Previous well-received ideas: Remove gaming complacency!
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Folks determine for themselves how to fight monsters and explore the depths, and generally it boils down to some combination of quickness and thoroughness. Nobody tells them how to do this; it's just a matter of personal time availability and the desire to get the most bang for the energy buck.
...But what if we were evaluated for our diving prowess?
Whether it happens at the end of every level or only upon completion of a stratum/tier/mission, I think we deserve recognition for our efforts to play the game well. A ranking system (run by an NPC squad member) would provide us feedback and encourage a balance of quick, thorough playing. There would be no penalty for just rushing a level (unless indirectly by slightly nerfing level payouts so the new bonuses wouldn't imbalance things). But you would have to do well to earn a spin on the prize wheel, and particularly skilled play would earn additional rewards like a crown/heat multiplier bonus.
Example: For completing a Stratum 3 level:
- Time (based on first person reaching lift or last crown/heat obtained, whichever occurs last; people can then wait for a depth change if they want)
★☆☆☆☆ - 20:01 or more
★★☆☆☆ - 13:01-20:00
★★★☆☆ - 10:01-13:00
★★★★☆ - 08:01-10:00
★★★★★ - 08:00 or less - Damage (each player receives their own stars)
★☆☆☆☆ - 161 or more HP lost in damage (more than 20 pips)
★★☆☆☆ - 81-160 HP lost in damage
★★★☆☆ - 25-80 HP lost in damage
★★★★☆ - 9-24 HP lost in damage
★★★★★ - 8 or less HP lost in damage (no more than a full pip); no revivals - Completion
★★ - For defeating every non-respawning enemy (half credit for missing no more than 3)
★ - For opening every treasure box possible
★ - For collecting all heat/crowns available from enemies/boxes (none faded out after the 120-second timer)
★ - For breaking (nearly?) all destructible objects that can contain items (e.g. grass)
★ - For every player obtaining a mineral
(Note: This may need to be tweaked for arenas and fixed theme levels.)
(Note: This may need to be tweaked for arenas.)
2-3 stars - E
4-6 stars - D
7-9 stars - C (earn prize wheel)
10-12 stars - B (earn prize wheel, +5% crowns/heat)
13-15 stars - A (earn prize wheel, +10% crowns/heat)
16 stars - S (earn prize wheel, +15% crowns/heat; maybe also +10 prestige if Tier 3 access not yet obtained)
These could be adjusted for different strata and extended to entire missions/strata/tiers (though the damage ratings could be softened for these scenarios).
Extension: If missions get ranks, save those ranks on the mission selection screen. Let people strive for the best rank in all missions. Perhaps grant additional rewards for getting all Bs/As/Ss...? Maybe even require a minimum rank to complete a mission??)
I just think this would make the game more fun all around and would encourage me to strive for perfection even more.
Time: Sometimes I purposefully leave heat on the ground because nobody needs heat. I know they despawn, but that's a few minutes of added time if we leave the area and proceed onto a party pad. Otherwise, it seems like an ok idea to add.
Damage: I don't think it should be damage, since nobody has really figured out the exactly number of hp per bar. There was a bunch of mathtalk earlier this year that said its about 40hp per bar, but its an estimate. Go by bars. Much easier to keep track of.
Completion: There are places in clockworks that forces you to choose between treasure boxes and heart boxes. Also that one room/area where you have to either hit a ghost block to open up space to treasure boxes, or hit the breakable block without hitting the ghost block. Coming from the bottom, that's fairly easy to figure out. But coming from the top, it's impossible to see and you have to guess. Its probably not randomized, but still.
Breaking every breakable takes forever. You could gear for it, with weapons that hit fast and wide. But really, every bush, grass, block, 3 hit blocks, and whatever else? Takes a bunch of time to be honest.
You can't force players to pick up minerals. Some don't want to waste time doing it, some just don't want any.
Rewards: Any sort of crown multiplier has to be looked at carefully. Better to just not have it at all, to avoid inflation. 15% of 8000 is 1200, which is a significant amount. It basically boosts your crown gains to 9k per 50ce. A massive increase in crown output.