simmen wrote:
You're mentioning 5 players (for reasons unknown to me). How would those 5 players be able stop you from ever getting mythical weapons with this idea?
I like your idea, really. It would give good players a chance, rewarding them for skill. That's fine.
The problem with it, is, that they will have to fight mythical abusers to do so...
Winning three matches in a row against other rank 1 with full stars is hard, but not impossible, but winning 3 times a row if you have to face people who have already mythicals is another thing.
Take mythical abusers out of this and it might work and is worth a try.
Like:
You have to win 3 times a row against other players rank 1 full stars
without mysticals.
However, the main problem with mythicals is that they are too strong!
Yes, you can do something that common players can get them easierly, but that won't solve the real problem. Such weapons make the game boring.
When everybody have them, you will see nearly the same 4 or 5 set-ups over and over again.
That's the problem with a game intern imbalance.
If something is so strong that there's no alternative, all will use the same.
As you can see in the card game Magic - the gathering.
In tournaments there are only a few decks everyone plays. I was on a tournament with over 1700 players but less than 80 different decks...
Or Games Workshop is another example.
On tournaments all played armies of one codex look the same, cause many codices have a terrible intern balance.
Mythicals can be strong, they
should be strong, cause they are the top of weapon technology, but give them a little weakness.
Let the players pay a price for having a strong item. ( not in $ )
Increase the weight, or increase the consumption of ammunition, or the self-generated heat, needed nrg, lower the dmg, or the resitence drain...
Or make sure that players can not abuse them by overuse by limiting mythicals to 1-2 per mech.
Giving every player mythicals won't solve the problem, it will only lead to less diversity of set-ups and make the game boring.