This is the Illuvials Collection v2, that expands alot further into the idea.
We will have a main progression tree and branch offs for any future games we have. The idea is that illuvials are at the core of our universe and everything is based around them.
The main progression tree would have 5 different branches for each affinity. We progress it based on 3 metrics
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first tier of progression - requires players to own all illuvials, regardless of tpi and levels
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the second tier is progressed through maximizing the tpi & levels of the players collection
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third tier is progressed through owning all colored version of each illuvials (one slot for holo and one slot for dark holo).
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a hybrid branch off between tier 2 & 3 that is progressed based on TPI, levels and a colored finish at the same time. This would be the end game for collectors and whales, rewards here can be season based as to stimulate competitiveness for people who are more interested into collecting.
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a competitive branch off for Gauntlet - the main progression here depends on how well we perform in Gauntlet, our leaderboard placement at the end of the season + a multiplier from the main tree to get to your final rewards for the season. The ranked leaderboard remains fully competitive, only the seasonal rewards would scale with the multiplier from the main tree.
The idea would be to have a long progression for the main tree, kind of like an account progression track to own all illuvials of all types. Most of the rewards here would be one time claimable, with the exception of the hybrid branch between tiers 2&3 for the seasonal collector/whale wars.
For the competitive branch off, we can use seasonal rewards that refresh per 3 months to keep the competition hot. We can go ham with the rewards, as using the multiplier from the main tree ties the rewards to revenue spent for the DAO + protects us from botting and multi accounting.
For the rewards we should go big - exclusive armor skins, battle boards, legendary weapon skins (maybe one per account?), battle boards, fuel, etc. These are the standard ones.
I would like us to introduce more gameplay rewards, that can be both used by players in game and also be liquid on the market at the same time due to their effect/exclusivity. This way we can replace using ilv as a liquid reward and can move to more gameplay oriented ones. The idea is to move away from using ilv as the primary source of rewards.
I've came up with 3 suggestions that cover this criteria - XP crates tier 1-5, disassembler tier 1-5 (burning tech) and +1 stat orbs tier 1-5.
These rewards would be extremely rare, especially the tier 5 ones and issued once per 3 seasons. For the highest ones only the top players would qualify, while also having a very decent collection multiplier.
These rewards would have real market value, would cost the DAO nothing to just mint them each season, they would replace ilv to a large extend, and be able to be scaled to a growing playerbase infinitely.
That way players will have a choice if they want to use these rewards themselves to progress further, or sell them on the market.
This proposal targets everyone - collectors, whales, competitive players and f2p players looking at building up their team slowly. Everyone would have something to work towards. Any reward we give is tied to how completed your collection is and by that to revenue to the DAO.
The main progression tree would start hollow and grey and it obtains its color as we progress further. Different reward nodes are along it's branches that we obtain with our collection progression. As illuvials are meant to be at the center of all our games - this tree can be in the middle, as the main progression hub and is surrounded by adjacent trees for our games (currently that would be Gauntlet and the MMO, but since we don't know much about that, I haven't integrated it yet).

