ore should be priced at 10GS each.
 

Beryllium: Beryllium ore should be priced at 20GS each.

Premium Ship Parts: Ship Parts for the Archelon, Stingray and Brokk should be priced at 30GS each. Bulk packs of 50, 100 and 200 should be available, costing 1,250GS, 2,500GS and 5,000GS respectively.

 

 

Now for the why the materials are priced as they are:

 

Secret Projects: Secret Project ships average at around 450 Monocrystals each. Assuming bulk purchasing, this gives them a price of 13,750GS, which is higher than standard T5 Premiums. This is justified given their enhanced customisation.

 

Destroyers: This pricing puts the Rare Ore and Mono costs for Destroyers at 8,800 GS for a Rank 8, assuming the player takes advantage of bulk buy discounts (based on a requirement of 220 Monos and 320 Neodium Ore). For a R11 destroyer (260 Mono 200 Neo 320 Beryl) this gives us a cost of 12,450GS. These prices put the T3 Destroyers slightly above T4 Premiums, and T4 Destroyers above T5 premiums - justifiable given their power.

Premium Ships: This pricing, assuming bulk purchases are used, puts the ships at 5K, 10K and 15K GS respectively - slightly higher than their standard Premium equivalents, but justified due to their specialist natures.

 

 

So why take this approach? Because this is a pricing model that fits everyone. Rather than being forced to pay for junk they didn’t want, this approach lets players make informed purchases and obtain exactly what they need. Single item purchases are available for players who just want a little help finishing a project, and bulk purchases speed up acquisition for those who want to go from scratch.

 

Fixed prices and guaranteed acquisition makes future purchases easier to plan, and lets players budget effectively.

Ship costs map nicely to available GS bundles, especially the Premium Ships - all three of which can be obtained with two 15K bundles!

 

Most importantly, this model is a genuine micro transaction model. 10 GS is the equivalent of approximately 3 pence - a trivially small amount of money! The fact that such small amounts of money can be used to purchase in game goods makes the marketplace seem less threatening and demanding. Players can see clearly that they have the option to only invest small amounts of money at a time, which in turn makes them more comfortable with moving up to larger purchases.

 

The buy-what-you-need model is also more appealing to players who would normally obtain the content in a free to play fashion. Whereas the random nature of the loot chests can leave them feel cheated, and thus alienate them from future purchases, the fixed price, fixed reward nature of this model enables them to experiment with in-game spending without any negative repercussions. This in turn may lead to them spending more regularly in the future.

Supporting Change - Rare Item drop rates:

To support this change, I would suggest the following change is made to the drop mechanics for Premium ship parts, neodium and beryllium - hereafter referred to as “rare drops”.

Rare Drops should be, as the name suggests, rare - perhaps as low as 2 or 3% chance.

 

However, the drop rate for Rare Drops should initially be set much higher - 20% or even 25%. This rate should remain until a player obtains five or more Rare Drops, at which point it reverts to the default. It will then remain at default until the next day’s login, where it will reset to the artificially high rate.

Why do this? Because this establishes a reasonable timeframe to obtain the ships in question without relying on spending money. For the Premium ships, for example, this model allows a typical player, earning 5 parts per day, to acquire the Archelon in 40 days, the Stingray in 80 days, and the Brokk in 120 days. This makes the free to play approach reasonable, if time consuming, while also increasing the appeal of using the store.

 

How? Because players who don’t feel pressured into spending will not resent the paying option. If a player feels that the free route is viable, and that the paying route is simply there if they would rather invest their time elsewhere, this positive reception will encourage them to spend more. By contrast, an overly harsh drop rate will make them resent the pay route, and convince them it is nothing more than a pay-to-win scam intent on forcing money out of them.

 

I hope this suggestion will be taken seriously and passed on to the appropriate people involved.

10/10. No joke, seriously.

 

But I doubt they’ll change the Premium Ship part obtaining method, since what you suggest gives you 5 times the parts while keeping the same price. 

Also, people who play lots of tourneys could speed up a lot their progression for free by buying Mono/Parts/Resources, and although less grind=good most of the cases, I don’t think that this is what the Devs want. 

 

Anyway, great suggestion, I hope to see it in the game. 

