yes its been suggested before, I know that it is difficult to balance drops that are not random. that said I had a bit of an idea.
a free drop, that is earned, by playing for a length of time, instead of winning a battle randomly throughout the day.
as it is, you can play for hours, win a dozen matches, and then get jumped by someone, who scouted and setup to disadvantage your formation, and lose drop. Or play for weeks on end, months even, and just never get a drop you want or need for your set. this sucks. yes its part of
tao, but it still sucks.
so, a system to earn drops, based on a number of turns actually played. these are actual in game turns, this is to discourage people from trying to match, and surrender, etc to bump up the count. It could also be a number of hours spent in game. either way, it needs to be really high, this is not supposed to replace random drops from winning, but to augment it.
10,000 turns = common drop.
25,000 turns = rare drop.
you would cash them in using a command, like:
/recruit furgon
if you had enough, you get the unit, and your turn count is set to zero.
you could see your turn count by using
/turncount
this would require coding in one variable to the sql database, Im assuming sql,
and two user commands.
if it was hours it could be
100 hours of play = common drop
250 hours of play = rare drop
I have done my best to make this uncheatable, but Im sure someone could exploit it. Im sure many wont like it.
I would like to hear alternative methods to this, some way of rewarding people who play a lot, but just never seem to get a drop, or get like 6 barrier wards and nothing else. It could be limited to a certain number of times it could be done, say three common, and one rare ?
anyway, Im interested in other peoples point of view, on how to make such a system work. How can we get drops to people who play regularly, but just never seem to get a drop ?