Feature: Duplicate Card Crafting (tier-up system) #49

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opened 2026-03-04 13:46:35 +00:00 by cal · 0 comments
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Summary

Two cards of the same rarity tier combine into one card of the next tier up. Simple, deterministic upgrade path that instantly solves the "I have 12 copies of this common" problem. Every card becomes progression fuel.

Inspiration

Topps Bunt's crafting system — two same-tier cards combine into one higher-tier card.

Core Mechanics

  • Combine 2 cards of the same rarity → 1 random card of the next rarity tier
    • 2x Rep → 1x Res
    • 2x Res → 1x Sta
    • 2x Sta → 1x All
    • 2x All → 1x MVP
    • 2x MVP → 1x HoF (high cost, big reward)
  • Cards used in crafting are consumed
  • Result is a random card from the target rarity tier and active cardset
  • Optional: small currency cost to craft (economy sink)
  • /craft command with card selection UI

Why This Works

  • Dead-simple mechanic — easy to understand, immediately useful
  • Eliminates the "junk card" feeling — everything has value
  • Creates a deterministic path to high-rarity cards for F2P players
  • Pairs well with pack opening — more packs = more crafting fuel
  • Low implementation complexity relative to impact

Technical Notes

  • Integrates with existing Card model and rarity system (Rep/Res/Sta/All/MVP/HoF)
  • Needs: crafting transaction logic, card selection UI (discord buttons/dropdowns)
  • Card consumption + creation through existing API
  • Consider: cooldowns, daily craft limits, or increasing costs per tier
## Summary Two cards of the same rarity tier combine into one card of the next tier up. Simple, deterministic upgrade path that instantly solves the "I have 12 copies of this common" problem. Every card becomes progression fuel. ## Inspiration Topps Bunt's crafting system — two same-tier cards combine into one higher-tier card. ## Core Mechanics - Combine 2 cards of the same rarity → 1 random card of the next rarity tier - 2x Rep → 1x Res - 2x Res → 1x Sta - 2x Sta → 1x All - 2x All → 1x MVP - 2x MVP → 1x HoF (high cost, big reward) - Cards used in crafting are consumed - Result is a random card from the target rarity tier and active cardset - Optional: small currency cost to craft (economy sink) - `/craft` command with card selection UI ## Why This Works - Dead-simple mechanic — easy to understand, immediately useful - Eliminates the "junk card" feeling — everything has value - Creates a deterministic path to high-rarity cards for F2P players - Pairs well with pack opening — more packs = more crafting fuel - Low implementation complexity relative to impact ## Technical Notes - Integrates with existing Card model and rarity system (Rep/Res/Sta/All/MVP/HoF) - Needs: crafting transaction logic, card selection UI (discord buttons/dropdowns) - Card consumption + creation through existing API - Consider: cooldowns, daily craft limits, or increasing costs per tier
cal added the
feature
label 2026-03-04 13:46:44 +00:00
cal added the
ai-working
label 2026-03-06 19:01:02 +00:00
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Reference: cal/paper-dynasty-discord#49
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