Better Use for unneeded extra covers
We all know it. You get a new cover for a char you already maxed. Now you can only get some iso and thats it.
But maybe there is a better way that isnt that OP that D3 doesnt earn its share.
I would like to propose some systems that might help to do just that.
1. Boost Ver. 1
2. Boost Ver. 2
3. Evolve/trading up Ver .1
4. sideline bench/backup
feel free to add and comment
But maybe there is a better way that isnt that OP that D3 doesnt earn its share.
I would like to propose some systems that might help to do just that.
1. Boost Ver. 1
If you draw a cover you already have you can boost the the cover with 5 lvl for a week. Stackable up to 10. Each boost has its own duration.
Wait what? Ok example given here:
You have Yelena or Jugs on max lvl (40). Draw extra cover. Boost to lvl 45 for a week. Another Cover? Lvl 50. And so on up to a boost of 50 lvls.
So a 13Ab *Cover could reach shortterm lvl100 and 10Ab *lvl 90.
Same for 2* covers but way harder to achive. Lvl135 for 13Ab and 119 i think for 10Ab.
Same for 3* and 4* seriously who would right ?
Advantage for Players: Soften transition from 1* to 2* and from 2*to 3*. 1* would be more relevant again.
Advantage for D3: Less Iso generation so more people might buy Iso.
Wait what? Ok example given here:
You have Yelena or Jugs on max lvl (40). Draw extra cover. Boost to lvl 45 for a week. Another Cover? Lvl 50. And so on up to a boost of 50 lvls.
So a 13Ab *Cover could reach shortterm lvl100 and 10Ab *lvl 90.
Same for 2* covers but way harder to achive. Lvl135 for 13Ab and 119 i think for 10Ab.
Same for 3* and 4* seriously who would right ?
Advantage for Players: Soften transition from 1* to 2* and from 2*to 3*. 1* would be more relevant again.
Advantage for D3: Less Iso generation so more people might buy Iso.
2. Boost Ver. 2
Draw a cover you dont need for a cover that isnt raised to max lvl?
Use cover to give 5 times more XP than selling and raising through iso.
1* cover sells for 100 Iso but gives 500 XP to same cover.
2* cover sells for 250 Iso but gives 1250 XP to same cover
3* cover sells for 500 Iso but gives 2500 XP to same cover.
E.g.: You have a Hulk with 5 green but 0 red and black. You didnt lvl him because why bother until you get the covers right?
You draw 1 more green cover. Instead of selling for 500 Iso you could give your Hulk 2500XP. Should give him some lvls if he is low.
So you have the choice between leveling a cover you cant use right now and leveling a cover you can use but to a lesser degre.
Advantage for Players: A little bit less frustration i think.
Advantage for D3: ???
Use cover to give 5 times more XP than selling and raising through iso.
1* cover sells for 100 Iso but gives 500 XP to same cover.
2* cover sells for 250 Iso but gives 1250 XP to same cover
3* cover sells for 500 Iso but gives 2500 XP to same cover.
E.g.: You have a Hulk with 5 green but 0 red and black. You didnt lvl him because why bother until you get the covers right?
You draw 1 more green cover. Instead of selling for 500 Iso you could give your Hulk 2500XP. Should give him some lvls if he is low.
So you have the choice between leveling a cover you cant use right now and leveling a cover you can use but to a lesser degre.
Advantage for Players: A little bit less frustration i think.
Advantage for D3: ???
3. Evolve/trading up Ver .1
If you have a max lvl cover with max lvl XP you can exchange the cover for 3 covers from the next tier in a logical context.
Max lvl mWidow -> 3 OBW Max OBW -> 3 GSBW
But what if a cover doesnt have a logical upgrade?
Dark avengers: yelena/daken/jugs -> moonstone/MNMags/bullseye -> 3* villan
Advantage for Players: Better chance to get needed covers. And you can again use covers you would sell otherwise
Disadvantage for Players: A hefty Iso price for such trade and the "loss" of a full lvled cover until you get the same cover up and running again.
Advantage for D3: More Iso would be needed. Making Iso buying more attractive.
Disadvantage for D3: Little less in HP sales.
Kicker:
Combine "Evolve/trading up Ver .1" with Boost Ver. 2
E.g.:
1. get Yelena covers for 5/5
2. get 57 more Yelena covers to bring Yelena to max lvl
3. exchange for 3 2*covers from the dark avengers roster
Advantage for Players: Better chance to get needed covers. And you can again use covers you would sell otherwise. You have a 1* cover dump.
