I used to like the idea of deposited Minerals going towards Gate Construction, as it made people feel as though they had some input in the outcome of the levels they would traverse at a later date. However, I agree that it felt rather obsolete which minerals were deposited, and there didn't feel like there was any tactical choice behind the depositing.
With this in mind, my suggestion for reintroducing the factor of minerals affecting the Clockwork's depths is this:
- Rather than one level being active per depth, a group of levels is present (a choice of around 2-4 stages). These groups are still rotated on a basis of real-time.
- When looking at the arcade gate's map, players will be told which minerals will influence which stage next (e.g. More Luminite or Moonstone will result in outcome A, more Crimsonite or Dark Matter will result in outcome B).
- This allows for a party to plan what stage in the upcoming group would be the most beneficial, and so players may want to choose their mineral to influence their favoured level.
- Once arriving at the lift, the party's mineral count and size is weighed up and the next stage is decided based on those values.
How would people feel about such a feature being implemented?
I kind of Hated the fact they took out the old Mineral system, It was a nice way to make a quick few crowns for materials
it would be cool if they brought it back with a few extra features if you doesn't feel like doing the whole battle sprite thing
or you have already maxed out your sprite