This will not be a popular suggestion. I emphasize that the crown penalty goes hand in hand with increased drop rate.
Problem: There is little to no incentive to playing Normal or Advanced difficulty without a death penalty. Because the heat/crown payout on Elite is higher than the other two modes, players are encouraged to glass cannon their way to victory. Even worse, if you wanted to farm Sparks of Life you would do so on Elite anyway because the drop rate is higher.
This is fine and dandy for experienced players, and a death penalty won't affect them as much. They don't die often anyway.
Inexperienced players should be discouraged from tackling Elite straight on without learning monster behavior/boss strategies. But they are discouraged from playing Normal or Advanced modes because of reduced pay out and are frustrated with playing Elite because it is less forgiving; monsters do more damage and have more life. They find themselves with very few Sparks of Life but see no incentive in playing lower difficulties because of reduced pay outs.
The goal is to allow inexperienced players a means of accumulating Sparks of Life and learn monster behavior/boss strategies.
Solution:
- Add a 500 cr penalty to dying and "respawning" in Haven (after you have consumed the emergency revive). This will make players approach unfamiliar missions with caution as it will not be worth playing Elite mode all the time if you die and lose all the crown you would have earned. Spending a Spark to revive of course does not cost you 500 cr.
- Increase Spark of Life drop rate in Normal and Advance modes, such that sparks drop more often in Normal than in Advanced, and more often in Advanced than Elite. "How much more" is vague, but I would like to see 2x drop rate in Advanced and 4x drop rate in Normal.
This allows players to use Normal and Advanced modes, where players are less likely to die and incur the 500 cr penalty for respawning in Haven, to farm Sparks of Life. By using those modes to ease into the game/a particular boss mission, players can build a safety net of Sparks of Life to prepare themselves for Elite difficulty missions.
Economic/Market Impact: I don't foresee any economic side effects, since Sparks of Life are a fixed supply depot sale, and the increased drop rate is solely valuable to new players who will play Normal mode than a veteran (who can probably afford Sparks of Life and would be better off playing Elite for better crown payout than to sit through Normal mode just to get Sparks). There won't be any significant changes in amount of crown in circulation; perhaps a slight decrease due to the death penalty and more players playing Normal/Advanced modes.
I want to say this is a bad idea, but it actually wouldn't be a bad one.
People who need sparks play on elite to get sparks and then die... Using the sparks they are trying to get. Since sparks of life are bound to the player, it's not like you're going to get rich off of selling them.
However, it shouldn't be a fixed 500 crown leave-to-haven penalty. The penalty should worsen depending on what difficulty/tier. On elite you should pay a 5000 crown leaving cost. On advanced, 2000 crowns. On normal, 500 crowns. Why is this? It makes it so if you are out of sparks, leaving the party would not be as effective as reviving yourself with energy. If you think you can revive once and finish the level alive on elite, then it would be smarter to revive yourself with 50CE. If you don't think that you can do that, you should suck up to the 5000 crown leaving cost. On advanced or normal, you could probably leave and think back to your mistakes. On advanced, if you lost your ER but have sparks, it would cost about the same to revive as it would to be going back to Haven, so that keeps you in the game. If you don't have sparks then you're pretty much paying for another spark by leaving. On normal, you're losing more money if you use a spark, but you're gaining more sparks of life anyways, sooo...
With those improvements, I'd be fine with this change.