User blog comment:Bazalooney/Better ideas for the new episode style/@comment-98.94.209.127-20130803194208/@comment-31.52.100.218-20130803225700

They should just make the capture rate transparent and either a) have this rate increase each time you try or b) allow you to use multiple nets per capture.

To balance this system out, set the base capture rate to 5% For system a) +1.5% increase per try. (10 try's would yield a total of 20% --> 10 * 1.5 = 15. Plus base rate of 5 = 20)

For b) each additional net adds 0.25% with a maximum of 100 nets (max yield would therefore equal 30% ---> 100*0.25 = 25. Plus the base 5 = 30)

There would be no need to change the current net economics either (I.e they can keep the current reward rate) and sales would actually end up positively effective due to energon and battle cubes becoming even more valuable since they are the only ways of getting nets.

Chains would still be just as useful and bring in the money as their main purpose hasn't changed, which currently is to grant you 100% capture rate and reduce grinding/time sink. To get the equivalent with system A, you'd have to try 80 times. And System B has a max limit.

So all this has really done is increase the value and usefulness of nets, without negatively affecting sales; existing meta games and/or game balance.