The idea is to offer a crown reward for each usable item picked up but not used at the end of a mission.
Ideally this would challenge players to use as few items as possible with a sliding price reward
For example:
100 cr-health capsules, remedy capsules
50 cr-summonables (mecha, recon, turret, bombs, ect)
25 cr-vials and shields
The purpose of this would only be to make levels harder as players would be encouraged to not use the usables they acquire in order to later trade then back in; it could be pitched as Haven buying back supplies gathered from the clockworks or something.
Hmm.Ok so the idea is to have more pay out and raise the difficulty right?
That generally,doesnt seem bad but why to make it that way,I would prefer a harder difficulty like super elite or something but how it will affect the game on the other hand?
Also the total pay out will be like max 900 cr extra that in a vana seems an ok bonus but I believe as you cannot find easy summonables it will be less,around 700cr maybe even less.
I cannot see the majority not use capsules in vana for 2 reasons,players in vana usually get hurt and they need capsules in order not to die and use a spark that is expensive,futhermore it is not rare for the game to lag,it doesnt depend always how good the player is.I believe most people will keep using capsules.Even if they do not use all the profit again is low so why bother..
I am speaking for vana because if you put in an easy run those money then they are too much.T2 vials caps etc.should give less.A jk run is 2-3k adding 700 cr more it makes it very profitable,in the same time giving less cr I believe no one would care.For 100-300 cr I would be bored to lose time to exchange it,its the same reason why people do not take minerals when they can gather them make sprite food with mats and sell them,because the profit is low so why bother?
In my oppinion if we have to think that the game needs to be more challenging with a reward as motivation,I believe we can find another way.