I know in my bones there’s plans for red weapons. There has to be. Why else cap out stats at 80%?
So, assuming that a red quality weapon all start at zero, but can eventually reach 100% in every stat (Which is sheer speculation and nothing more) here’s a list of problems that could fix.
1.) Make Melk Useful in Endgame. If the random boxes had a chance of getting a Red Weapon, Melk Money could be spent there instead of piling up. Also, add a button to automatically convert the non-reds to mats to reduce menu fatigue. Being able to “Bulk Buy” crates might also help us old-timers dump our Melk Money.
2.) Incentive to play higher difficulties. If higher difficulties increased chance to get a red weapon from an Emperor’s Gift.
3.) Incentive to collect Grims/Scriptures, if doing so increases the chance to get a red weapon.
4.) Material Sink. If Red Weapons start with stats at 0, it would take a lot of materials to empower them to 80% across all stats. The sink could then be made sinkier if you had to spend mats to empower each stat individually after 80%.
5.) Improving Havoc rewards. If your weekly havoc box had significantly higher chance of a Red Weapon instead of mats, with the chance based on havoc rank. This would encourage people to return to the mode at least once a week.
6.) More rewards. Not only would this raise the value of Melk money and mats, but also open new avenues for rewards. For example, the chance to gain a “Redifier” that lets you choose what weapon to Redify, could be a good reward when a player first completes a challenging mode.
Or a “Red Boost” consumable that increases the chance your next Emperors Gift is a Red, could be a good reward to give out more frequently (For events, regular completes, special assignments, etc). Such consumables could also turn your name and/or title Red during the mission, having a small cosmetic incentive to use them even if they don’t give a red. They could also boost the chance of your teammates also getting a red, which gives the cosmetic more oomph in my opinion (It might make strangers like you more).
Problems it’d cause.
1.) Increased RNG. Since Fatshark fixed the crafting system, I say they can have a little bit of RNG back as a treat, but I understand folks hesitancy on the matter. The old item progression system has left its scars.
2.) Power Imbalance. Power Creep is real and should be feared. And it’s hard to take power away once given.
3.) Delaying the inevitable. Once a player has all red weapons fully empowered, they’ll begin to accrue useless materials and be deincentivised again. This will happen faster the fewer operators a player plays, as they need less reds. Don’t underestimate a person’s luck and determination.
4.) Open the gateway to “Red Hell”. This is only an issue if you don’t account for duplicates. You could have a pipeline to convert dupes into Redifiers, but I think a better solution is to just not allow a user to obtain duplicate red items. This has the added benefit of making each Red more likely to be a Red you want overtime, as there’s fewer and fewer reds to get.