Disadvantage for Players: You need to build more pylons .. err .. rosterspace
Advantage for D3: More Iso would be needed. Making Iso buying more attractive. AND people need rosterspace for leveling up those 1* covers so maybe more HP sales?
Disadvantage for D3: ???
Max lvl mWidow -> 3 OBW Max OBW -> 3 GSBW
But what if a cover doesnt have a logical upgrade?
Dark avengers: yelena/daken/jugs -> moonstone/MNMags/bullseye -> 3* villan
Advantage for Players: Better chance to get needed covers. And you can again use covers you would sell otherwise
Disadvantage for Players: A hefty Iso price for such trade and the "loss" of a full lvled cover until you get the same cover up and running again.
Advantage for D3: More Iso would be needed. Making Iso buying more attractive.
Disadvantage for D3: Little less in HP sales.
Kicker:
Combine "Evolve/trading up Ver .1" with Boost Ver. 2
E.g.:
1. get Yelena covers for 5/5
2. get 57 more Yelena covers to bring Yelena to max lvl
3. exchange for 3 2*covers from the dark avengers roster
Advantage for Players: Better chance to get needed covers. And you can again use covers you would sell otherwise. You have a 1* cover dump.
Disadvantage for Players: You need to build more pylons .. err .. rosterspace
Advantage for D3: More Iso would be needed. Making Iso buying more attractive. AND people need rosterspace for leveling up those 1* covers so maybe more HP sales?
Disadvantage for D3: ???
4. sideline bench/backup
Unused covers can converted to group-points (avangers/x-man/dark avangers maybe others). 1* give 1 point. 2* give 5. 2* 25.
You can select one group at the begining of a match as your backup.
Each group gives you environment tile abilitys. If you use an ability the groups score will be lowered. Most abilitys need a minimum score to be available.
E.g.:
Avengers:
"Aided by Javis" 20 e-tiles and 1 group-point: Javis spots a weakness. Creates 1 strike tile.
"Feldmedic" 50 e-tiles and 1 group-point with min 10 group-points: A feldmedic rushes in to help you. Creates 3 CT with a timer of 1. Each CT heals your group for 50 (max 150).
"Helicarrier Support" 100 e-tiles and 5 group-points with min 50 group-points: Support arrives from a nearby Heli-Carrier. Creates a CT for each color with a timer of 1. Each CT gives you 5 res of the CTs color.
Advantage for Players:You have a 1* cover dump and some additional flexability in fights without being OP.
Disadvantage for Players: Covers you use cant be sold so less Iso.
Advantage for D3: Less Iso for players = maybe more Iso sales.
Disadvantage for D3: ???
You can select one group at the begining of a match as your backup.
Each group gives you environment tile abilitys. If you use an ability the groups score will be lowered. Most abilitys need a minimum score to be available.
E.g.:
Avengers:
"Aided by Javis" 20 e-tiles and 1 group-point: Javis spots a weakness. Creates 1 strike tile.
"Feldmedic" 50 e-tiles and 1 group-point with min 10 group-points: A feldmedic rushes in to help you. Creates 3 CT with a timer of 1. Each CT heals your group for 50 (max 150).
"Helicarrier Support" 100 e-tiles and 5 group-points with min 50 group-points: Support arrives from a nearby Heli-Carrier. Creates a CT for each color with a timer of 1. Each CT gives you 5 res of the CTs color.
Advantage for Players:You have a 1* cover dump and some additional flexability in fights without being OP.
Disadvantage for Players: Covers you use cant be sold so less Iso.
Advantage for D3: Less Iso for players = maybe more Iso sales.
Disadvantage for D3: ???
feel free to add and comment
0
Comments
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Some of these aren't complicated enough. Try harder.0
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I like the idea of leveling up the character by one for each card (without removing the way to do it with iso, just as an additional way). It would be a bit more useful than just selling them for 100 iso, but still not game breaking. You'd still need over 70 cards before a two star character hit max, and over 120 for a three star.
It would mainly speed one stars along, as that is what most tokens you find will be. It might help encourage a bit more experimentation art that level.0 -
firethorne wrote:I like the idea of leveling up the character by one for each card (without removing the way to do it with iso, just as an additional way). It would be a bit more useful than just selling them for 100 iso, but still not game breaking. You'd still need over 70 cards before a two star character hit max, and over 120 for a three star.0
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