Then requisition points would be used both for ingame unlocks and for spawning as elites/heroes or spawning tanks. Thus 5 hours to unlock an item would be a pure value if you don't spawn with anything else. If you do it might as well jump double to 10 hours.
You unlock gear via vendors using exp(or quests?) in game or RTP using cash. You then go to your loadout screen and select which of your unlocked items you want to bring with you with every item carrying a value. A heavy loadout will cost requisition to spawn with. Note that even if you buy an RTP plasma gun, you will still have to unlock plasma guns in game before you can use it. At no point has any twitch or post that i've seen indicated using requisition points to unlock gear.
This. It's not complicated. My personal extension of that would be BtP, cosmetic only base trooper items, and a rapid unlock function for the Heroes. Not that those should have some crazy grind period either, but you can bet there'll be plenty of people who pay upfront to play as a chaplain right away, and that's a reasonably healthy store extension. People like collecting heroes the same way they like collecting trading cards.
My problem with some of the math in this thread is that it supposes the value of each item is more exclusive than it really is. They are sidegrades with both statistically comparable and identical models in game, to the point where the cosmetic is the only exclusive. It's not that ALL weapons of a certain type are locked away because that one configuration of the weapon is in the RTS. Not to hijack this but I think this 1 questions could easily be broken into 2: What are the time requirements of unlocking any variant of Plasmagun compared to buying the single [Plasmagun MK II] in the RTS ? (Weapon type) What are the time requirements of unlocking the in-game version of [Plasmagun MK II] that is statistically identical ? (Exact weapon) Both are important but that second one doesn't bother me nearly as much as the first. I understand we have to unlock the skill/certs for each weapon but how much of a headstart does someone have in paying for convenience because the 2 questions have wildly different answers imo. Without putting a lot of thought into it I'd say sub-10hrs for the 1st Q and over 20hrs for the 2nd Q, both with a random chance to acquire. That would have to be measured against the skill/cert unlock time of course.
Is the exp thing certain ? Don't remember it from older streams and seems kinda odd. Most similar games have exp requirements for guns but no gun is opened through exp.
This is a little dated now (July) Can also read this longer PM reply from Michael posted around the same time by @Uriel1339 if you're interested. But yeah as said, nothing is set in stone. It's just to highlight the direction they were working towards previously, things they've considered etc.
I'm not sure if that's whats really being argued here. The way I've been considering their potential not-bad alternative business models is that either they do the the sidegrade concept in the store (weapons have gameplay differences) and you can earn RTP in game to buy those, or weapons in the store have statistically equivalent guns ingame (ie, are cosmetics) and thus RTP can remain purchase only since basically everybody's fine with paying for cosmetics. So, if the weapons in Rogue Trader are cosmetic only in nature, they might as well have an infinite grind time. Ie, you have to buy them. No point in even implementing RTP ingame for that case.
Not sure if I like the term grind used here so easily. Grinding is a repetitive action. I would argue that "grind" in LoL (for a new champion) is not so much of a grind, because every match you play can differ quite a lot from your previous one. Play support or tank or carry, take mid or bot or jungle and even if you go bot-lane and carry 5 matches in a row, every time it's different from the previous match. Yes. Constant patches, skins and champions hold LoL players in the game, but what makes them stay for so long and play from one patch to another? Basically good mechanics, variation of playstyles, customization and challenge of course. Maybe we could have something like that for beginnings? Golden Bolter of Yolo Swaggins To unlock, you need: - a symbolic price of 25 000 RTP ( which you get by killing people, reviving allies, capturing objectives, Tyranid-raids etc ) - 100 kills through headshots ( only headshot that kills counts ) - 50 killstreaks of the size of at least 5 kills each - Complete 5 War Council quests ( accomplishing each of the tasks also rewards you with xp and rtp bonuses ) It might look grindy-like, but at least there's room for variation and it can make you do different tasks to actually get your desired upgrade/ weapon/ etc... Then for someone it might take 5 hours and for someone else it might take 10. That would depend on their skill and determination. Less fancy weapons / perks could be easier to get. Rarer and fancier stuff could be harder. - - - - - - - - - - - - Big Daddy Plasma Cannon To unlock: - Get 10 kills on assaults, while they are still in the air.