With so many people stressing about how these might work, and how its and example of “343 ruining the game,” I thought I’d illustrate how the scenario plays out in MY MIND about how it works, and try and determine if people would still be upset if that’s how it actually worked.
Okay, so lets say you get a new REQ pack for every 2 wins in an MP match, Arena or Warzone, or for every 4 matches completed. (That seems like a reasonable pace). In each pack there are 15 Random Req Cards, that could be armor pieces/skins (for the purposes of this post I’ll just say skins), weapons, or vehicles. The make up of those cards is ultimately irrelevant, except for the key differentiating factor: Cosmetic Item or Usable Item. Lets say in that one pack you randomly received 3 armor skins, 10 weapons and 2 vehicles. The Armor is redeemed immediately and able to be selected from your customization options. The rest goes into a pool of your selectable requistions.
Now in game, as you “level up” you get your requisition points, (The little Green hexagons in your hud and death screen) and then you use them to acquire your weapons, and each weapon you select (with the exception of standard primary weapons) you lose one from your pool of your selectable requisitions, in addition to losing the point cost of the requisition itself. After you’ve leveled up all the way, I think it takes a fair bit of time for you to level the requistion points back up to the point where you can get something game changing again like a mantis or Rocket Launcher or something.
This is why I’m not concerned about the addition of microtransactions, the fact that you will be limited in selecting the most powerful gear THROUGH A GAMEPLAY MECHANIC rather than through a lack of funds to buy more packs. The only differences between a person who buys packs and a person who earns them is this: one person will likely have a larger pool of selectable requistions, and a larger pool of selections for armor customizations. Ultimately though, the Requisition point system will keep the number of requisitions PER GAME to about the same for each player, maybe it will be different for each them if player performance affects the rate of requisition point gain, but that is not the point. My point is that if two players have the same number of requisitions per game, how will you really be able to tell which one paid for those reqs and which one earned them? Maybe the player who purchases packs has 100 different selections available, while the player who earns them has 25, but if you only can acquire 10 in a game, then who cares about the difference?