The idea just popped from my mind: Make the missions' lobby, require a certain quantity of mineral to go down on the elevator.
It doesn't require that you put mineral at every level. Just on the lobby.
I thought something like that: Clockworks is cycling. To acess the clockworks, you can go to the missions or arcade. But, there's a difference:
When you go on Arcade, you have the gates predetermined, with specific levels from depth 1 to 29. While Mission throw you directly to where you have to go. So it's forced. So, to force, you must use something. How we don't have mist energy to do it, so we use minerals.
Why? Because minerals was used to construct gates. It means that minerals influence how clockworks works. All the mission throw you exactly where you need to go, so you must use minerals to influence the clockworks to generate a elevator to guide you to where you have to go.
So, where I will go to hunt for minerals?
Arcade. Arcade gate are predetermined for the own clockworks, so it doesn't need minerals to influence it. You just need to found a gate and go. And on group, because minerals are shared.
The cost of minerals would be based on Tier. Something like:
For Rank missions(just the missions that have lobby)
Tier 1 - 4 minerals
Tier 2 - 8 minerals
Tier 3 - 12 minerals
For Prestige missions(just the missions that have lobby)
Tier 1 - 3 minerals
Tier 2 - 5 minerals
Tier 3 - 8 minerals
When party fully locked and soloing(rank or prestige)
T1 - 2 minerals
T2 - 3 minerals
T3 - 4 minerals
The cost would be shared. It means that, a mission's gate can be activate for a sum of minerals put by a group or for a unique knight. It could motivate people to go in a group.
Once the gate is activated, a gate timer will be activated and each party member can enter the mission for the next two hours. If a knight, that already has a gate active, enter in a group that don't have the same gate active to them, the knight can help out giving minerals to active it for the others. When he/she do it, his/her gate timer is refreshed.
The minerals required would be based on the existent Gate Construction Guide. But the OOO needs to mark the theme of a mission to determine what minerals will be required on said mission. For example, if they mark the Heart of Ice as fiend level, it'll require Crimsonite and Dark Matter. If they mark as a ice level, it'll require Valestone and Moonstone.
Sure, the Rescue Camp's missions don't will require minerals, because there isn's a way to found mineral there.
And, for the newbies, could have a mission that require the exploration of clockworks. Or, in others words, do an arcade gate once or twice.
So, guys, is it. Just a idea that I wanted to share with you. I want to discuss this with you: It's a good idea, a bad idea, increases grinding, isn't newbie-friendly, etc.
So... That's all folks.
EDIT:
Title changed. I think that the new explains better the suggestion.
EDIT 2:
Credits to U77654
-Changes on cost.
-Added specific cost to prestige missons.
-New details to the part about putting the required minerals.
-Required minerals on mission is now better explained.
-Mineral Spawn on missions.
The required minerals for missions rarely drop in said mission. For example, if FSC requires Dark Matter and Crimsonite, then the mission will drop Luminite, Moonstone, and Valestone and rarely Dark Matter and Crimsonite. This would be so that playing the mission several times could encourage players to do other missions.
-Mineral Pass(U77654 idea)
A new Mineral Pass will allow that knight to enter missions without mineral fees (for 30 days, not purchasable with CE, so that OOO can make some more money). It work on this way:
-A lone knight with a MP can enter missions with no fee
-A group of knights that all have MPs can enter missions with no fee
-If one knight in a group has a MP, the fee is reduced by two minerals per player with a MP (until all have MPs).
If a full group (four people at once) of knights are in a mission, or even an Arcade gate, that have active Mineral Passes, minerals that normally spawn as Small Minerals (+1s) will spawn as Medium Minerals (+2s), and normally Medium Minerals now spawn as Large Minerals (+4), etc. and normally Shiny Minerals (+6) will remain as Shiny Minerals. The now not-as-great-as-a-Graveyard-Treasure Vaults now can get a bit more use...with a small price.
EDIT 3:
-Added cost specific to solo
-Mineral Indicator
The minimap points the locations of mineral deposits.
-After the lobby, the party is locked, but inviting is allowed.
Huh. I'll +1 it.
Gives a seemingly useful purpose for minerals, and it would encourage players to use the arcade more often, albeit not by much. I'm just worried that it would turn a few players away, and make things unnecessarily complicated.