I love the replies, but okay fine, make it at least 25, because there are retards who have their entire match history this game and they don't know about the ace and buffing system, it's a shame. (not entire match history, just a large chunk out of this season and recent games) It's just that some people are retards.
You have to consider the sheer amount of game time required, and what their unlocking, before you decide how many wins are required to unlock it. Also, all this time spent was not spent learning how to use it once they get it.
If your reason for an inflated reward curve are "people are stupid and need more practice", then I think the bigger problem is not practice, but a lack of intuitive mechanics or teaching methods (since 99% of players are to busy "pwning" to teach others who don't know whats up or down)
The problem with leashing this to the purchasable (unlock-able) hero's is that people will never learn that they can use it, when they finally can, since they spent 40+ hours learning that they can't access it and don't bother trying. Suddenly, when they do, there needs to be a major visual indicator of this change, or else they will only realize they can use it by stumbling upon it again. Whole lot of work just to stop new players from exploring things and messing something up in the process.
Also, there are a lot of "newbs" out there that use save file editors. Not tons of them, but they're out there.
I say we should avoid the use of any kind of save file or access code/password/phrase, as that just opens the door for exploitation and bad experiences.
Instead of making the purchase-able hero's (Odin) something you can attain just by afking and then throwing money at it, why not make the hero's time based bonus's for clearing something? Requires some skill/knowledge about the game above entry level.
Jason, can you make this game more of a puzzle, so far it's just build a bunker and kill Zerg, same thing over, and over, and over, and over, and over, and over, and over, and over, and over, and over, and over, and over, and over, and over, and over, and over, and over, and over, and over, and over, and over, and over, and over, and over, and over, and over, and over, and over, and over, and over, and over, and over, and over, and over, again, it's getting very repetitive. What I mean by a puzzle is that you make the game so you have to figure things out to go to the next stage, but if this is too difficult just increase the game difficulty exponentially.
Random set(from a larger pool, to keep things different) of targets (mobs/buildings/non-killing based objective?) that must be achieved before you can take out something? Or rather, they hinder your progression by making buildings/mobs harder wile they're alive? So that heavy organization can overcome the bonus to make up lost time or increase efficiency.
Things like :
- a giant DoT cloud around a building, goes away if you find the defiler that's roaming around in areas of similar difficulty or slightly higher (requires an incursion into harder area)
- special queen/queens that have a 0.5 second CD heal and rapidly regenerating mana (blind auto pilot dps-ing wont solve the issue unless your way overpowered or use a coordinated burst attack)
- damaging specially colored units/mini-structures close to the target causes them to insta die and spawn mini nydus canals that spawn an extra hard unit every so often.
- roaming(?) mob that has high hp regen and a 60% evasion aura - has low hp, but is difficult for non-caster spec'ed heros
add more later.
(I tend to lean toward enemies that are hard, not because of their sheer HP or armor, but through a mechanic that has ways around. Raw dps is the most popular solution everyone chooses when dealing with something, so a little spice here and there should make them think)