Yup +9999 11/10 would recommend

This is a suggestion I can get behind. It’s very similar to Warframe’s economy and I think that is one of the most successful f2p, pay2progressfaster models out there. I’ve mentioned a similar concept before but it never really took off.

+1

Do not forget to up-vote someone’s post, if you agree with it! Spread the word as well!

 

+1

 

Opinion:

I like it, but I doubt that they will ever do this. Why probably not? Because, it’s not about the game and players anymore.

Of course, I could be wrong, and if so, then the Victory Day will once again feature all premium ships’ discounts up to 1945 GS.

 

Realization:

I played enough battles to assume, that grind isn’t an option anymore at some point to get rare resources, let it be neo/bery ore, ship parts or monocrystals.

What is left then? Store Bundles, of course.

10/10. No joke, seriously.

But I doubt they’ll change the Premium Ship part obtaining method, since what you suggest gives you 5 times the parts while keeping the same price.

Also, people who play lots of tourneys could speed up a lot their progression for free by buying Mono/Parts/Resources, and although less grind=good most of the cases, I don’t think that this is what the Devs want.

Anyway, great suggestion, I hope to see it in the game.

The players winning tournaments are people who already have pretty much everything. Monetisation focused on them isn’t going to bring much money in.

The players winning tournaments are people who already have pretty much everything. Monetisation focused on them isn’t going to bring much money in.

I concur with JasanQuinn’s opinion.

+1

problem (inb4 devs): they will 100% make stuff being given ‘by chance’ again…

+1

problem (inb4 devs): they will 100% make stuff being given ‘by chance’ again…

Well, if they fail to realize the problem, or rather implement it in the right way.

excellent thoughts on the numbers.

The players winning tournaments are people who already have pretty much everything. Monetisation focused on them isn’t going to bring much money in.

Absolutely true.

I’ve seen our resident Dev lurking around the forum. I’m hoping to get some feedback on this and my other topic. :slight_smile:

The packs is a core the current game economy, not sure it can be chaged so radicaly at the moment. I’ll pitch your suggestion anyway, but avoid any promises.

Thanks. :slight_smile: The current pack model is something I hope gets abandoned, because I personally won’t spend money on this game while it’s in place, and I can’t be the only one. Switch to something akin to what I suggested here and I’d be happy to drop cash on the game again.

+1, I won’t spend money on the gambling packages, but from a fair store, I would buy the modules. (specially If I could play this game again with my friends in team…)

+1, I won’t spend money on the gambling packages, but from a fair store, I would buy the modules. (specially If I could play this game again with my friends in team…)

I concur with his statement. I also won’t spend anything, unless if economic model changes for the better. Guaranteed parts are a step in a right direction.

Second one are more frequent sales (30%-50%) and increased drop rate, only then it might be worth it.

The packs is a core the current game economy, not sure it can be chaged so radicaly at the moment. I’ll pitch your suggestion anyway, but avoid any promises.

I sure hope the developers will at least consider this idea. Please tell them about how successful Warframe’s economy is based on this.

I sure hope the developers will at least consider this idea. Please tell them about how successful Warframe’s economy is based on this.

I completely agree. Learn from Warframe!

+1

 

I completely agree with you proposal and your point.

The new shop system you are proposing is the only possible solution that can meet both the users and the developers needs.

 

I’ll help you spread the word both ingame and on Steam.

I think this idea has been around for some time already, proposed by many players too. I don’t think it will get implemented tho, devs like how newbs waste money on those packs…

 

 

anyway, also realised of how the packs would be overpriced if this shop would get implemented. now u have ~350 gs per pack where you get 2 things. The most expensive ones from your list are monos and ship parts. together (considering you would get two very rare components in that pack would actually cost 60 gs… now the real costs are like 170 per item.

This is how I recommend the game store be changed, with explanations as to why.

Information for pricing was taken from Koromac’s compilation of requirements: [http://forum.star-conflict.com/index.php?/topic/29823-economy-required-resources-for-all-secret-project-ships-and-destroyers/](< base_url >/index.php?/topic/29823-economy-required-resources-for-all-secret-project-ships-and-destroyers/)

 

Monocrystals: Monocrystals should be available for purchase individually for 30GS, Bulk packs of 50, 100 or 500 Monocrystals should be available, costing 1,250GS, 2,500GS and 12,500GS respectively.

