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PVC_PMC Feature Design Document
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Out-Game Feature Group

Layered Progression Loops

Never let the player play for nothing, offer rewards after each mission.
Always have a long term goal to work towards
Upgrades in the Arsenal complete while you play regular missions.

Metrics

Average Playtime per session.
Mission Completion rate.
Frequency of weapon / arsenal / hub upgrades.
# Missions taken to reach X upgrade milestone.

Encourage Team Work

Character archetypes meant to complement each other.
3 Special Equipments chosen from every player’s arsenal before raids.
Help members of your Squad with their upgrades.

Metrics

Firmware chosen per player.
Most chosen team composition.
Upgrade materials shared.
Squad performance overview (firmware, weapons used, loadout, success %)

Community Feeling

Lobby shared between “every” player.
Players choose a sponsor, for unique rewards and community advancement.
Community driven events influence trade and quests.

Metrics

Most common sponsor
Advancement of the Endless War (Helldivers 2)
Quickplay vs Friend group percentage
Engagement with the Player Market

Reward Experimentation

Leveling up various weapons and equipment gives the most rewards.
Rotation of items sold in shops and quests offered.
Special missions are available with a set starting equipment.

Metrics

Most played loadouts.
Shop catalog.
Play rate and success rate of special missions.

Hoarding Fantasy

Visual representation of all the progression loops in the lobby.
Hoarding leaderboards updating to show how much loot the community has.
Milestones to hit when enough loot has been acquired.

Metrics

Total loot collected per player / squad (milestones tracked)
Collected loot diversity
Track the traffic inside a player’s stash

What’s Not


This graph represents features, mechanics and game elements that are not in the game, ranked in descending order from how likely they are to be in the game.
Here, we can see that a hard class system isn’t present in the game, but I’m open to it, whereas the game doesn’t have a survival system and I’m strongly against it.
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