Collective initiative and in-game Currency(s):
One of the primary design aspects of the game is its collectible assets. Every game mode makes use of collectible content that is tied to various cards that are awarded to the player for playing the game. These cards are given to the player for a number of different actions; ranging from winning matches, completing awards, looting them from from dungeons, buying them from the in game shop, and participating in special events.
There are several different types of cards, each of which dictates how they can be used the three primary gameplay modes. The card types range from weapons and equipment to cosmetic content for the players model. Some unlockable cards are used to unlock special content such as mirrored maps and bonus game modes.
All cards that the player earns are placed in his or her "Book"; a graphical menu that holds a slot for every card in the game and the various awards that can be given to the player. Players can have multiple of the same cards and subsequently withdraw them to use in any of the three primary game modes provided that its type is accepted in it. Most cards are given a physical number rather than being a permanent unlock in order to promote collecting as many cards as possible and to encourage trading between players or the computer run shop. As a result of this, removing a card from the book to use in one game mode will prevent you from using it in another mode unless you have another copy of the same card in your collection.
Many of these cards have augmented duplicates that have altered stats compared to the originals, making them better in some ways but worse in others. All cards have some degree of rarity factors associated with them, however rarity is often determined by aesthetic appearance rather than just raw power in order to prevent weapon imbalances. This means that for every type of weapon and their variants, there are also multiple skinned versions of them available for collecting. Having a "Golden Gun" in this game is a sign of true dedication and a dash of luck rather than just using the same piece of equipment excessively.
Currencies and uses
The in-game currency during standard play and in all three game modes are "Coins"
Coins are classified into three types: Bronze, Silver, and Gold; each worth a different amount. Bronze coins are worth one point, Silver coins are worth five points, and Gold coins are worth ten points. These points stack together in the players wallet until reaching the equivalent price of a larger coin type. (For example, imagine a player who has collected 17 bronze coins; these coins would be converted into 1 gold coin, 1 silver coin, and two bronze coins. Even though the coins are counted separately from each other their individual value is cumulative and as a whole they still retain the same original value of the 17 bronze coins)
In every game mode players will earn coins by killing enemies, picking them up off the map, completing objectives, and winning bonus's. The number of coins players earn depends on how they perform and what game mode they are in. For example: Killing an enemy player in Battle mode would be worth 3 bronze coins, but getting a headshot kill would provide an additional 1-2 coins to the player. Completing objectives designated by the game mode or special missions would also reward the player a greater number of coins depending on there intended difficulty. For instance, killing a specific enemy who has a bounty on them would reward the player with a number of coins; the amount depending on the size of the bounty in question. Likewise killing the same low rank enemies or poorly performing players over and over would eventually result in a reduced coin bonus with each kill (This would prevent players from exploiting it) Maps and dungeons in every game mode would also have coins scattered about them in order to encourage reward exploration and encouraging the player to roam the maps rather than stay in one place.
Players will lose a fraction of their coins whenever they are killed or incapacitated, however the amount they lose depends on what game mode they are playing, how they died and how many coins they currently had in their wallet; this fraction is then rounded to the largest coin the player has and subtracted from them and any coins subtracted would then be split into a smaller fraction and scattered around the player allowing team mates (or enemies) to gather them. Getting killed by weaker enemies, joke weapons, or self inflicted damage will result in a larger penalty than normal; on the flip being killed by a powerful enemy, weapon, or hazard would result in a smaller penalty. Coins are reset to 0 at the end of each round, adventure, or mission.
Coins can be spent in a variety of ways, however the most common uses would be on bonus cards, map items, hazards, and power-ups. (More on those later) Because coins are manually spent rather the being automated, players can choose how they want to spend their money and can use it to their advantage. "Do I spend my money now on a useful power up, or do I save it for later?" "Should I buy the cheap power up or should I save up for the powerful one?" These are the questions player would have to ask themselves during the game. Depending on what the player spends their money on, they might be able to spend it at any location or they may be have to be at specific spots. Vending Machines, Hazzard Meters, and Upgrades would be available in every mode, as would be Special Equipment that could be ordered and called in.
Bonus Roulette: The Bonus Roulette (Though it is really more of a slot machine) is a secondary game mechanic present in all three game modes. Whenever a player does something relevant respective to the game mode they are playing in, the Bonus Roulette will activate and will role its slots; players will be rewarded depending on what the slots on and their order. The rewards vary from various coin boosts, bonus equipment, and power-ups, though in competitive modes the Bonus Roulette will be curved to help players who are falling behind.
Tickets:
(Another generic example)
Tickets are the currency used to buy various cards or unlockable content and are meant supplement a players collection by providing an alternative way to get cards outside of regular gameplay. Unlike coins, tickets reamain with the player permanently until spent. There are fice different types of tickets:
-Red
-Green
-Blue
-Yellow
-Gold.
Red, Green, and Blue tickets are rewarded to the player while playing each of the three main game modes (Battle, Adventure, and Defender respectively) while Yellow tickets are a generic reward available from all three. Golden Tickets are rewarded to the player for completing difficult achievements or on rare occasions for performing extremely well. Each color of tickets stack separately from one another. Players may spend tickets at the Armory.
The Armory is a menu driven shop that players can buy and trade with in order to augment their collection. It is available to the player in all three game modes and the main menu. The selection of cards available is determined by the player progress in each respective game mode the size of their current collection. The type and number of a tickets needed to buy cards and equipment from the armory varies depending on the cards in question, though in some cases tickets of two or more different types are needed to purchase the card or content in question. The armory has a selection of mini-games available that players can spend tickets on to play, many of these mini games can reward the player cards.