There are three reasons to consider an adjustment in the cost and the cooldown (time it takes for the Scout to come back) of Scouting sessions:
The proposed skill improvement algorithm increases the average number of Scouting sessions needed to maximize one skill, from 74 to 205 (This is without considering the addition of more Knowledge Token taps —i.e. ways to get KT). Therefore, we need to reduce both the cost and cooldown of the Scouting session to allow a fully utilized Scout to max out their level within their lifespan.
The number of players that can be minted, and hence available for gameplay, is currently limited by the number of Scouting sessions that can be performed. To onboard new users, we need to increase this limit.
Additionally, we aim to eliminate MSC, as it creates unnecessary friction and offers minimal utility.
Our proposal includes:
Adjusting the scouting price according to the scheme shown in the table below and eliminating the need to use MSC. (Scouts with the Pioneer ability will reduce scouting costs by some percentage voted by our community).
| Scout OVR | MSU |
|---|---|
| 0 - 49 | 300 |
| 50 - 59 | 600 |
| 60 - 69 | 1200 |
| 70 - 79 | 2400 |
| 80 - 89 | 4800 |
| 90 - 99 | 9600 |
The reason for these numbers is that they increase linearly with the user's club history progression. Specifically, they align with MSL rewards such that a winning team can improve their main scout by 5 skill points in their first MSL season (Div D), 10 skill points in their second MSL season (Div C), 10 skill points in their third MSL season (Div B), and 10 skill points in their fourth MSL season.
We anticipate the following scenarios upon implementing the cost & cooldown adjustment: