Reduce the price, but implement a system that increases your chances of getting a desired UV at greater cost.
Split each ticket level into 3 sub-levels
Single Roll = how it works currently. Every roll is fresh, only UVs currently on the equipment is removed from the selection pool
Double Roll = Roll twice in a row, but you are given the opportunity to lock in between rolls. Any UV* rolled previously cannot be drawn in successive rolls.
Quadra Roll = Same as Double Roll, except you have more rolls, so you can "eliminate" more UVs from the pool if you don't get what you want.
*By UV, I mean a specific type and level. So "ASI Low" is different than "ASI High"
Pricing
The tickets themselves will have a price:
1-Variant = 10k
2-Variant = 50k
3-Variant = 200k
But the type of roll you choose will scale the price by a multiplier:
Single = x1
Double = x4
Quadra = x8
Usable Variant Tickets
Usable tickets eliminate the base price.
If you choose Single Roll, the multiplier is x0 (free, like it is now)
If you choose Double Roll, the multiplier is x3
If you choose Quadra Roll, the multiplier is x7
Tickets of the same type can also stack. So if you have eight 3-variant tickets, you can use them all to get a free Quadra Roll.
Interesting way of looking at it. This has potential, as making UV rolls cheaper is one thing, but making your desired option easier to get for the change in cost is a fair trade.
I'm in the belief that the more UVs that we spread around, the more playstyles will be able to benefit, and to more players. Cutting the 1UV price down by half is enough to get more new players into the UV area.