Coin system idea to solve the two biggest problems in ranked right now #37409
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Blacky-San
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From what I’ve seen, heard, and experienced myself, I think there are two big problems with ranked right now.
Problem 1:
The damage multiplier can decide matches too heavily. You can be up 7–0, but lose a single map with a now huge multiplier and suddenly the match is lost and feels unfair.
Problem 2:
There isn’t enough map diversity, especially at higher ranks where the pool often ends up being ~80% speed maps.
The idea: a coin system
The system is based around “coins.” After each round, both players receive one coin. There are two types: silver and gold, and they alternate each round.
So for example:
…and so on.
Solving Problem 1 (damage multiplier):
The damage multiplier no longer increases automatically and instead always stays at 1x by default.
Players can then choose to increase the multiplier themselves by spending coins on cards:
This makes the system more strategic, since players decide when and where they want to risk a higher multiplier instead of it randomly deciding matches.
Solving Problem 2 (map diversity):
Instead of automatically receiving one new card after each round, there would be three faced-down decks:
Each deck only contains maps with that mod already applied. The backs of the cards would clearly show which deck they belong to.
Players can than spend coins to fill up their hand again:
To prevent players from having too many cards, they may need to discard some when drawing new ones although the limit of holding only 5 is a bit to low with this idea in my opinion.
Extra depth / strategy:
Because players will have both a silver and a gold coin available on their turn, they can mix strategies. For example:
To make this work smoothly, there should be a short “preparation/spending phase” before picking, but only after every two rounds (round 2, 4, 6, etc.), so both players always have a silver and a gold coin to spend plus they can do it simultaneously which saves time.
Visibility & Mindgames:
Since the three decks (NM, HR, DT) would already have distinct back designs, it could be cool if those same card backs are also visible in the opponent’s hand.
This way, you get a small hint of what they might be holding (for example HR or DT cards) without revealing the exact maps.
Cards that have a damage multiplier applied could also have a visual effect on their back like a subtle flame for 2x and a stronger or bigger flame for 3x so you can tell they’re “charged.”
At the same time, since players don’t have to play those cards immediately, they can keep them in their hand, which opens up some mindgames holding onto a boosted card to make the opponent second guess what’s coming next.
What i think this coin system fixes:
This is also my first time using GitHub, so I apologize for any formatting issues or mistakes.
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