Neodium: Neodium ore should be priced at 10GS each.

 

Beryllium: Beryllium ore should be priced at 20GS each.

Premium Ship Parts: Ship Parts for the Archelon, Stingray and Brokk should be priced at 30GS each. Bulk packs of 50, 100 and 200 should be available, costing 1,250GS, 2,500GS and 5,000GS respectively.

 

 

Now for the why the materials are priced as they are:

 

Secret Projects: Secret Project ships average at around 450 Monocrystals each. Assuming bulk purchasing, this gives them a price of 13,750GS, which is higher than standard T5 Premiums. This is justified given their enhanced customisation.

 

Destroyers: This pricing puts the Rare Ore and Mono costs for Destroyers at 8,800 GS for a Rank 8, assuming the player takes advantage of bulk buy discounts (based on a requirement of 220 Monos and 320 Neodium Ore). For a R11 destroyer (260 Mono 200 Neo 320 Beryl) this gives us a cost of 12,450GS. These prices put the T3 Destroyers slightly above T4 Premiums, and T4 Destroyers above T5 premiums - justifiable given their power.

Premium Ships: This pricing, assuming bulk purchases are used, puts the ships at 5K, 10K and 15K GS respectively - slightly higher than their standard Premium equivalents, but justified due to their specialist natures.

 

 

So why take this approach? Because this is a pricing model that fits everyone. Rather than being forced to pay for junk they didn’t want, this approach lets players make informed purchases and obtain exactly what they need. Single item purchases are available for players who just want a little help finishing a project, and bulk purchases speed up acquisition for those who want to go from scratch.

 

Fixed prices and guaranteed acquisition makes future purchases easier to plan, and lets players budget effectively.

Ship costs map nicely to available GS bundles, especially the Premium Ships - all three of which can be obtained with two 15K bundles!

 

Most importantly, this model is a genuine micro transaction model. 10 GS is the equivalent of approximately 3 pence - a trivially small amount of money! The fact that such small amounts of money can be used to purchase in game goods makes the marketplace seem less threatening and demanding. Players can see clearly that they have the option to only invest small amounts of money at a time, which in turn makes them more comfortable with moving up to larger purchases.

 

The buy-what-you-need model is also more appealing to players who would normally obtain the content in a free to play fashion. Whereas the random nature of the loot chests can leave them feel cheated, and thus alienate them from future purchases, the fixed price, fixed reward nature of this model enables them to experiment with in-game spending without any negative repercussions. This in turn may lead to them spending more regularly in the future.

Supporting Change - Rare Item drop rates:

To support this change, I would suggest the following change is made to the drop mechanics for Premium ship parts, neodium and beryllium - hereafter referred to as “rare drops”.

Rare Drops should be, as the name suggests, rare - perhaps as low as 2 or 3% chance.

 

However, the drop rate for Rare Drops should initially be set much higher - 20% or even 25%. This rate should remain until a player obtains five or more Rare Drops, at which point it reverts to the default. It will then remain at default until the next day’s login, where it will reset to the artificially high rate.

Why do this? Because this establishes a reasonable timeframe to obtain the ships in question without relying on spending money. For the Premium ships, for example, this model allows a typical player, earning 5 parts per day, to acquire the Archelon in 40 days, the Stingray in 80 days, and the Brokk in 120 days. This makes the free to play approach reasonable, if time consuming, while also increasing the appeal of using the store.

 

How? Because players who don’t feel pressured into spending will not resent the paying option. If a player feels that the free route is viable, and that the paying route is simply there if they would rather invest their time elsewhere, this positive reception will encourage them to spend more. By contrast, an overly harsh drop rate will make them resent the pay route, and convince them it is nothing more than a pay-to-win scam intent on forcing money out of them.

 

I hope this suggestion will be taken seriously and passed on to the appropriate people involved.

What about also selling things needed to make ships or ship parts? How about selling the destroyer internal structures for the cost of parts (in GS), + 10-20%. This would encourage completing achievements to get GS to eliminate the need to get so many graphite ore pieces. Its rather tiring and subtracts from the game experience. It would be more fun for players to focus on achievements to get the GS in order to skip killing transport after transport or similar.