#Suggestion: add a post-cap sink for faction insignias

1 messages · Page 1 of 1 (latest)

craggy compass
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Right now, faction insignias lose all functional value once factions are capped. They continue to drop, but for capped players they effectively become dead loot and inventory clutter, but also leaves a great opportunity that shouldn't require much effort.

Proposed system:
Once all factions are maxed, unlock a new vendor/NPC that accepts large insignia turn-ins or bundled insignia “bags” in exchange for non-power rewards.

Examples of reward types:

pets
ship cosmetics
housing décor
statues, fountains, banners, and other settlement pieces
rare building sets or prestige-only cosmetic items

Why this is worth considering:

Preserves value in an existing drop type after progression cap
Reduces the feeling of wasted drops and dead inventory accumulation
Extends engagement using the current gameplay loop instead of requiring major new content
Creates an endgame resource sink without introducing balance issues or power creep
Gives completionist players a reason to continue farming the same content.

From a systems/design perspective, this is efficient because it recontextualizes content that already exists. The player is already running the loop and already earning insignias. The only missing layer is a post-cap conversion path. That means the retention benefit could be meaningful relative to implementation cost.

This would turn insignias from a progression only item into a dual purpose system:

early/mid game faction advancement
late-game prestige currency sink

If a full vendor system is out of scope, a minimal fallback would still improve the current state:
allow insignias to be sold for a small amount of piastres so they retain at least baseline economic value after progression is complete.

simple coral
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thank you very mcuhf for your feedback! we will try to adress this as we go further into development